type()
{
set_colgroup_active(COLGROUP_MOVING_STATIC);
- sound_manager->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
reader.get("cycle", cycle);
reader.get("badguy", badguys);
random = false; // default
if (player){
player->bounce(*this);
}
- sound_manager->play("sounds/squish.wav", get_pos());
+ SoundManager::current()->play("sounds/squish.wav", get_pos());
broken = true;
return true;
}
{
if (dispense_timer.check()) {
// auto always shoots in Tux's direction
- if( autotarget ){
+ if( autotarget ){
if( sprite->animation_done()) {
sprite->set_action(dir == LEFT ? "working-left" : "working-right");
swivel = false;
Player* player = this->get_nearest_player();
if( player && !swivel ){
Direction targetdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
- if( dir != targetdir ){ // no target: swivel cannon
+ if( dir != targetdir ){ // no target: swivel cannon
swivel = true;
dir = targetdir;
sprite->set_action(dir == LEFT ? "swivel-left" : "swivel-right", 1);
Player* player = this->get_nearest_player();
if( player ){
launchdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
- }
- }
+ }
+ }
if (badguys.size() > 1) {
if (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 "random is outdated; use a list of badguys to select from."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;
- MovingObject *moving_object;
+ GameObjectPtr game_object;
Vector spawnpoint;
Rectf object_bbox;
if (game_object == NULL)
throw std::runtime_error("Creating " + badguy + " object failed.");
- moving_object = dynamic_cast<MovingObject *> (game_object);
- if (moving_object == NULL)
- throw std::runtime_error(badguy + " is not a moving object.");
+ BadGuy& bad_guy = dynamic_cast<BadGuy&>(*game_object);
- object_bbox = moving_object->get_bbox ();
+ 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 ();
+ 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 */
+ 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;
+ spawnpoint.x -= object_bbox.get_width() + 1;
else
- spawnpoint.x += get_bbox ().get_width () + 1;
+ spawnpoint.x += get_bbox().get_width() + 1;
}
/* Now we set the real spawn position */
- log_debug << "Cannong bbox: " << get_bbox () << std::endl;
- log_debug << "Badguy width: " << object_bbox.get_width () << std::endl;
- log_debug << "New badguy's spawnpoint: " << spawnpoint << std::endl;
- moving_object->set_pos (spawnpoint);
+ bad_guy.set_pos(spawnpoint);
+
+ /* We don't want to count dispensed badguys in level stats */
+ if(bad_guy.countMe)
+ bad_guy.countMe = false;
- Sector::current()->add_object(moving_object);
- } catch(std::exception& e) {
+ Sector::current()->add_object(game_object);
+ } catch(const std::exception& e) {
log_warning << "Error dispensing badguy: " << e.what() << std::endl;
return;
}