//
-// Interface: enemy
+// Interface: badguy
//
// Description:
//
//
//
+#ifndef SUPERTUX_BADGUY_H
+#define SUPERTUX_BADGUY_H
+
+#include "SDL.h"
+#include "bitmask.h"
+#include "type.h"
+#include "timer.h"
+#include "texture.h"
+#include "physic.h"
+#include "collision.h"
+
+extern texture_type img_bsod_left[4];
+extern texture_type img_bsod_right[4];
+extern texture_type img_laptop_left[4];
+extern texture_type img_money_left[2];
+
+/* Enemy modes: */
+enum {
+ NORMAL=0,
+ FLAT,
+ KICK,
+ HELD,
+
+ MONEY_JUMP,
+
+ BOMB_TICKING,
+ BOMB_EXPLODE,
+
+ STALACTITE_SHAKING,
+ STALACTITE_FALL,
+
+ FISH_WAIT,
+
+ FLY_UP,
+ FLY_DOWN
+};
+
+/* Bad guy kinds: */
+enum BadGuyKind {
+ BAD_BSOD,
+ BAD_LAPTOP,
+ BAD_MONEY,
+ BAD_MRBOMB,
+ BAD_BOMB,
+ BAD_STALACTITE,
+ BAD_FLAME,
+ BAD_FISH,
+ BAD_BOUNCINGSNOWBALL,
+ BAD_FLYINGSNOWBALL,
+ BAD_SPIKY,
+ BAD_SNOWBALL
+};
+
+BadGuyKind badguykind_from_string(const std::string& str);
+std::string badguykind_to_string(BadGuyKind kind);
+void load_badguy_gfx();
+void free_badguy_gfx();
+
+struct BadGuyData
+{
+ BadGuyKind kind;
+ int x;
+ int y;
+
+ BadGuyData(BadGuyKind kind_, int x_, int y_)
+ : kind(kind_), x(x_), y(y_) {}
+
+ BadGuyData()
+ : kind(BAD_BSOD), x(0), y(0) {}
+};
+
+class Player;
+
+/* Badguy type: */
+class BadGuy
+{
+public:
+ DyingType dying;
+ base_type base;
+ BadGuyKind kind;
+ int mode;
+ int dir;
+
+private:
+ bool seen;
+ base_type old_base;
+ Timer timer;
+ Physic physic;
+
+ texture_type* texture_left;
+ texture_type* texture_right;
+ int animation_offset;
+ size_t animation_length;
+ float animation_speed;
+
+public:
+ void init(float x, float y, BadGuyKind kind);
+
+ void action(float frame_ratio);
+ void draw();
+
+ void collision(void* p_c_object, int c_object,
+ CollisionType type = COLLISION_NORMAL);
+
+ /** this functions tries to kill the badguy and lets him fall off the
+ * screen. Some badguys like the flame might ignore this.
+ */
+ void kill_me();
+
+private:
+ void action_bsod(float frame_ratio);
+ void action_laptop(float frame_ratio);
+ void action_money(float frame_ratio);
+ void action_bomb(float frame_ratio);
+ void action_mrbomb(float frame_ratio);
+ void action_stalactite(float frame_ratio);
+ void action_flame(float frame_ratio);
+ void action_fish(float frame_ratio);
+ void action_bouncingsnowball(float frame_ratio);
+ void action_flyingsnowball(float frame_ratio);
+ void action_spiky(float frame_ratio);
+ void action_snowball(float frame_ratio);
+
+ /** handles falling down. disables gravity calculation when we're back on
+ * ground */
+ void fall();
+ /** remove ourself from the list of badguys. WARNING! This function will
+ * invalidate all members. So don't do anything else with member after calling
+ * this.
+ */
+ void remove_me();
+ /** let the player jump a bit (used when you hit a badguy) */
+ void make_player_jump(Player* player);
+ /** check if we're running left or right in a wall and eventually change
+ * direction
+ */
+ void check_horizontal_bump(bool checkcliff = false);
+ /** called when we're bumped from below with a block */
+ void bump();
+ /** called when a player jumped on the badguy from above */
+ void squish(Player* player);
+ /** squish ourself, give player score and set dying to DYING_SQICHED */
+ void squish_me(Player* player);
+ /** set image of the badguy */
+ void set_texture(texture_type* left, texture_type* right,
+ int animlength = 1, float animspeed = 1);
+};
+
+#endif /*SUPERTUX_BADGUY_H*/
+
-/* Types: */
-
-typedef struct bad_guy_type
- {
- int alive;
- int mode;
- int dying;
- int timer;
- int kind;
- int seen;
- int dir;
- int x;
- int y;
- int xm;
- int ym;
- }
-bad_guy_type;