#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.
* 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
*/
*/
Player* get_nearest_player();
- Physic physic;
-
/// is the enemy activated
bool activated;
/**
bool frozen;
bool ignited; /**< true if this badguy is currently on fire */
-
+
std::string dead_script; /**< script to execute when badguy is killed */
- bool draw_dead_script_hint; /**< whether to draw a visual indication that this Badguy triggers a script */
+
+ /**
+ * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
+ */
+ bool is_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; /**< 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 */