Made code -Wshadow clean, missed a bunch of issues in the last commit
[supertux.git] / src / trigger / door.cpp
index a832da9..2bb4f71 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
-//  SuperTux -  A Jump'n Run
-//  Copyright (C) 2004 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.
-#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"
-
-using namespace SuperTux;
-
-Door::Door(LispReader& reader)
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "trigger/door.hpp"
+
+#include <sstream>
+
+#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.read_float("x", bbox.p1.x);
-  reader.read_float("y", bbox.p1.y);
-  bbox.set_size(32, 64);
+  reader.get("x", bbox.p1.x);
+  reader.get("y", bbox.p1.y);
+  reader.get("sector", target_sector);
+  reader.get("spawnpoint", target_spawnpoint);
 
-  reader.read_string("sector", target_sector);
-  reader.read_string("spawnpoint", target_spawnpoint);
+  reader.get("script", script);
 
-  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());
+
+  sound_manager->preload("sounds/door.wav");
 }
 
-Door::Door(int x, int y)
+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));
-  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()
-{
-  delete sprite;
+  sound_manager->preload("sounds/door.wav");
 }
 
-void
-Door::write(LispWriter& 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
-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");
-    sprite->start_animation(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);
+        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;
+    case CLOSING:
+      break;
+  }
+
+  return TriggerBase::collision(other, hit_);
+}
+
+/* EOF */