No more segfaults when trying to spawn bullets of unknown type
[supertux.git] / src / object / firefly.cpp
index b9b7759..8dd4fe4 100644 (file)
 #include "object/sprite_particle.hpp"
 
 Firefly::Firefly(const lisp::Lisp& lisp)
-       : MovingSprite(lisp, "images/objects/firefly/firefly.sprite", LAYER_TILES, COLGROUP_TOUCHABLE), activated(false)
+       : MovingSprite(lisp, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE), activated(false)
 {
+  initial_position = get_pos();
+  if( !lisp.get( "sprite", sprite_name ) ){
+    reactivate();
+    return;
+  }
+  if( sprite_name == "" ){
+    sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
+    reactivate();
+    return;
+  }
+  //Replace sprite
+  sprite = sprite_manager->create( sprite_name );
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+  reactivate();
+}
+
+void
+Firefly::reactivate()
+{
+  if(GameSession::current()->get_reset_point_pos() == initial_position){
+    // TODO: && GameSession::current()->get_reset_point_sectorname() ==  <sector this firefly is in>
+    // GameSession::current()->get_current_sector()->get_name() is not yet initialized.
+    // Worst case a resetpoint in a different sector at the same position as the real
+    // resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
+    // activated = true; here.
+    sprite->set_action("ringing");
+  }
 }
 
 void
@@ -49,28 +76,28 @@ Firefly::collision(GameObject& other, const CollisionHit& )
 {
   if(activated)
     return ABORT_MOVE;
-  
+
   Player* player = dynamic_cast<Player*> (&other);
   if(player) {
     activated = true;
 // spawn some particles
 // TODO: provide convenience function in MovingSprite or MovingObject?
-          for (int i = 0; i < 5; i++) {
-            Vector ppos = bbox.get_middle();
-            float angle = systemRandom.randf(-M_PI_2, M_PI_2);
-            float velocity = systemRandom.randf(450, 900);
-            float vx = sin(angle)*velocity;
-            float vy = -cos(angle)*velocity;
-            Vector pspeed = Vector(vx, vy);
-            Vector paccel = Vector(0, 1000);
-            Sector::current()->add_object(new SpriteParticle("images/objects/particles/reset.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
-          }
+       for (int i = 0; i < 5; i++) {
+         Vector ppos = bbox.get_middle();
+         float angle = systemRandom.randf(-M_PI_2, M_PI_2);
+         float velocity = systemRandom.randf(450, 900);
+         float vx = sin(angle)*velocity;
+         float vy = -cos(angle)*velocity;
+         Vector pspeed = Vector(vx, vy);
+         Vector paccel = Vector(0, 1000);
+         Sector::current()->add_object(new SpriteParticle("images/objects/particles/reset.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+       }
     // TODO play sound
     sprite->set_action("ringing");
     GameSession::current()->set_reset_point(Sector::current()->get_name(),
-        get_pos());
+        initial_position);
   }
-  
+
   return ABORT_MOVE;
 }