-// $Id$
-//
// SuperTux - "Totem" Badguy
// 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 __TOTEM_H__
-#define __TOTEM_H__
+#ifndef HEADER_SUPERTUX_BADGUY_TOTEM_HPP
+#define HEADER_SUPERTUX_BADGUY_TOTEM_HPP
-#include "badguy.hpp"
+#include "badguy/badguy.hpp"
/**
* "Totem" Badguy - A variable-height stack of wooden blocks
class Totem : public BadGuy
{
public:
- Totem(const lisp::Lisp& reader);
- Totem(const Totem& totem);
+ Totem(const Reader& reader);
~Totem();
- void activate();
+ void initialize();
void active_update(float elapsed_time);
- void write(lisp::Writer& writer);
void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
- virtual Totem* clone() const { return new Totem(*this); }
virtual bool updatePointers(const GameObject* from_object, GameObject* to_object);
protected:
- Totem* carrying; /**< Totem we are currently carrying (or 0) */
- Totem* carried_by; /**< Totem by which we are currently carried (or 0) */
-
bool collision_squished(GameObject& object);
void kill_fall();
void jump_off(); /**< jump off current base */
void synchronize_with(Totem* baseTotem); /**< synchronize position and movement with baseTotem */
+
+private:
+ Totem* carrying; /**< Totem we are currently carrying (or 0) */
+ Totem* carried_by; /**< Totem by which we are currently carried (or 0) */
+
+private:
+ Totem(const Totem&);
+ Totem& operator=(const Totem&);
};
#endif
+
+/* EOF */