1 | // SuperTux |
2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
3 | // |
4 | // This program is free software: you can redistribute it and/or modify |
5 | // it under the terms of the GNU General Public License as published by |
6 | // the Free Software Foundation, either version 3 of the License, or |
7 | // (at your option) any later version. |
8 | // |
9 | // This program is distributed in the hope that it will be useful, |
10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
12 | // GNU General Public License for more details. |
13 | // |
14 | // You should have received a copy of the GNU General Public License |
15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
16 | |
17 | #ifndef HEADER_SUPERTUX_BADGUY_BADGUY_HPP |
18 | #define |
19 | |
20 | #include "editor/object_option.hpp" |
21 | #include "object/moving_sprite.hpp" |
22 | #include "supertux/direction.hpp" |
23 | #include "supertux/physic.hpp" |
24 | #include "supertux/timer.hpp" |
25 | |
26 | class Dispenser; |
27 | class Player; |
28 | class Bullet; |
29 | |
30 | /** Base class for moving sprites that can hurt the Player. */ |
31 | class BadGuy : public MovingSprite |
32 | { |
33 | public: |
34 | BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS, |
35 | const std::string& light_sprite_name = "images/objects/lightmap_light/lightmap_light-medium.sprite" ); |
36 | BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS, |
37 | const std::string& light_sprite_name = "images/objects/lightmap_light/lightmap_light-medium.sprite" ); |
38 | BadGuy(const ReaderMapping& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS, |
39 | const std::string& light_sprite_name = "images/objects/lightmap_light/lightmap_light-medium.sprite" ); |
40 | |
41 | /** Called when the badguy is drawn. The default implementation |
42 | simply draws the badguy sprite on screen */ |
43 | virtual void draw(DrawingContext& context) override; |
44 | |
45 | /** Called each frame. The default implementation checks badguy |
46 | state and calls active_update and inactive_update */ |
47 | virtual void update(float dt_sec) override; |
48 | |
49 | virtual std::string get_class() const override { return "badguy" ; } |
50 | virtual std::string get_display_name() const override { return _("Badguy" ); } |
51 | |
52 | virtual ObjectSettings get_settings() override; |
53 | virtual void after_editor_set() override; |
54 | |
55 | /** Called when a collision with another object occurred. The |
56 | default implementation calls collision_player, collision_solid, |
57 | collision_badguy and collision_squished */ |
58 | virtual HitResponse collision(GameObject& other, const CollisionHit& hit) override; |
59 | |
60 | /** Called when a collision with tile with special attributes |
61 | occurred */ |
62 | virtual void collision_tile(uint32_t tile_attributes) override; |
63 | |
64 | /** Set the badguy to kill/falling state, which makes him falling of |
65 | the screen (his sprite is turned upside-down) */ |
66 | virtual void kill_fall(); |
67 | |
68 | /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */ |
69 | virtual void run_dead_script(); |
70 | |
71 | /** True if this badguy can break bricks or open bonusblocks in his |
72 | current form. */ |
73 | virtual bool can_break() const { return false; } |
74 | |
75 | Vector get_start_position() const { return m_start_position; } |
76 | void set_start_position(const Vector& vec) { m_start_position = vec; } |
77 | |
78 | /** Called when hit by a fire bullet, and is_flammable() returns true */ |
79 | virtual void ignite(); |
80 | |
81 | /** Called to revert a badguy when is_ignited() returns true */ |
82 | virtual void extinguish(); |
83 | |
84 | /** Returns whether to call ignite() when a badguy gets hit by a fire bullet */ |
85 | virtual bool is_flammable() const; |
86 | |
87 | /** Returns whether this badguys is currently on fire */ |
88 | bool is_ignited() const; |
89 | |
90 | /** Called when hit by an ice bullet, and is_freezable() returns true. */ |
91 | virtual void freeze(); |
92 | |
93 | /** Called to unfreeze the badguy. */ |
94 | virtual void unfreeze(); |
95 | |
96 | virtual bool is_freezable() const; |
97 | |
98 | /** Return true if this badguy can be hurt by tiles |
99 | with the attribute "hurts" */ |
100 | virtual bool is_hurtable() const { return true; } |
101 | |
102 | bool is_frozen() const; |
103 | |
104 | bool is_in_water() const; |
105 | |
106 | /** Get melting particle sprite filename */ |
107 | virtual std::string get_water_sprite() const { |
108 | return "images/objects/water_drop/water_drop.sprite" ; |
109 | } |
110 | |
111 | /** Sets the dispenser that spawns this badguy. |
112 | @param parent The dispenser */ |
113 | void set_parent_dispenser(Dispenser* parent) { m_parent_dispenser = parent; } |
114 | |
115 | /** Returns the dispenser this badguys was spawned by */ |
116 | Dispenser* get_parent_dispenser() const { return m_parent_dispenser; } |
117 | |
118 | protected: |
119 | enum State { |
120 | STATE_INIT, |
121 | STATE_INACTIVE, |
122 | STATE_ACTIVE, |
123 | STATE_SQUISHED, |
124 | STATE_FALLING, |
125 | STATE_BURNING, |
126 | STATE_MELTING, |
127 | STATE_GROUND_MELTING, |
128 | STATE_INSIDE_MELTING, |
129 | STATE_GEAR |
130 | }; |
131 | |
132 | protected: |
