-#include <config.h>
-
-#include "sequence_trigger.h"
-#include "gameloop.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "object_factory.h"
-
-SequenceTrigger::SequenceTrigger(const lisp::Lisp& reader)
+// 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 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
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// 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, see <http://www.gnu.org/licenses/>.
+
+#include "object/player.hpp"
+#include "supertux/object_factory.hpp"
+#include "trigger/sequence_trigger.hpp"
+#include "util/reader.hpp"
+
+SequenceTrigger::SequenceTrigger(const Reader& reader) :
+ triggerevent(),
+ sequence_name()
{
reader.get("x", bbox.p1.x);
reader.get("y", bbox.p1.y);
- float w, h;
+ float w = 0, h = 0;
reader.get("width", w);
reader.get("height", h);
bbox.set_size(w, h);
reader.get("sequence", sequence_name);
+ triggerevent = EVENT_TOUCH;
}
-SequenceTrigger::SequenceTrigger(const Vector& pos, const std::string& sequence)
+SequenceTrigger::SequenceTrigger(const Vector& pos, const std::string& sequence) :
+ triggerevent(),
+ sequence_name()
{
bbox.set_pos(pos);
bbox.set_size(32, 32);
}
void
-SequenceTrigger::write(lisp::Writer& writer)
-{
- writer.start_list("sequencetrigger");
-
- 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("sequence", sequence_name);
-
- writer.end_list("sequencetrigger");
-}
-
-void
-SequenceTrigger::event(Player& , EventType type)
+SequenceTrigger::event(Player& player, EventType type)
{
if(type == triggerevent) {
- GameSession::current()->start_sequence(sequence_name);
+ player.trigger_sequence(sequence_name);
}
}
-IMPLEMENT_FACTORY(SequenceTrigger, "sequencetrigger")
+IMPLEMENT_FACTORY(SequenceTrigger, "sequencetrigger");
+
+/* EOF */