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- /***************************************************************************
- * turtle.h - headers for the corresponding cpp file
- *
- * Copyright (C) 2003 - 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_TURTLE_H
- #define SMC_TURTLE_H
-
- #include "../enemies/enemy.h"
-
- /* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */
-
- enum Turtle_state
- {
- TURTLE_DEAD = 0,
- TURTLE_WALK = 1,
- TURTLE_SHELL_STAND = 2,
- TURTLE_SHELL_RUN = 3,
- TURTLE_FLY = 4, // todo
- };
-
- /* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */
-
- class cTurtle : public cEnemy
- {
- public:
- // constructor
- cTurtle( float x, float y );
- // create from stream
- cTurtle( CEGUI::XMLAttributes &attributes );
- // destructor
- virtual ~cTurtle( void );
-
- // init defaults
- void Init( void );
- // copy
- virtual cTurtle *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, bool new_start_direction = 0 );
- // set color
- void Set_Color( DefaultColor col );
-
- /* Move into the opposite Direction
- * if col_dir is given only turns around if the collision direction is in front
- */
- virtual void Turn_Around( ObjectDirection col_dir = DIR_UNDEFINED );
-
- /* 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 );
-
- // internal turtle state
- Turtle_state turtle_state;
-
- // default speed
- float speed_walk, speed_shell;
-
- /* If the player kicked the shell this counter is set.
- * if this counter is higher than 0
- * maryo cannot get killed by the shell
- */
- float playercounter;
-
- // Color
- DefaultColor color_type;
-
- private:
- // Create the Name from the current settings
- void Create_Name( void );
- };
-
- /* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */
-
- #endif
-