- if (badguy == "snowball")
- Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), dir));
- else if (badguy == "bouncingsnowball")
- Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), dir));
- else if (badguy == "mrbomb")
- Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), dir));
- else if (badguy == "mriceblock")
- Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), dir));
- else if (badguy == "snail")
- Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), dir));
- else if (badguy == "mrrocket") {
- Sector::current()->add_object(new MrRocket(Vector(get_pos().x+(dir == LEFT ? -32 : 32), get_pos().y), dir));}
- else if (badguy == "poisonivy")
- Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), dir));
- else if (badguy == "skullyhop")
- Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), dir));
- else if (badguy == "random")
- {
- switch (systemRandom.rand(7))
- {
- case 0: Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 1: Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 2: Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 3: Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 4: Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 5: Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 6: Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), dir)); break;
+ Direction launchdir = dir;
+ if( !autotarget && start_dir == AUTO ){
+ Player* player = this->get_nearest_player();
+ if( player ){
+ launchdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ }
+ }
+
+ if (badguys.size() > 1) {
+ if (random) {
+ next_badguy = gameRandom.rand(badguys.size());
+ }
+ else {
+ next_badguy++;
+
+ if (next_badguy >= badguys.size())
+ next_badguy = 0;
+ }
+ }
+
+ std::string badguy = badguys[next_badguy];
+
+ if(badguy == "random") {
+ log_warning << "random is outdated; use a list of badguys to select from." << std::endl;
+ return;
+ }
+ if(badguy == "goldbomb") {
+ log_warning << "goldbomb is not allowed to be dispensed" << std::endl;
+ return;
+ }
+
+ try {
+ GameObject *game_object;
+ BadGuy *bad_guy;
+ Vector spawnpoint;
+ Rectf object_bbox;
+
+ /* Need to allocate the badguy first to figure out its bounding box. */
+ game_object = ObjectFactory::instance().create(badguy, get_pos(), launchdir);
+ if (game_object == NULL)
+ throw std::runtime_error("Creating " + badguy + " object failed.");
+
+ bad_guy = dynamic_cast<BadGuy *> (game_object);
+ if (bad_guy == NULL)
+ throw std::runtime_error(badguy + " is not a badguy.");
+
+ object_bbox = bad_guy->get_bbox ();
+
+ if (type == "dropper") {
+ spawnpoint = get_anchor_pos (get_bbox (), ANCHOR_BOTTOM);
+ spawnpoint.x -= 0.5 * object_bbox.get_width ();