Made code -Wshadow clean, missed a bunch of issues in the last commit
[supertux.git] / src / trigger / door.cpp
index f8d2b72..2bb4f71 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  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 "audio/sound_manager.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);
 
+  reader.get("script", script);
+
   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, 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;
@@ -53,27 +63,12 @@ Door::Door(int x, int y, std::string sector, std::string spawnpoint)
   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(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);
-  sound_manager->preload("sounds/door.wav");
-  writer.end_list("door");
 }
 
 void
@@ -85,23 +80,23 @@ Door::update(float )
     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;
   }
@@ -120,9 +115,9 @@ Door::event(Player& , EventType type)
     case CLOSED:
       // if door was activated, start opening it
       if (type == EVENT_ACTIVATE) {
-       state = OPENING;
+        state = OPENING;
         sound_manager->play("sounds/door.wav");
-       sprite->set_action("opening", 1);
+        sprite->set_action("opening", 1);
       }
       break;
     case OPENING:
@@ -135,7 +130,7 @@ Door::event(Player& , EventType type)
 }
 
 HitResponse
-Door::collision(GameObject& other, const CollisionHit& hit)
+Door::collision(GameObject& other, const CollisionHit& hit_)
 {
   switch (state) {
     case CLOSED:
@@ -143,21 +138,28 @@ Door::collision(GameObject& other, const CollisionHit& hit)
     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);
-       }
+    {
+      // 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 */