#include "supertux/sector.hpp"
#include "util/reader.hpp"
+#include <stdexcept>
+
Dispenser::Dispenser(const Reader& reader) :
BadGuy(reader, "images/creatures/dispenser/dispenser.sprite"),
cycle(),
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) {
- 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 "random is outdated; use a list of badguys to select from."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 {
+ GameObjectPtr game_object;
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.");
+
+ BadGuy& bad_guy = dynamic_cast<BadGuy&>(*game_object);
+
+ object_bbox = bad_guy.get_bbox();
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);
+ {
+ 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;
+ }
+
+ /* Now we set the real spawn position */
+ bad_guy.set_pos(spawnpoint);
- badguy_object = ObjectFactory::instance().create(badguy, spawnpoint, 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);
- } 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;
}