-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- physic.set_velocity_y(0);
- } else { // hit right or left
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+void
+Dispenser::launch_badguy()
+{
+ //FIXME: Does is_offscreen() work right here?
+ if (!is_offscreen()) {
+ 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 = systemRandom.rand(badguys.size());
+ }
+ else {
+ next_badguy++;
+
+ if (next_badguy >= badguys.size())
+ next_badguy = 0;
+ }
+ }
+
+ std::string badguy = badguys[next_badguy];
+ GameObject* badguy_object = NULL;
+
+ if (type == "dropper")
+ badguy_object = create_badguy_object(badguy, Vector(get_pos().x, get_pos().y+32), launchdir);
+ else if (type == "cannon")
+ badguy_object = create_badguy_object(badguy, Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y), launchdir);
+ else if (type == "rocket-launcher")
+ badguy_object = create_badguy_object(badguy, Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y), launchdir);
+
+ if (badguy_object)
+ Sector::current()->add_object(badguy_object);