X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy.h;h=3ec189bbe9228b93856307516f0d7a84c3503535;hb=546364c9567ef212ea9276201facf73f5ada696a;hp=9a1869accee5c11b0a64f24a028cc05022ba3728;hpb=07e39df2d2daf5264c6a2f1692be03e9d5a04fcc;p=supertux.git diff --git a/src/badguy.h b/src/badguy.h index 9a1869acc..3ec189bbe 100644 --- a/src/badguy.h +++ b/src/badguy.h @@ -1,85 +1,194 @@ +// $Id$ +// +// 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 "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" + +using namespace SuperTux; + +/* Timing constants (in ms): */ -/* Enemy modes: */ -#define NORMAL 0 -#define FLAT 1 -#define KICK 2 -#define HELD 3 - -extern texture_type img_bsod_squished_left; -extern texture_type img_bsod_squished_right; -extern texture_type img_bsod_falling_left; -extern texture_type img_bsod_falling_right; -extern texture_type img_laptop_flat_left; -extern texture_type img_laptop_flat_right; -extern texture_type img_laptop_falling_left; -extern texture_type img_laptop_falling_right; -extern texture_type img_bsod_left[4]; -extern texture_type img_bsod_right[4]; -extern texture_type img_laptop_left[3]; -extern texture_type img_laptop_right[3]; -extern texture_type img_money_left[2]; -extern texture_type img_money_right[2]; +#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_WINGLING, + BAD_WALKINGTREE, + NUM_BadGuyKinds, + + BAD_INVALID }; +BadGuyKind badguykind_from_string(const std::string& str); +std::string badguykind_to_string(BadGuyKind kind); + +class Player; +class BadGuySpecs; + /* Badguy type: */ -class BadGuy +class BadGuy : public MovingObject, public Serializable { - public: - int mode; - DyingType dying; +public: + /* Enemy modes: */ + enum BadGuyMode { + NORMAL=0, + FLAT, + KICK, + HELD, + + JUMPY_JUMP, + + BOMB_TICKING, + BOMB_EXPLODE, + + STALACTITE_SHAKING, + STALACTITE_FALL, + + FISH_WAIT, + + FLY_UP, + FLY_DOWN, + + BGM_BIG, + BGM_SMALL + }; +public: + DyingType dying; BadGuyKind kind; + 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; - int dir; - base_type base; - base_type old_base; - timer_type timer; - physic_type physic; + 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; + + int animation_offset; + +public: + BadGuy(BadGuyKind kind, float x, float y); + BadGuy(BadGuyKind kind, LispReader& reader); + virtual ~BadGuy(); + + virtual void write(LispWriter& writer); + + 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); + + /** 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(int score); + + /** initializes the badguy (when he appears on screen) */ + void activate(Direction direction); // should only be used by BadGuy's objects - public: - void init(float x, float y, BadGuyKind kind); + Surface* get_image(); - void action(); - void draw(); +private: + 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); - void action_bsod(); - void action_laptop(); - void action_money(); + /** handles falling down. disables gravity calculation when we're back on + * ground */ + void fall(); - void draw_bsod(); - void draw_laptop(); - void draw_money(); + /** Turn enemy into a bomb. To explode right way pass true */ + void explode(bool right_away); - void collision(void* p_c_object, int c_object); + /** check if we're running left or right in a wall and eventually change + * direction + */ + void check_horizontal_bump(bool checkcliff = false); + /** called when we're bumped from below with a block */ + void bump(); + /** called when a player jumped on the badguy from above */ + void squish(Player* player); + /** squish ourself, give player score and set dying to DYING_SQICHED */ + void squish_me(Player* player); + /** 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: */