-// $Id$
-//
// AngryStone - A spiked block that charges towards the player
-// Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
-// 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 2
-// of the License, or (at your option) any later version.
+// 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.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#ifndef __ANGRYSTONE_H__
-#define __ANGRYSTONE_H__
+#ifndef HEADER_SUPERTUX_BADGUY_ANGRYSTONE_HPP
+#define HEADER_SUPERTUX_BADGUY_ANGRYSTONE_HPP
-#include "badguy.hpp"
+#include "badguy/badguy.hpp"
class AngryStone : public BadGuy
{
public:
- AngryStone(const lisp::Lisp& reader);
+ AngryStone(const Reader& reader);
- void activate();
- void write(lisp::Writer& writer);
- HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
void active_update(float elapsed_time);
void kill_fall();
- virtual AngryStone* clone() const { return new AngryStone(*this); }
-
protected:
- Vector attackDirection; /**< 1-normalized vector of current attack direction */
- Vector oldWallDirection; /**< if wall was hit during last attack: 1-normalized vector of last attack direction, (0,0) otherwise */
-
- Timer timer;
-
enum AngryStoneState {
IDLE,
CHARGING,
ATTACKING,
RECOVERING
};
+
+private:
+ Vector attackDirection; /**< 1-normalized vector of current attack direction */
+ Vector oldWallDirection; /**< if wall was hit during last attack: 1-normalized vector of last attack direction, (0,0) otherwise */
+ Timer timer;
AngryStoneState state;
-
};
#endif
+
+/* EOF */