/************************************************************************* "I Have No Tomatoes" Copyright (c) 2004, Mika Halttunen This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Mika Halttunen *************************************************************************/ #ifndef ENEMY_H #define ENEMY_H #include using namespace std; #include "pathfinder.h" #include "player.h" // Number of enemies #define ENEMY_AMOUNT 5 // Enemy animations extern GLuint enemy1_anim; // Enemy class class ENEMY { public: int x, y; // Tile position int tx, ty; // Target tile position float offset; // Current offset float speed; // Moving speed int dir; // Direction int nextdir; // Next direction int turning; // Turning? (0 == false, 1 == raising up, 2 == turning, 3 == going down) float turning_raise; // Raised position when turning int turning_counter; // Counter for the turning animation float size; // Sprite size float anim; // Animation counter int type; // Enemy type bool alive; // Is the enemy alive? bool dying; // Is the dying animation on? float die_anim; // Die animation counter int chase; // Are we chasing the players? bool burning; // Are we burning? int burn_time; // Burning time bool kicked; // Has the potatoman kicked us? PATHFINDER pf; // Path finder int path_pos; // Current position along the path // Functions void clear(); // Clear the enemy void move(); // Move the enemy void draw(); // Draw the enemy void die(); // Kill the enemy void look_player(); // Look for the player and chase him float get_real_x(); // Get current x with offset float get_real_y(); // Get current y with offset }; // Enemy list extern list enemylist; void load_enemies(); void clear_enemies(); void draw_enemies(); void move_enemies(); #endif