125 lines
3.8 KiB
C++
125 lines
3.8 KiB
C++
/***************************************************************************
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alienBlaster
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Copyright (C) 2004
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Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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***************************************************************************/
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#ifndef ENEMY_HH
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#define ENEMY_HH
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#include "SDL.h"
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#include "geometry.h"
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#include <string>
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#include "shot.h"
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#include "global.h"
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class Shot;
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class Shots;
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class BoundingBox;
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class Enemy {
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private:
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SdlCompat_AcceleratedSurface *spriteEnemy;
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SdlCompat_AcceleratedSurface *spriteShadow;
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// for collision with racers or shots.
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// A rectangle with racersize * 0.9 is used.
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BoundingBox *boundingBox;
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// Movement-System
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Vector2D pos; // absolute position
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Vector2D vel; // the velocity vector
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Vector2D relTargetPos;
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// needed for cooldown
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int nextShotPrimary;
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int nextShotSecondary;
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int sndShotPrimary;
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int sndShotSecondary;
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float hitpoints;
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EnemyTypes enemyType;
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bool isInFormation;
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bool fireByFormation;
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bool boss2PointReached;
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Vector2D boss2TargetPos;
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public:
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Enemy( Vector2D pos, Vector2D vel, EnemyTypes whichEnemyType, bool isInFormation=false,
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bool fireByFormation=false );
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~Enemy();
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bool isExpired();
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void expire();
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bool isDead() { return ( hitpoints <= 0 ); }
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EnemyTypes getType() { return enemyType; }
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void update( int dT );
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void firePrimary();
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void fireSecondary();
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// The enemy will make an additional movement of newRelTargetPos.
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// This is used, when the enemy is part of a formation and should move
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// to another position in the formation.
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void setNewRelTargetPos( Vector2D newRelTargetPos ) { relTargetPos = newRelTargetPos; }
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void setPos(Vector2D newPos);
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Vector2D getPos() { return pos; }
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Vector2D getVel() { return vel; }
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Vector2D setVel(Vector2D newVel); // returns old vel
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private:
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// fire the Guns!
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void shootPrimary( int dT );
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void shootSecondary( int dT );
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// moves the enemy according to his velocity
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void move( int dT );
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// move the boundingBox accordingly to the movement
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void updateBoundingBox();
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public:
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void drawGroundEnemy( SdlCompat_AcceleratedSurface *screen );
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void drawAirEnemy( SdlCompat_AcceleratedSurface *screen );
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void drawShadow( SdlCompat_AcceleratedSurface *screen );
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void drawStats( SdlCompat_AcceleratedSurface *screen );
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// collision system
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// return if the line between the two points collides with the boundingBox
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bool collidesWith( const Vector2D &shotPosOld, const Vector2D &shotPosNew );
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// return if the racers boundingBox overlaps with box
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bool collidesWith( BoundingBox *box );
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// return if the racers boundingBox overlaps with circle
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bool collidesWith( const Circle &circle );
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// returns if a inner circle around the racer overlaps with circle
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bool collidesWithAsCircle( const Circle &circle );
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// returns if a inner circle around the racer overlaps with circle
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bool collidesWithAsCircle( BoundingBox *box );
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// returns the boundingBox of the racer
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BoundingBox *getBoundingBox();
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Circle getBoundingCircle();
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// the enemy got hit -> do the damage according to the shotType
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void doDamage( ShotTypes shotType, int fromWhichPlayer );
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};
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#endif
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