+/* Badguy type: */
+class BadGuy
+{
+public:
+ /* Enemy modes: */
+ enum BadGuyMode {
+ NORMAL=0,
+ FLAT,
+ KICK,
+ HELD,
+
+ MONEY_JUMP,
+
+ BOMB_TICKING,
+ BOMB_EXPLODE,
+
+ STALACTITE_SHAKING,
+ STALACTITE_FALL,
+
+ FISH_WAIT,
+
+ FLY_UP,
+ FLY_DOWN
+ };
+public:
+ DyingType dying;
+ base_type base;
+ BadGuyKind kind;
+ BadGuyMode mode;
+
+ /** 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;
+
+private:
+ bool seen;
+ base_type old_base;
+ Timer timer;
+ Physic physic;
+
+ Sprite* sprite_left;
+ Sprite* sprite_right;
+
+ int animation_offset;
+ size_t animation_length;
+ float animation_speed;
+
+public:
+ void init(float x, float y, BadGuyKind kind);
+
+ void action(float frame_ratio);
+ void draw();
+
+ 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();
+
+private:
+ void action_bsod(float frame_ratio);
+ void action_laptop(float frame_ratio);
+ void action_money(float frame_ratio);
+ void action_bomb(float frame_ratio);
+ void action_mrbomb(float frame_ratio);
+ void action_stalactite(float frame_ratio);
+ void action_flame(float frame_ratio);
+ void action_fish(float frame_ratio);
+ void action_bouncingsnowball(float frame_ratio);
+ void action_flyingsnowball(float frame_ratio);
+ void action_spiky(float frame_ratio);
+ void action_snowball(float frame_ratio);
+
+ /** handles falling down. disables gravity calculation when we're back on
+ * ground */
+ void fall();
+ /** remove ourself from the list of badguys. WARNING! This function will
+ * invalidate all members. So don't do anything else with member after calling
+ * this.
+ */
+ void remove_me();
+ /** let the player jump a bit (used when you hit a badguy) */
+ void make_player_jump(Player* player);
+ /** 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 image of the badguy */
+ void set_sprite(Sprite* left, Sprite* right,
+ int animlength = 1, float animspeed = 1);
+};