133 | /** Called when the badguy collided with a player */ |
134 | virtual HitResponse collision_player(Player& player, const CollisionHit& hit); |
135 | |
136 | /** Called when the badguy collided with solid ground */ |
137 | virtual void collision_solid(const CollisionHit& hit) override; |
138 | |
139 | /** Called when the badguy collided with another badguy */ |
140 | virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit); |
141 | |
142 | /** Called when the player hit the badguy from above. You should |
143 | return true if the badguy was squished, false if squishing |
144 | wasn't possible */ |
145 | virtual bool collision_squished(GameObject& object); |
146 | |
147 | /** Called when the badguy collided with a bullet */ |
148 | virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit); |
149 | |
150 | /** called each frame when the badguy is activated. */ |
151 | virtual void active_update(float dt_sec); |
152 | |
153 | /** called each frame when the badguy is not activated. */ |
154 | virtual void inactive_update(float dt_sec); |
155 | |
156 | /** called immediately before the first call to initialize */ |
157 | virtual void initialize(); |
158 | |
159 | /** called when the badguy has been activated. (As a side effect the |
160 | dir variable might have been changed so that it faces towards |
161 | the player. */ |
162 | virtual void activate(); |
163 | |
164 | /** called when the badguy has been deactivated */ |
165 | virtual void deactivate(); |
166 | |
167 | void kill_squished(GameObject& object); |
168 | |
169 | void set_state(State state); |
170 | State get_state() const { return m_state; } |
171 | |
172 | bool check_state_timer() { |
173 | return m_state_timer.check(); |
174 | } |
175 | |
176 | /** returns a pointer to the nearest player or 0 if no player is available */ |
177 | Player* get_nearest_player() const; |
178 | |
179 | /** initial position of the enemy. Also the position where enemy |
180 | respawns when after being deactivated. */ |
181 | bool is_offscreen() const; |
182 | |
183 | /** Returns true if we might soon fall at least @c height |
184 | pixels. Minimum value for height is 1 pixel */ |
185 | bool might_fall(int height = 1) const; |
186 | |
187 | /** Get Direction from String. */ |
188 | Direction str2dir(const std::string& dir_str) const; |
189 | |
190 | /** Update on_ground_flag judging by solid collision @c hit. This |
191 | gets called from the base implementation of collision_solid, so |
192 | call this when overriding collision_solid's default |
193 | behaviour. */ |
194 | void update_on_ground_flag(const CollisionHit& hit); |
195 | |
196 | /** Returns true if we touched ground in the past frame This only |
197 | works if update_on_ground_flag() gets called in |
198 | collision_solid. */ |
199 | bool on_ground() const; |
200 | |
201 | /** Returns floor normal stored the last time when |
202 | update_on_ground_flag was called and we touched something solid |
203 | from above. */ |
204 | Vector get_floor_normal() const; |
205 | |
206 | /** Returns true if we were in STATE_ACTIVE at the beginning of the |
207 | last call to update() */ |
208 | bool is_active() const; |
209 | |
210 | /** changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */ |
211 | void set_colgroup_active(CollisionGroup group); |
212 | |
213 | private: |
214 | void try_activate(); |
215 | |
216 | protected: |
217 | Physic m_physic; |
218 | |
219 | public: |
220 | /** Count this badguy to the statistics? This value should not be |
221 | changed during runtime. */ |
222 | bool m_countMe; |
223 | |
224 | protected: |
225 | /** true if initialize() has already been called */ |
226 | bool m_is_initialized; |
227 | |
228 | Vector m_start_position; |
229 | |
230 | /** The direction we currently face in */ |
231 | Direction m_dir; |
232 | |
233 | /** The direction we initially faced in */ |
234 | Direction m_start_dir; |
235 | |
236 | bool m_frozen; |
237 | bool m_ignited; /**< true if this badguy is currently on fire */ |
238 | bool m_in_water; /** < true if the badguy is currently in water */ |
239 | |
240 | std::string m_dead_script; /**< script to execute when badguy is killed */ |
241 | |
242 | float m_melting_time; |
243 | |
244 | SpritePtr m_lightsprite; |
245 | bool m_glowing; |
246 | |
247 | private: |
248 | State m_state; |
249 | |
250 | /** true if state was STATE_ACTIVE at the beginning of the last call |
251 | to update() */ |
252 | bool m_is_active_flag; |
253 | |
254 | Timer m_state_timer; |
255 | |
256 | /** true if we touched something solid from above and |
257 | update_on_ground_flag was called last frame */ |
258 | bool m_on_ground_flag; |
259 | |
260 | /** floor normal stored the last time when update_on_ground_flag was |
261 | called and we touched something solid from above */ |
262 | Vector m_floor_normal; |
263 | |
264 | /** CollisionGroup the badguy should be in while active */ |
265 | CollisionGroup m_colgroup_active; |
266 | |
267 | /** If this badguy was dispensed from a dispenser, |
268 | save the dispenser here. */ |
269 | Dispenser* m_parent_dispenser; |
270 | |
271 | private: |
272 | BadGuy(const BadGuy&) = delete; |
273 | BadGuy& operator=(const BadGuy&) = delete; |
274 | }; |
275 | |
276 | #endif |
277 | |
278 | /* EOF */ |
279 | |