text: /*
   * CShockshound.h
   *
   *  Created on: 29 Dez 2012
   *      Author: Gerstrong
   *
   *  This handles the Amptons in Galaxy
   */
   
  #ifndef CSHOCKSHOUND_H_
  #define CSHOCKSHOUND_H_
  
  #include <vector>
  #include "../../common/ai/CStunnable.h"
  
  namespace galaxy {
  
  
  class CShockshound : public CStunnable
  {
  public:
  	CShockshound(CMap *pmap, const Uint16 foeID, const Uint32 x, const Uint32 y);
  
  	/**
  	 * Action functions
  	 */
  	void processSit();	
  	void processBark();	
  	void processWalking();	
  	void processJump();	
  	//void processTurn();
  	
  	bool isNearby(CSpriteObject &theObject);
  
  	int checkSolidD( int x1, int x2, int y2, const bool push_mode );
  
      /**
       * @brief checkMapBoundaryD If the foes leaves the lower part of the map, let's kill him
       * @param y2    lower koordinates
       * @return true if it left the lower map boundary
       */
      bool checkMapBoundaryD(const int y2);
  
  	void process();
  
  	/**
  	 * What happens if the slug gets touched by another object
  	 */
  	void getTouchedBy(CSpriteObject &theObject);
  	
  private:
  	int mTimer;
  	direction_t mKeenAlignmentX;
  	direction_t mKeenAlignmentY;	
  };
  
  }
  
  #endif /* CSHOCKSHOUND_H_ */
  