Merged changes from branches/supertux-milestone2-grumbel/ to trunk/supertux/
[supertux.git] / src / trigger / door.cpp
index 28550c2..b86fa0f 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>
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
-#include "door.h"
-#include "game_session.h"
-#include "resources.h"
-#include "object_factory.h"
-#include "sprite/sprite.h"
-#include "sprite/sprite_manager.h"
-#include "video/drawing_context.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
+#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 "trigger/door.hpp"
 
-Door::Door(const lisp::Lisp& reader)
+Door::Door(const Reader& reader) :
+  state(CLOSED)
 {
   reader.get("x", bbox.p1.x);
   reader.get("y", bbox.p1.y);
-  bbox.set_size(32, 64);
-
   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());
+
+  sound_manager->preload("sounds/door.wav");
 }
 
-Door::Door(int x, int y, std::string sector, std::string spawnpoint)
+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()
-{
-  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);
-
-  writer.end_list("door");
 }
 
 void
 Door::update(float )
 {
-  //Check if door animation is complete
-  if(sprite->check_animation()) {
-    sprite->set_action("normal");
-    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");
+
+/* EOF */