#define __WILLOWISP_H__
#include "badguy.hpp"
+#include "object/path.hpp"
+#include "object/path_walker.hpp"
+#include "script_interface.hpp"
+#include "scripting/willowisp.hpp"
-class WillOWisp : public BadGuy
+class WillOWisp : public BadGuy, public Scripting::WillOWisp,
+ public ScriptInterface
{
public:
WillOWisp(const lisp::Lisp& reader);
void activate();
void deactivate();
- void write(lisp::Writer& write);
void active_update(float elapsed_time);
- void kill_fall();
+ virtual bool is_flammable() const { return false; }
+ virtual bool is_freezable() const { return false; }
+ virtual void kill_fall() { vanish(); }
/**
* make WillOWisp vanish
virtual void draw(DrawingContext& context);
+ virtual void goto_node(int node_no);
+ virtual void set_state(const std::string& state);
+ virtual void start_moving();
+ virtual void stop_moving();
+
+ virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
+
protected:
virtual bool collides(GameObject& other, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
private:
enum MyState {
- STATE_IDLE, STATE_TRACKING, STATE_VANISHING, STATE_WARPING
+ STATE_STOPPED, STATE_IDLE, STATE_TRACKING, STATE_VANISHING, STATE_WARPING,
+ STATE_PATHMOVING, STATE_PATHMOVING_TRACK
};
MyState mystate;
std::string target_sector;
std::string target_spawnpoint;
+ std::string hit_script;
std::auto_ptr<SoundSource> sound_source;
+
+ std::auto_ptr<Path> path;
+ std::auto_ptr<PathWalker> walker;
+
+ float flyspeed;
+ float track_range;
+ float vanish_range;
};
#endif