#include "object/player.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
+#include "util/reader.hpp"
+
+#include <stdexcept>
Dispenser::Dispenser(const Reader& reader) :
BadGuy(reader, "images/creatures/dispenser/dispenser.sprite"),
if (badguys.size() > 1) {
if (random) {
- next_badguy = systemRandom.rand(badguys.size());
+ next_badguy = gameRandom.rand(badguys.size());
}
else {
next_badguy++;
log_warning << "random is outdated; use a list of badguys to select from." << std::endl;
return;
}
-
- GameObject* badguy_object = NULL;
+ 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 ();
+ }
+ else if ((type == "cannon") || (type == "rocketlauncher")) {
+ spawnpoint = get_pos (); /* top-left corner of the cannon */
+ if (launchdir == LEFT)
+ spawnpoint.x -= object_bbox.get_width () + 1;
+ else
+ spawnpoint.x += get_bbox ().get_width () + 1;
+ }
- if (type == "dropper")
- spawnpoint = Vector(get_pos().x, get_pos().y+32);
- else if (type == "cannon")
- spawnpoint = Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y);
- else if (type == "rocketlauncher")
- spawnpoint = Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y);
+ /* Now we set the real spawn position */
+ bad_guy->set_pos (spawnpoint);
- badguy_object = create_object(badguy, Vector(get_pos().x, get_pos().y+32), launchdir);
+ /* We don't want to count dispensed badguys in level stats */
+ if(bad_guy->countMe)
+ bad_guy->countMe = false;
- if (badguy_object)
- Sector::current()->add_object(badguy_object);
+ Sector::current()->add_object(bad_guy);
} catch(std::exception& e) {
log_warning << "Error dispensing badguy: " << e.what() << std::endl;
return;
{
return true;
}
-IMPLEMENT_FACTORY(Dispenser, "dispenser");
/* EOF */