-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
+#include "trigger/door.hpp"
-#include "door.hpp"
-#include "game_session.hpp"
-#include "resources.hpp"
-#include "object_factory.hpp"
-#include "sprite/sprite.hpp"
-#include "sprite/sprite_manager.hpp"
-#include "video/drawing_context.hpp"
-#include "lisp/lisp.hpp"
-#include "lisp/writer.hpp"
+#include <sstream>
-Door::Door(const lisp::Lisp& reader)
- : state(CLOSED)
+#include "audio/sound_manager.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
+
+Door::Door(const Reader& reader) :
+ state(CLOSED),
+ target_sector(),
+ target_spawnpoint(),
+ script(),
+ sprite(),
+ stay_open_timer()
{
reader.get("x", bbox.p1.x);
reader.get("y", bbox.p1.y);
reader.get("sector", target_sector);
reader.get("spawnpoint", target_spawnpoint);
- sprite = sprite_manager->create("images/objects/door/door.sprite");
+ reader.get("script", script);
+
+ sprite = SpriteManager::current()->create("images/objects/door/door.sprite");
sprite->set_action("closed");
- bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+
+ SoundManager::current()->preload("sounds/door.wav");
}
-Door::Door(int x, int y, std::string sector, std::string spawnpoint)
- : state(CLOSED)
+Door::Door(int x, int y, std::string sector, std::string spawnpoint) :
+ state(CLOSED),
+ target_sector(),
+ target_spawnpoint(),
+ script(),
+ sprite(),
+ stay_open_timer()
{
bbox.set_pos(Vector(x, y));
target_sector = sector;
target_spawnpoint = spawnpoint;
- sprite = sprite_manager->create("images/objects/door/door.sprite");
+ sprite = SpriteManager::current()->create("images/objects/door/door.sprite");
sprite->set_action("closed");
- bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-}
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-Door::~Door()
-{
- delete sprite;
+ SoundManager::current()->preload("sounds/door.wav");
}
-void
-Door::write(lisp::Writer& writer)
+Door::~Door()
{
- writer.start_list("door");
-
- writer.write_float("x", bbox.p1.x);
- writer.write_float("y", bbox.p1.y);
- writer.write_float("width", bbox.get_width());
- writer.write_float("height", bbox.get_height());
-
- writer.write_string("sector", target_sector);
- writer.write_string("spawnpoint", target_spawnpoint);
-
- writer.end_list("door");
}
void
case CLOSED:
break;
case OPENING:
+ // if door has finished opening, start timer and keep door open
if(sprite->animation_done()) {
- state = OPEN;
- sprite->set_action("open");
- stay_open_timer.start(1.0);
+ state = OPEN;
+ sprite->set_action("open");
+ stay_open_timer.start(1.0);
}
break;
case OPEN:
+ // if door was open long enough, start closing it
if (stay_open_timer.check()) {
- state = CLOSING;
- sprite->set_action("closing", 1);
+ state = CLOSING;
+ sprite->set_action("closing", 1);
}
break;
case CLOSING:
+ // if door has finished closing, keep it shut
if(sprite->animation_done()) {
- state = CLOSED;
- sprite->set_action("closed");
+ state = CLOSED;
+ sprite->set_action("closed");
}
break;
}
void
Door::draw(DrawingContext& context)
{
- sprite->draw(context, bbox.p1, LAYER_TILES);
+ sprite->draw(context, bbox.p1, LAYER_BACKGROUNDTILES+1);
}
void
-Door::event(Player& who, EventType type)
+Door::event(Player& , EventType type)
{
switch (state) {
case CLOSED:
+ // if door was activated, start opening it
if (type == EVENT_ACTIVATE) {
- state = OPENING;
- sprite->set_action("opening", 1);
+ state = OPENING;
+ SoundManager::current()->play("sounds/door.wav");
+ sprite->set_action("opening", 1);
}
break;
case OPENING:
}
HitResponse
-Door::collision(GameObject& other, const CollisionHit& hit)
+Door::collision(GameObject& other, const CollisionHit& hit_)
{
switch (state) {
case CLOSED:
case OPENING:
break;
case OPEN:
- {
- Player* player = dynamic_cast<Player*> (&other);
- if (player) {
- state = CLOSING;
- sprite->set_action("closing", 1);
- GameSession::current()->respawn(target_sector, target_spawnpoint);
- }
+ {
+ // if door is open and was touched by a player, teleport the player
+ Player* player = dynamic_cast<Player*> (&other);
+ if (player) {
+ state = CLOSING;
+ sprite->set_action("closing", 1);
+ if(!script.empty()) {
+ std::istringstream stream(script);
+ Sector::current()->run_script(stream, "Door");
+ }
+
+ if(!target_sector.empty()) {
+ GameSession::current()->respawn(target_sector, target_spawnpoint);
+ }
}
- break;
+ }
+ break;
case CLOSING:
break;
}
- return TriggerBase::collision(other, hit);
+ return TriggerBase::collision(other, hit_);
}
-IMPLEMENT_FACTORY(Door, "door");
+/* EOF */