#include "collision.h"
/* Enemy modes: */
-#define NORMAL 0
-#define FLAT 1
-#define KICK 2
-#define HELD 3
+enum {
+ NORMAL=0,
+ FLAT,
+ KICK,
+ HELD,
+
+ BOMB_TICKING,
+ BOMB_EXPLODE,
+
+ STALACTITE_SHAKING,
+ STALACTITE_FALL
+};
extern texture_type img_bsod_squished_left;
extern texture_type img_bsod_squished_right;
extern texture_type img_laptop_right[3];
extern texture_type img_money_left[2];
extern texture_type img_money_right[2];
+extern texture_type img_mrbomb_left[4];
+extern texture_type img_mrbomb_right[4];
+extern texture_type img_stalactite;
+extern texture_type img_stalactite_broken;
+extern texture_type img_flame[2];
/* Bad guy kinds: */
enum BadGuyKind {
BAD_BSOD,
BAD_LAPTOP,
- BAD_MONEY
+ BAD_MONEY,
+ BAD_MRBOMB,
+ BAD_BOMB,
+ BAD_STALACTITE,
+ BAD_FLAME
+};
+
+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
{
void action();
void draw();
- void action_bsod();
- void action_laptop();
- void action_money();
+ void collision(void* p_c_object, int c_object,
+ CollisionType type = COLLISION_NORMAL);
+
+ private:
+ void fall(bool dojump=false);
+ void remove_me();
+ void action_bsod();
void draw_bsod();
+
+ void action_laptop();
void draw_laptop();
+
+ void action_money();
void draw_money();
- void collision(void* p_c_object, int c_object);
+ void action_bomb();
+ void draw_bomb();
+
+ void action_mrbomb();
+ void draw_mrbomb();
+
+ void action_stalactite();
+ void draw_stalactite();
+
+ void action_flame();
+ void draw_flame();
+
+ void make_player_jump(Player* player);
+ void check_horizontal_bump(bool checkcliff = false);
+ void bump();
+ void squich(Player* player);
};
#endif /*SUPERTUX_BADGUY_H*/