X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.hpp;h=53ed624c0d64f6ca377fa29f408944f74b121b8a;hb=13c84268f16872f9b442251c4175a3a1a7a7899a;hp=7853f8b6b406d0bf8c85b9d743999c5091737116;hpb=22ebbf03379aad8d3fc704e47e6cfa7acca8651d;p=supertux.git diff --git a/src/badguy/badguy.hpp b/src/badguy/badguy.hpp index 7853f8b6b..53ed624c0 100644 --- a/src/badguy/badguy.hpp +++ b/src/badguy/badguy.hpp @@ -27,18 +27,19 @@ #include "physic.hpp" #include "object/player.hpp" #include "serializable.hpp" -#include "resources.hpp" #include "sector.hpp" #include "direction.hpp" #include "object_factory.hpp" -#include "lisp/parser.hpp" #include "lisp/lisp.hpp" #include "lisp/writer.hpp" #include "video/drawing_context.hpp" #include "audio/sound_manager.hpp" #include "audio/sound_source.hpp" -class BadGuy : public MovingSprite, public Serializable +/** + * Base class for moving sprites that can hurt the Player. + */ +class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable { public: BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS); @@ -53,24 +54,27 @@ public: * calls active_update and inactive_update */ virtual void update(float elapsed_time); - /** Called when a collision with another object occured. The default - * implemetnation calls collision_player, collision_solid, collision_badguy + /** Called when a collision with another object occurred. The default + * implementation calls collision_player, collision_solid, collision_badguy * and collision_squished */ virtual HitResponse collision(GameObject& other, const CollisionHit& hit); - /** Called when a collision with tile with special attributes occured */ + /** Called when a collision with tile with special attributes occurred */ virtual void collision_tile(uint32_t tile_attributes); /** Set the badguy to kill/falling state, which makes him falling of the * screen (his sprite is turned upside-down) */ virtual void kill_fall(); + + /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */ + virtual void run_dead_script(); /** Writes out the badguy into the included lisp::Writer. Useful e.g. when * converting an old-format level to the new format. */ - virtual void save(lisp::Writer& writer); + virtual void write(lisp::Writer& writer); /** * True if this badguy can break bricks or open bonusblocks in his current form. @@ -107,7 +111,7 @@ public: * Returns whether to call ignite() when a badguy gets hit by a fire bullet */ virtual bool is_flammable() const; - + /** * Returns whether this badguys is currently on fire */ @@ -156,6 +160,9 @@ protected: /** called each frame when the badguy is not activated. */ virtual void inactive_update(float elapsed_time); + bool is_initialized; /**< true if initialize() has already been called */ + /** called immediately before the first call to initialize */ + virtual void initialize(); /** * called when the badguy has been activated. (As a side effect the dir * variable might have been changed so that it faces towards the player. @@ -175,10 +182,6 @@ protected: */ Player* get_nearest_player(); - Physic physic; - - /// is the enemy activated - bool activated; /** * initial position of the enemy. Also the position where enemy respawns when * after being deactivated. @@ -227,13 +230,24 @@ protected: bool frozen; bool ignited; /**< true if this badguy is currently on fire */ + std::string dead_script; /**< script to execute when badguy is killed */ + + /** + * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update() + */ + bool is_active(); + + void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */ + private: void try_activate(); State state; + bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */ Timer state_timer; bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */ Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */ + CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */ };