4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "game_session.hpp"
24 #include "resources.hpp"
25 #include "object_factory.hpp"
26 #include "sprite/sprite.hpp"
27 #include "sprite/sprite_manager.hpp"
28 #include "video/drawing_context.hpp"
29 #include "lisp/lisp.hpp"
30 #include "lisp/writer.hpp"
31 #include "audio/sound_manager.hpp"
33 Door::Door(const lisp::Lisp& reader)
36 reader.get("x", bbox.p1.x);
37 reader.get("y", bbox.p1.y);
38 reader.get("sector", target_sector);
39 reader.get("spawnpoint", target_spawnpoint);
41 sprite = sprite_manager->create("images/objects/door/door.sprite");
42 sprite->set_action("closed");
43 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
45 sound_manager->preload("sounds/door.wav");
48 Door::Door(int x, int y, std::string sector, std::string spawnpoint)
51 bbox.set_pos(Vector(x, y));
52 target_sector = sector;
53 target_spawnpoint = spawnpoint;
55 sprite = sprite_manager->create("images/objects/door/door.sprite");
56 sprite->set_action("closed");
57 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
59 sound_manager->preload("sounds/door.wav");
68 Door::write(lisp::Writer& writer)
70 writer.start_list("door");
72 writer.write("x", bbox.p1.x);
73 writer.write("y", bbox.p1.y);
74 writer.write("width", bbox.get_width());
75 writer.write("height", bbox.get_height());
77 writer.write("sector", target_sector);
78 writer.write("spawnpoint", target_spawnpoint);
80 writer.end_list("door");
90 // if door has finished opening, start timer and keep door open
91 if(sprite->animation_done()) {
93 sprite->set_action("open");
94 stay_open_timer.start(1.0);
98 // if door was open long enough, start closing it
99 if (stay_open_timer.check()) {
101 sprite->set_action("closing", 1);
105 // if door has finished closing, keep it shut
106 if(sprite->animation_done()) {
108 sprite->set_action("closed");
115 Door::draw(DrawingContext& context)
117 sprite->draw(context, bbox.p1, LAYER_BACKGROUNDTILES+1);
121 Door::event(Player& , EventType type)
125 // if door was activated, start opening it
126 if (type == EVENT_ACTIVATE) {
128 sound_manager->play("sounds/door.wav");
129 sprite->set_action("opening", 1);
142 Door::collision(GameObject& other, const CollisionHit& hit)
151 // if door is open and was touched by a player, teleport the player
152 Player* player = dynamic_cast<Player*> (&other);
155 sprite->set_action("closing", 1);
156 GameSession::current()->respawn(target_sector, target_spawnpoint);
164 return TriggerBase::collision(other, hit);
167 IMPLEMENT_FACTORY(Door, "door");