X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy.h;h=3ec189bbe9228b93856307516f0d7a84c3503535;hb=546364c9567ef212ea9276201facf73f5ada696a;hp=93c9356c31e1a9123ab0837ce96eed5dcaa754f1;hpb=b322b763e4782f0519434fed6dbee60686eeb1a4;p=supertux.git diff --git a/src/badguy.h b/src/badguy.h index 93c9356c3..3ec189bbe 100644 --- a/src/badguy.h +++ b/src/badguy.h @@ -1,148 +1,177 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2000 Bill Kendrick +// Copyright (C) 2004 Tobias Glaesser +// Copyright (C) 2004 Matthias Braun // -// Interface: badguy -// -// Description: -// -// -// Author: Tobias Glaesser (C) 2003 -// -// Copyright: See COPYING file that comes with this distribution -// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. // +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. #ifndef SUPERTUX_BADGUY_H #define SUPERTUX_BADGUY_H #include "SDL.h" -#include "bitmask.h" -#include "type.h" -#include "timer.h" -#include "texture.h" -#include "physic.h" -#include "collision.h" -extern texture_type img_bsod_left[4]; -extern texture_type img_bsod_right[4]; -extern texture_type img_laptop_left[4]; -extern texture_type img_money_left[2]; - -/* Enemy modes: */ -enum { - NORMAL=0, - FLAT, - KICK, - HELD, - - MONEY_JUMP, - - BOMB_TICKING, - BOMB_EXPLODE, +#include "utils/lispreader.h" +#include "special/timer.h" +#include "math/physic.h" +#include "defines.h" +#include "special/moving_object.h" +#include "collision.h" +#include "serializable.h" +#include "scene.h" - STALACTITE_SHAKING, - STALACTITE_FALL, +using namespace SuperTux; - FISH_WAIT, +/* Timing constants (in ms): */ - FLY_UP, - FLY_DOWN -}; +#define KICKING_TIME 200 /* Bad guy kinds: */ enum BadGuyKind { - BAD_BSOD, - BAD_LAPTOP, - BAD_MONEY, + BAD_MRICEBLOCK, + BAD_JUMPY, BAD_MRBOMB, BAD_BOMB, BAD_STALACTITE, BAD_FLAME, BAD_FISH, + BAD_FLAMEFISH, BAD_BOUNCINGSNOWBALL, BAD_FLYINGSNOWBALL, BAD_SPIKY, - BAD_SNOWBALL + BAD_SNOWBALL, + BAD_WINGLING, + BAD_WALKINGTREE, + NUM_BadGuyKinds, + + BAD_INVALID }; BadGuyKind badguykind_from_string(const std::string& str); std::string badguykind_to_string(BadGuyKind kind); -void load_badguy_gfx(); -void free_badguy_gfx(); -struct BadGuyData +class Player; +class BadGuySpecs; + +/* Badguy type: */ +class BadGuy : public MovingObject, public Serializable { - BadGuyKind kind; - int x; - int y; +public: + /* Enemy modes: */ + enum BadGuyMode { + NORMAL=0, + FLAT, + KICK, + HELD, - BadGuyData(BadGuyKind kind_, int x_, int y_) - : kind(kind_), x(x_), y(y_) {} + JUMPY_JUMP, - BadGuyData() - : kind(BAD_BSOD), x(0), y(0) {} -}; + BOMB_TICKING, + BOMB_EXPLODE, -class Player; + STALACTITE_SHAKING, + STALACTITE_FALL, -/* Badguy type: */ -class BadGuy -{ + FISH_WAIT, + + FLY_UP, + FLY_DOWN, + + BGM_BIG, + BGM_SMALL + }; public: - DyingType dying; - base_type base; + DyingType dying; BadGuyKind kind; - int mode; - int dir; + BadGuyMode mode; + + /** If true the enemy will stay on its current platform, ie. if he + reaches the edge he will turn around and walk into the other + direction, if false the enemy will jump or walk of the edge */ + bool stay_on_platform; + + Direction dir; + Vector start_position; + + Timer frozen_timer; // gets frozen when a ice shot hits it private: + bool removable; bool seen; - base_type old_base; + int squishcount; /// number of times this enemy was squiched + Vector target; // Target that badguy is aiming for (wingling uses this) Timer timer; Physic physic; + float angle; + + std::string action_left, action_right; + + BadGuySpecs* specs; - texture_type* texture_left; - texture_type* texture_right; int animation_offset; - size_t animation_length; - float animation_speed; public: - void init(float x, float y, BadGuyKind kind); + BadGuy(BadGuyKind kind, float x, float y); + BadGuy(BadGuyKind kind, LispReader& reader); + virtual ~BadGuy(); + + virtual void write(LispWriter& writer); - void action(float frame_ratio); - void draw(); + virtual void action(float frame_ratio); + virtual void draw(DrawingContext& context); + virtual void collision(const MovingObject& other, int type); void collision(void* p_c_object, int c_object, - CollisionType type = COLLISION_NORMAL); + CollisionType type = COLLISION_NORMAL); /** this functions tries to kill the badguy and lets him fall off the * screen. Some badguys like the flame might ignore this. */ - void kill_me(); - + void kill_me(int score); + + /** initializes the badguy (when he appears on screen) */ + void activate(Direction direction); // should only be used by BadGuy's objects + + Surface* get_image(); + private: - void action_bsod(float frame_ratio); - void action_laptop(float frame_ratio); - void action_money(float frame_ratio); - void action_bomb(float frame_ratio); - void action_mrbomb(float frame_ratio); - void action_stalactite(float frame_ratio); - void action_flame(float frame_ratio); - void action_fish(float frame_ratio); - void action_bouncingsnowball(float frame_ratio); - void action_flyingsnowball(float frame_ratio); - void action_spiky(float frame_ratio); - void action_snowball(float frame_ratio); + void init(); + + void action_mriceblock(double frame_ratio); + void action_jumpy(double frame_ratio); + void action_bomb(double frame_ratio); + void action_mrbomb(double frame_ratio); + void action_stalactite(double frame_ratio); + void action_flame(double frame_ratio); + void action_fish(double frame_ratio); + void action_bouncingsnowball(double frame_ratio); + void action_flyingsnowball(double frame_ratio); + void action_spiky(double frame_ratio); + void action_snowball(double frame_ratio); + void action_wingling(double frame_ratio); + void action_walkingtree(double frame_ratio); /** handles falling down. disables gravity calculation when we're back on * ground */ void fall(); - /** remove ourself from the list of badguys. WARNING! This function will - * invalidate all members. So don't do anything else with member after calling - * this. - */ - void remove_me(); - /** let the player jump a bit (used when you hit a badguy) */ - void make_player_jump(Player* player); + + /** Turn enemy into a bomb. To explode right way pass true */ + void explode(bool right_away); + /** check if we're running left or right in a wall and eventually change * direction */ @@ -153,11 +182,13 @@ private: void squish(Player* player); /** squish ourself, give player score and set dying to DYING_SQICHED */ void squish_me(Player* player); - /** set image of the badguy */ - void set_texture(texture_type* left, texture_type* right, - int animlength = 1, float animspeed = 1); + /** set sprite's action of the badguy */ + void set_action(std::string action_left, std::string action_right); }; #endif /*SUPERTUX_BADGUY_H*/ +/* Local Variables: */ +/* mode:c++ */ +/* End: */