X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy.h;h=5b944457029bd2f65260da42e21e2d0e1d8011b8;hb=d46c78c842ab4090a3f46e560c891234167f124b;hp=258e12a9983c21eb58e8bb452736b5eb5bdb3fa8;hpb=6e7cc3b4259e75a61df2984571d0ab1994c7cceb;p=supertux.git diff --git a/src/badguy.h b/src/badguy.h index 258e12a99..5b9444570 100644 --- a/src/badguy.h +++ b/src/badguy.h @@ -1,74 +1,191 @@ +// $Id$ +// +// 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 "utils/lispreader.h" #include "timer.h" -#include "texture.h" -#include "physic.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; -/* Enemy modes: */ +/* Timing constants */ +#define KICKING_TIME .2 -#define NORMAL 0 -#define FLAT 1 -#define KICK 2 -#define HELD 3 +/* Bad guy kinds: */ +enum BadGuyKind { + 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); + +#if 0 + +class Player; +class BadGuySpecs; /* Badguy type: */ +class BadGuy : public MovingObject, public Serializable +{ +public: + /* Enemy modes: */ + enum BadGuyState { + NORMAL=0, + FLAT, + KICK, + HELD, -typedef struct bad_guy_type - { - int mode; - int dying; - int kind; - int seen; - int dir; - int frame; - base_type base; - timer_type timer; - physic_type physic; - } -bad_guy_type; + JUMPY_JUMP, -/* Bad guy kinds: */ + BOMB_TICKING, + BOMB_EXPLODE, -enum { - BAD_BSOD, - BAD_LAPTOP, - BAD_MONEY -}; + STALACTITE_SHAKING, + STALACTITE_FALL, -extern texture_type img_bsod_squished_left, img_bsod_squished_right, -img_bsod_falling_left, img_bsod_falling_right, -img_laptop_flat_left, img_laptop_flat_right, -img_laptop_falling_left, img_laptop_falling_right; -extern texture_type img_bsod_left[4], img_bsod_right[4], -img_laptop_left[3], img_laptop_right[3], -img_money_left[2], img_money_right[2]; + FISH_WAIT, -extern bitmask *bm_bsod; + FLY_UP, + FLY_DOWN, -void badguy_create_bitmasks(); + BGM_BIG, + BGM_SMALL + }; +public: + DyingType dying; + BadGuyKind kind; + BadGuyState state; -void badguy_init(bad_guy_type* pbad, float x, float y, int kind); -void badguy_action(bad_guy_type* pbad); -void badguy_draw(bad_guy_type* pbad); -void badguy_collision(bad_guy_type* pbad, void* p_c_object, int c_object); + /** 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; -#endif /*SUPERTUX_BADGUY_H*/ + Direction dir; + Vector start_position; + + Timer frozen_timer; // gets frozen when a ice shot hits it +private: + bool seen; + 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 + + Surface* get_image(); + +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); + + /** handles falling down. disables gravity calculation when we're back on + * ground */ + void fall(); + + /** 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 + */ + 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 + +#endif /*SUPERTUX_BADGUY_H*/