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- /***************************************************************************
- * krush.h - headers for the corresponding cpp file
- *
- * Copyright (C) 2004 - 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_KRUSH_H
- #define SMC_KRUSH_H
-
- #include "../enemies/enemy.h"
-
- /* *** *** *** *** *** Krush states *** *** *** *** *** *** *** *** *** *** *** *** */
-
- enum Krush_state
- {
- KRUSH_DEAD = 0,
- KRUSH_WALK = 1,
- KRUSH_SMALL = 2,
- };
-
- /* *** *** *** *** *** cKrush *** *** *** *** *** *** *** *** *** *** *** *** */
-
- class cKrush : public cEnemy
- {
- /* Krush
- * Walking all Day and doesn't stop even if you hit him the first time :O
- * but the second time he's out.
- * Colors : Red
- */
- public:
- // constructor
- cKrush( float x, float y );
- // create from stream
- cKrush( CEGUI::XMLAttributes &attributes );
- // destructor
- virtual ~cKrush( void );
-
- // init defaults
- void Init( void );
- // copy
- virtual cKrush *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 );
- // save to savegame
- virtual cSave_Level_Object *Save_to_Savegame( void );
-
- // Set Direction
- void Set_Direction( ObjectDirection dir );
-
- /* 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 );
-
- // if update is valid for the current state
- virtual bool Is_Update_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 );
- // collision from an enemy
- virtual void Handle_Collision_Enemy( cObjectCollision *collision );
- // collision with massive
- virtual void Handle_Collision_Massive( cObjectCollision *collision );
-
- // Krush state
- Krush_state krush_state;
-
- // speed
- float speed;
- };
-
- /* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */
-
- #endif
-