X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.hpp;h=51521397abba69f5d83cdf64a45cc94581d95a34;hb=d84d73b701cc7fa2bd74f3490b9be1bf8b6f705a;hp=f318a4e06e4a49a3bf55c0e6c6b2ab55929f5349;hpb=07ddaed2a657e4d2a3d038fed223fc5827159caf;p=supertux.git diff --git a/src/badguy/badguy.hpp b/src/badguy/badguy.hpp index f318a4e06..51521397a 100644 --- a/src/badguy/badguy.hpp +++ b/src/badguy/badguy.hpp @@ -23,8 +23,7 @@ // moved them here to make it less typing when implementing new badguys #include #include "timer.hpp" -#include "moving_object.hpp" -#include "sprite/sprite.hpp" +#include "object/moving_sprite.hpp" #include "physic.hpp" #include "object/player.hpp" #include "serializable.hpp" @@ -38,13 +37,13 @@ #include "video/drawing_context.hpp" #include "audio/sound_manager.hpp" #include "audio/sound_source.hpp" -#include "sprite/sprite_manager.hpp" -class BadGuy : public MovingObject, public Serializable +class BadGuy : public MovingSprite, public Serializable { public: - BadGuy(); - ~BadGuy(); + BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS); + BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS); + BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS); /** Called when the badguy is drawn. The default implementation simply draws * the badguy sprite on screen @@ -58,8 +57,7 @@ public: * implemetnation calls collision_player, collision_solid, collision_badguy * and collision_squished */ - virtual HitResponse collision(GameObject& other, - const CollisionHit& hit); + virtual HitResponse collision(GameObject& other, const CollisionHit& hit); /** Called when a collision with tile with special attributes occured */ virtual void collision_tile(uint32_t tile_attributes); @@ -74,6 +72,14 @@ public: */ virtual void save(lisp::Writer& writer); + /** + * True if this badguy can break bricks or open bonusblocks in his current form. + */ + virtual bool can_break() + { + return false; + } + Vector get_start_position() const { return start_position; @@ -97,20 +103,20 @@ protected: }; /** Called when the badguy collided with a player */ - virtual HitResponse collision_player(Player& player, - const CollisionHit& hit); + virtual HitResponse collision_player(Player& player, const CollisionHit& hit); /** Called when the badguy collided with solid ground */ - virtual HitResponse collision_solid(GameObject& other, - const CollisionHit& hit); + virtual void collision_solid(const CollisionHit& hit); /** Called when the badguy collided with another badguy */ - virtual HitResponse collision_badguy(BadGuy& other, - const CollisionHit& hit); + virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit); /** Called when the player hit the badguy from above. You should return true * if the badguy was squished, false if squishing wasn't possible */ virtual bool collision_squished(Player& player); + /** Called when the badguy collided with a bullet */ + virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit); + /** called each frame when the badguy is activated. */ virtual void active_update(float elapsed_time); /** called each frame when the badguy is not activated. */ @@ -135,35 +141,56 @@ protected: */ Player* get_nearest_player(); - Sprite* sprite; Physic physic; /// is the enemy activated bool activated; /** - * Should the badguy be removed when it leaves the bounds of the sector? - * Use this when the badguy is portable and picked up by the player, who - * may actually leave the sector's bounds sometimes. - */ - bool remove_out_of_bounds; - /** * initial position of the enemy. Also the position where enemy respawns when * after being deactivated. */ bool is_offscreen(); /** - * Checks if the badguy may fall off a platform if continuing a given movement. + * Returns true if we might soon fall at least @c height pixels. Minimum + * value for height is 1 pixel */ - bool may_fall_off_platform(); + bool might_fall(int height = 1); Vector start_position; + /** + * The direction we currently face in + */ Direction dir; + + /** + * The direction we initially faced in + */ + Direction start_dir; + + /** + * Get Direction from String. + */ + Direction str2dir( std::string dir_str ); + + /** + * Update on_ground_flag judging by solid collision @c hit. + * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour. + */ + void update_on_ground_flag(const CollisionHit& hit); + + /** + * Returns true if we touched ground in the past frame + * This only works if update_on_ground_flag() gets called in collision_solid. + */ + bool on_ground(); + private: void try_activate(); State state; Timer state_timer; + bool on_ground_flag; }; #endif