X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.hpp;h=a6f0197979ff0115b83d8fe43496b52118cbaf04;hb=4587bd9c8fc5cbb20f1e442de76bc06571ab56ba;hp=d5cf8739e4cd6c8f3283b06dfc5a846fc39afe23;hpb=a113d3bd1feddd510e3b2852b0d42522735eee40;p=supertux.git diff --git a/src/badguy/badguy.hpp b/src/badguy/badguy.hpp index d5cf8739e..a6f019797 100644 --- a/src/badguy/badguy.hpp +++ b/src/badguy/badguy.hpp @@ -38,7 +38,7 @@ #include "audio/sound_manager.hpp" #include "audio/sound_source.hpp" -class BadGuy : public MovingSprite, public Serializable +class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable { public: BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS); @@ -93,6 +93,40 @@ public: * 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, @@ -112,7 +146,7 @@ protected: /** 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); @@ -130,7 +164,7 @@ protected: /** 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 @@ -141,8 +175,6 @@ protected: */ Player* get_nearest_player(); - Physic physic; - /// is the enemy activated bool activated; /** @@ -185,12 +217,25 @@ protected: */ 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 */ + bool draw_dead_script_hint; /**< whether to draw a visual indication that this Badguy triggers a script */ + private: void try_activate(); State state; 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 */ + }; #endif