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- /***************************************************************************
- * gee.h - headers for the corresponding cpp file
- *
- * Copyright (C) 2006 - 2008 Florian Richter
- ***************************************************************************/
- /*
- 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 3 of the License, or
- (at your option) any later version.
-
- You should have received a copy of the GNU General Public License
- along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef SMC_GEE_H
- #define SMC_GEE_H
-
- #include "../enemies/enemy.h"
-
- /* *** *** *** *** *** cGee *** *** *** *** *** *** *** *** *** *** *** *** */
-
- /*
- * Shocks you with Electro, Lava or Gift
- */
- class cGee : public cEnemy
- {
- public:
- // constructor
- cGee( float x, float y );
- // create from stream
- cGee( CEGUI::XMLAttributes &attributes );
- // destructor
- virtual ~cGee( void );
-
- // init defaults
- void Init( void );
- // copy
- virtual cGee *Copy( void );
-
- // create from stream
- virtual void Create_from_Stream( CEGUI::XMLAttributes &attributes );
- // save to stream
- virtual void Save_to_Stream( ofstream &file );
-
- // load from savegame
- virtual void Load_from_Savegame( cSave_Level_Object *save_object );
-
- // Set Direction
- void Set_Direction( ObjectDirection dir );
- // Set Max Distance
- void Set_Max_Distance( int nmax_distance );
- // set color
- void Set_Color( DefaultColor col );
-
- /* downgrade state ( if already weakest state : dies )
- * force : usually dies or a complete downgrade
- */
- virtual void DownGrade( bool force = 0 );
- virtual void DieStep( void );
-
- // update
- virtual void Update( void );
- // draw
- virtual void Draw( cSurfaceRequest *request = NULL );
-
- // Start Movement
- void Activate( void );
- // Stop Movement
- void Stop( void );
-
- // generate small cloud particles ( for moving )
- void Generate_Particles( void );
-
- // ignore onground check
- virtual void Check_on_Ground( void ) {};
- // Check if out of max distance
- bool Check_Max_Distance( void );
-
- // if update is valid for the current state
- virtual bool Is_Update_Valid( void );
- // if draw is valid for the current state and position
- virtual bool Is_Draw_Valid( void );
-
- /* Validate the given collision object
- * returns 1 if an internal collision with this object is valid
- * returns 2 if the given object collides with this object (blocking)
- */
- virtual unsigned int Validate_Collision( cSprite *obj );
- // collision from player
- virtual void Handle_Collision_Player( cObjectCollision *collision );
-
- // leveleditor activation
- virtual void Editor_Activate( void );
- // leveleditor events
- bool Editor_Max_Distance_Key( const CEGUI::EventArgs &event ); // editor max distance key up
- bool Editor_Always_Fly_Select( const CEGUI::EventArgs &event ); // editor always fly option selected
- bool Editor_Wait_Time_Key( const CEGUI::EventArgs &event ); // editor wait time key up
- bool Editor_Fly_Distance_Key( const CEGUI::EventArgs &event ); // editor fly distance key up
-
- // color
- DefaultColor color_type;
-
- // destination direction velocity
- float dest_velx, dest_vely;
- // maximum distance from the startposition
- int max_distance;
- // always fly around
- bool always_fly;
- // time to wait until next movement
- float wait_time;
- // fly distance
- int fly_distance;
-
- // wait time counter
- float wait_time_counter;
- // fly distance counter
- float fly_distance_counter;
- // clouds particle counter
- float clouds_counter;
-
- private:
- // Create the Name from the current settings
- void Create_Name( void );
- };
-
- /* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */
-
- #endif
-