1 // $Id: badguy.h 1048 2004-05-08 23:46:43Z rmcruz $ 2 // 3 // SuperTux 4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com> 5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de> 6 // Copyright (C) 2004 Matthias Braun <matze@braunis.de> 7 // 8 // This program is free software; you can redistribute it and/or 9 // modify it under the terms of the GNU General Public License 10 // as published by the Free Software Foundation; either version 2 11 // of the License, or (at your option) any later version. 12 // 13 // This program is distributed in the hope that it will be useful, 14 // but WITHOUT ANY WARRANTY; without even the implied warranty of 15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 // GNU General Public License for more details. 17 // 18 // You should have received a copy of the GNU General Public License 19 // along with this program; if not, write to the Free Software 20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 21 // 02111-1307, USA. 22 23 #ifndef SUPERTUX_BADGUY_H 24 #define SUPERTUX_BADGUY_H 25 26 #include "SDL.h" 27 #include "defines.h" 28 #include "bitmask.h" 29 #include "type.h" 30 #include "timer.h" 31 #include "texture.h" 32 #include "physic.h" 33 #include "collision.h" 34 #include "sprite.h" 35 36 /* Bad guy kinds: */ 37 enum BadGuyKind { 38 BAD_MRICEBLOCK, 39 BAD_JUMPY, 40 BAD_MRBOMB, 41 BAD_BOMB, 42 BAD_STALACTITE, 43 BAD_FLAME, 44 BAD_FISH, 45 BAD_BOUNCINGSNOWBALL, 46 BAD_FLYINGSNOWBALL, 47 BAD_SPIKY, 48 BAD_SNOWBALL, 49 NUM_BadGuyKinds 50 }; 51 52 BadGuyKind badguykind_from_string(const std::string& str); 53 std::string badguykind_to_string(BadGuyKind kind); 54 void load_badguy_gfx(); 55 void free_badguy_gfx(); 56 57 class Player; 58 59 /* Badguy type: */ 60 class BadGuy : public GameObject 61 { 62 public: 63 /* Enemy modes: */ 64 enum BadGuyMode { 65 NORMAL=0, 66 FLAT, 67 KICK, 68 HELD, 69 70 JUMPY_JUMP, 71 72 BOMB_TICKING, 73 BOMB_EXPLODE, 74 75 STALACTITE_SHAKING, 76 STALACTITE_FALL, 77 78 FISH_WAIT, 79 80 FLY_UP, 81 FLY_DOWN 82 }; 83 public: 84 DyingType dying; 85 BadGuyKind kind; 86 BadGuyMode mode; 87 88 /** If true the enemy will stay on its current platform, ie. if he 89 reaches the edge he will turn around and walk into the other 90 direction, if false the enemy will jump or walk of the edge */ 91 bool stay_on_platform; 92 93 Direction dir; 94 95 private: 96 bool removable; 97 bool seen; 98 int squishcount; /// number of times this enemy was squiched 99 Timer timer; 100 Physic physic; 101 102 Sprite* sprite_left; 103 Sprite* sprite_right; 104 105 int animation_offset; 106 107 public: 108 BadGuy(float x, float y, BadGuyKind kind, bool stay_on_platform); 109 110 void action(double frame_ratio); 111 void draw(); type()112 std::string type() { return "BadGuy"; }; 113 114 void explode(BadGuy* badguy); 115 116 void collision(void* p_c_object, int c_object, 117 CollisionType type = COLLISION_NORMAL); 118 119 /** this functions tries to kill the badguy and lets him fall off the 120 * screen. Some badguys like the flame might ignore this. 121 */ 122 void kill_me(int score); 123 124 /** remove ourself from the list of badguys. WARNING! This function will 125 * invalidate all members. So don't do anything else with member after calling 126 * this. 127 */ 128 void remove_me(); is_removable()129 bool is_removable() const { return removable; } 130 131 private: 132 void action_mriceblock(double frame_ratio); 133 void action_jumpy(double frame_ratio); 134 void action_bomb(double frame_ratio); 135 void action_mrbomb(double frame_ratio); 136 void action_stalactite(double frame_ratio); 137 void action_flame(double frame_ratio); 138 void action_fish(double frame_ratio); 139 void action_bouncingsnowball(double frame_ratio); 140 void action_flyingsnowball(double frame_ratio); 141 void action_spiky(double frame_ratio); 142 void action_snowball(double frame_ratio); 143 144 /** handles falling down. disables gravity calculation when we're back on 145 * ground */ 146 void fall(); 147 148 /** let the player jump a bit (used when you hit a badguy) */ 149 void make_player_jump(Player* player); 150 151 /** check if we're running left or right in a wall and eventually change 152 * direction 153 */ 154 void check_horizontal_bump(bool checkcliff = false); 155 /** called when we're bumped from below with a block */ 156 void bump(); 157 /** called when a player jumped on the badguy from above */ 158 void squish(Player* player); 159 /** squish ourself, give player score and set dying to DYING_SQICHED */ 160 void squish_me(Player* player); 161 /** set image of the badguy */ 162 void set_sprite(Sprite* left, Sprite* right); 163 }; 164 165 struct BadGuyData 166 { 167 BadGuyKind kind; 168 int x; 169 int y; 170 bool stay_on_platform; 171 BadGuyDataBadGuyData172 BadGuyData(BadGuy* pbadguy) : kind(pbadguy->kind), x((int)pbadguy->base.x), y((int)pbadguy->base.y), stay_on_platform(pbadguy->stay_on_platform) {}; BadGuyDataBadGuyData173 BadGuyData(BadGuyKind kind_, int x_, int y_, bool stay_on_platform_) 174 : kind(kind_), x(x_), y(y_), stay_on_platform(stay_on_platform_) {} 175 BadGuyDataBadGuyData176 BadGuyData() 177 : kind(BAD_SNOWBALL), x(0), y(0), stay_on_platform(false) {} 178 }; 179 180 #endif /*SUPERTUX_BADGUY_H*/ 181 182 /* Local Variables: */ 183 /* mode:c++ */ 184 /* End: */ 185 186