#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
-class BadGuy : public MovingSprite, public Serializable
+/**
+ * Base class for moving sprites that can hurt the Player.
+ */
+class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
{
public:
BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
* screen (his sprite is turned upside-down)
*/
virtual void kill_fall();
+
+ /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
+ virtual void run_dead_script();
/** Writes out the badguy into the included lisp::Writer. Useful e.g. when
* converting an old-format level to the new format.
*/
- virtual void save(lisp::Writer& writer);
+ virtual void write(lisp::Writer& writer);
/**
* True if this badguy can break bricks or open bonusblocks in his current form.
{
start_position = vec;
}
-
+
/** Count this badguy to the statistics? This value should not be changed
* during runtime. */
bool countMe;
+ /**
+ * Called when hit by a fire bullet, and is_flammable() returns true
+ */
+ virtual void ignite();
+
+ /**
+ * Called to revert a badguy when is_ignited() returns true
+ */
+ virtual void extinguish();
+
+ /**
+ * Returns whether to call ignite() when a badguy gets hit by a fire bullet
+ */
+ virtual bool is_flammable() const;
+
+ /**
+ * Returns whether this badguys is currently on fire
+ */
+ bool is_ignited() const;
+
+ /**
+ * Called when hit by an ice bullet, and is_freezable() returns true.
+ */
+ virtual void freeze();
+
+ /**
+ * Called to unfreeze the badguy.
+ */
+ virtual void unfreeze();
+
+ virtual bool is_freezable() const;
+
+ bool is_frozen() const;
+
protected:
enum State {
STATE_INIT,
STATE_SQUISHED,
STATE_FALLING
};
-
+
/** Called when the badguy collided with a player */
virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
/** Called when the badguy collided with solid ground */
virtual void collision_solid(const CollisionHit& hit);
/** Called when the badguy collided with another badguy */
virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
-
+
/** Called when the player hit the badguy from above. You should return true
* if the badguy was squished, false if squishing wasn't possible
*/
- virtual bool collision_squished(Player& player);
+ virtual bool collision_squished(GameObject& object);
/** Called when the badguy collided with a bullet */
virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
/** called each frame when the badguy is not activated. */
virtual void inactive_update(float elapsed_time);
+ bool is_initialized; /**< true if initialize() has already been called */
+ /** called immediately before the first call to initialize */
+ virtual void initialize();
/**
* called when the badguy has been activated. (As a side effect the dir
* variable might have been changed so that it faces towards the player.
/** called when the badguy has been deactivated */
virtual void deactivate();
- void kill_squished(Player& player);
+ void kill_squished(GameObject& object);
void set_state(State state);
State get_state() const
{ return state; }
-
+
/**
* returns a pointer to the nearest player or 0 if no player is available
*/
Player* get_nearest_player();
-
- Physic physic;
- /// is the enemy activated
- bool activated;
/**
* initial position of the enemy. Also the position where enemy respawns when
* after being deactivated.
/**
* Get Direction from String.
- */
+ */
Direction str2dir( std::string dir_str );
/**
*/
bool on_ground();
+ /**
+ * Returns floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above.
+ */
+ Vector get_floor_normal();
+
+ bool frozen;
+ bool ignited; /**< true if this badguy is currently on fire */
+
+ std::string dead_script; /**< script to execute when badguy is killed */
+
+ /**
+ * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
+ */
+ bool is_active();
+
+ void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
+
private:
void try_activate();
-
+
State state;
+ bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */
Timer state_timer;
- bool on_ground_flag;
+ bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
+ Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
+ CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */
+
};
#endif
-