// $Id$
//
-// SuperTux - A Jump'n Run
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+// 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
// 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.
-#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 <config.h>
-using namespace SuperTux;
+#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 "audio/sound_manager.hpp"
-Door::Door(LispReader& reader)
+Door::Door(const lisp::Lisp& reader)
+ : state(CLOSED)
{
- reader.read_float("x", bbox.p1.x);
- reader.read_float("y", bbox.p1.y);
- bbox.set_size(32, 64);
-
- reader.read_string("sector", target_sector);
- reader.read_string("spawnpoint", target_spawnpoint);
+ 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("door");
+ sprite = sprite_manager->create("images/objects/door/door.sprite");
+ sprite->set_action("closed");
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
}
Door::Door(int x, int y, std::string sector, std::string spawnpoint)
+ : state(CLOSED)
{
bbox.set_pos(Vector(x, y));
- bbox.set_size(32, 64);
target_sector = sector;
target_spawnpoint = spawnpoint;
- sprite = sprite_manager->create("door");
+ sprite = sprite_manager->create("images/objects/door/door.sprite");
+ sprite->set_action("closed");
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
}
Door::~Door()
}
void
-Door::write(LispWriter& writer)
+Door::write(lisp::Writer& writer)
{
writer.start_list("door");
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);
-
+ sound_manager->preload("sounds/door.wav");
writer.end_list("door");
}
void
-Door::action(float )
+Door::update(float )
{
- //Check if door animation is complete
- if (!sprite->check_animation()) {
- GameSession::current()->respawn(target_sector, target_spawnpoint);
+ switch (state) {
+ 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);
+ }
+ break;
+ case OPEN:
+ // if door was open long enough, start closing it
+ if (stay_open_timer.check()) {
+ 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");
+ }
+ 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& , EventType type)
{
- if(type == EVENT_ACTIVATE) {
- sprite->set_action("open", 1);
+ switch (state) {
+ case CLOSED:
+ // if door was activated, start opening it
+ if (type == EVENT_ACTIVATE) {
+ state = OPENING;
+ sound_manager->play("sounds/door.wav");
+ sprite->set_action("opening", 1);
+ }
+ break;
+ case OPENING:
+ break;
+ case OPEN:
+ break;
+ case CLOSING:
+ break;
}
}
+HitResponse
+Door::collision(GameObject& other, const CollisionHit& hit)
+{
+ switch (state) {
+ case CLOSED:
+ break;
+ case OPENING:
+ break;
+ case OPEN:
+ {
+ // 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);
+ GameSession::current()->respawn(target_sector, target_spawnpoint);
+ }
+ }
+ break;
+ case CLOSING:
+ break;
+ }
+
+ return TriggerBase::collision(other, hit);
+}
+
+IMPLEMENT_FACTORY(Door, "door");