#include <config.h>
#include "door.h"
-#include "utils/lispreader.h"
-#include "utils/lispwriter.h"
#include "gameloop.h"
#include "resources.h"
#include "special/sprite.h"
#include "special/sprite_manager.h"
#include "video/drawing_context.h"
#include "app/globals.h"
+#include "lisp/lisp.h"
+#include "lisp/writer.h"
using namespace SuperTux;
-Door::Door(LispReader& reader)
+Door::Door(const lisp::Lisp& reader)
{
- reader.read_float("x", bbox.p1.x);
- reader.read_float("y", bbox.p1.y);
+ reader.get("x", bbox.p1.x);
+ reader.get("y", bbox.p1.y);
bbox.set_size(32, 64);
- reader.read_string("sector", target_sector);
- reader.read_string("spawnpoint", target_spawnpoint);
+ reader.get("sector", target_sector);
+ reader.get("spawnpoint", target_spawnpoint);
sprite = sprite_manager->create("door");
}
-Door::Door(int x, int y)
+Door::Door(int x, int y, std::string sector, std::string spawnpoint)
{
bbox.set_pos(Vector(x, y));
bbox.set_size(32, 64);
+ target_sector = sector;
+ target_spawnpoint = spawnpoint;
sprite = sprite_manager->create("door");
}
}
void
-Door::write(LispWriter& writer)
+Door::write(lisp::Writer& writer)
{
writer.start_list("door");
Door::action(float )
{
//Check if door animation is complete
- if (!sprite->check_animation()) {
+ if(sprite->check_animation()) {
GameSession::current()->respawn(target_sector, target_spawnpoint);
}
}