#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);
* 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,
/** 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);
/** 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
*/
Player* get_nearest_player();
- Physic physic;
-
/// is the enemy activated
bool activated;
/**
*/
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