+/* Badguy type: */
+class BadGuy : public MovingObject, public Serializable
+{
+public:
+ /* Enemy modes: */
+ enum BadGuyState {
+ NORMAL=0,
+ FLAT,
+ KICK,
+ HELD,
+
+ JUMPY_JUMP,
+
+ BOMB_TICKING,
+ BOMB_EXPLODE,
+
+ STALACTITE_SHAKING,
+ STALACTITE_FALL,
+
+ FISH_WAIT,
+
+ FLY_UP,
+ FLY_DOWN,
+
+ BGM_BIG,
+ BGM_SMALL
+ };
+public:
+ DyingType dying;
+ BadGuyKind kind;
+ BadGuyState state;
+
+ /** If true the enemy will stay on its current platform, ie. if he
+ reaches the edge he will turn around and walk into the other
+ direction, if false the enemy will jump or walk of the edge */
+ bool stay_on_platform;
+
+ Direction dir;
+ Vector start_position;
+
+ Timer frozen_timer; // gets frozen when a ice shot hits it
+
+private:
+ bool seen;
+ int squishcount; /// number of times this enemy was squiched
+ Vector target; // Target that badguy is aiming for (wingling uses this)
+ Timer timer;
+ Physic physic;
+ float angle;
+
+ std::string action_left, action_right;
+
+ BadGuySpecs* specs;
+
+ int animation_offset;
+
+public:
+ BadGuy(BadGuyKind kind, float x, float y);
+ BadGuy(BadGuyKind kind, LispReader& reader);
+ virtual ~BadGuy();
+
+ virtual void write(LispWriter& writer);
+
+ virtual void action(float frame_ratio);
+ virtual void draw(DrawingContext& context);
+ virtual void collision(const MovingObject& other, int type);
+
+ void collision(void* p_c_object, int c_object,
+ CollisionType type = COLLISION_NORMAL);
+
+ /** this functions tries to kill the badguy and lets him fall off the
+ * screen. Some badguys like the flame might ignore this.
+ */
+ void kill_me(int score);
+
+ /** initializes the badguy (when he appears on screen) */
+ void activate(Direction direction); // should only be used by BadGuy's objects
+
+ Surface* get_image();
+
+private:
+ void init();
+
+ void action_mriceblock(double frame_ratio);
+ void action_jumpy(double frame_ratio);
+ void action_bomb(double frame_ratio);
+ void action_mrbomb(double frame_ratio);
+ void action_stalactite(double frame_ratio);
+ void action_flame(double frame_ratio);
+ void action_fish(double frame_ratio);
+ void action_bouncingsnowball(double frame_ratio);
+ void action_flyingsnowball(double frame_ratio);
+ void action_spiky(double frame_ratio);
+ void action_snowball(double frame_ratio);
+ void action_wingling(double frame_ratio);
+ void action_walkingtree(double frame_ratio);
+
+ /** handles falling down. disables gravity calculation when we're back on
+ * ground */
+ void fall();
+
+ /** Turn enemy into a bomb. To explode right way pass true */
+ void explode(bool right_away);
+
+ /** check if we're running left or right in a wall and eventually change
+ * direction
+ */
+ void check_horizontal_bump(bool checkcliff = false);
+ /** called when we're bumped from below with a block */
+ void bump();
+ /** called when a player jumped on the badguy from above */
+ void squish(Player* player);
+ /** squish ourself, give player score and set dying to DYING_SQICHED */
+ void squish_me(Player* player);
+ /** set sprite's action of the badguy */
+ void set_action(std::string action_left, std::string action_right);
+};