-// $Id$
-//
// Zeekling - flyer that swoops down when she spots the player
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
-// 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 __ZEEKLING_H__
-#define __ZEEKLING_H__
+#ifndef HEADER_SUPERTUX_BADGUY_ZEEKLING_HPP
+#define HEADER_SUPERTUX_BADGUY_ZEEKLING_HPP
-#include "badguy.hpp"
+#include "badguy/badguy.hpp"
class Zeekling : public BadGuy
{
public:
- Zeekling(const lisp::Lisp& reader);
+ Zeekling(const Reader& reader);
Zeekling(const Vector& pos, Direction d);
- void activate();
- void write(lisp::Writer& writer);
- HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
+ void initialize();
+ void collision_solid(const CollisionHit& hit);
void active_update(float elapsed_time);
- virtual Zeekling* clone() const { return new Zeekling(*this); }
-
-protected:
- bool collision_squished(Player& player);
- bool set_direction;
- Direction initial_direction;
- float speed;
-
- Timer diveRecoverTimer;
+private:
+ bool collision_squished(GameObject& object);
+ bool should_we_dive();
+ void onBumpHorizontal();
+ void onBumpVertical();
+private:
enum ZeeklingState {
FLYING,
DIVING,
CLIMBING
};
- ZeeklingState state;
private:
- bool should_we_dive();
- void onBumpHorizontal();
- void onBumpVertical();
+ float speed;
+ Timer diveRecoverTimer;
+ ZeeklingState state;
+ const MovingObject* last_player; /**< last player we tracked */
+ Vector last_player_pos; /**< position we last spotted the player at */
+ Vector last_self_pos; /**< position we last were at */
+private:
+ Zeekling(const Zeekling&);
+ Zeekling& operator=(const Zeekling&);
};
#endif
+/* EOF */