Mark string "Up we go..." in src/trigger/climbable.cpp as one that should be translated
[supertux.git] / src / trigger / door.cpp
index 5956cb5..f8d2b72 100644 (file)
 #include "video/drawing_context.hpp"
 #include "lisp/lisp.hpp"
 #include "lisp/writer.hpp"
+#include "audio/sound_manager.hpp"
 
 Door::Door(const lisp::Lisp& 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("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("images/objects/door/door.sprite");
+  sprite->set_action("closed");
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
 }
 
 Door::~Door()
@@ -65,35 +69,95 @@ Door::write(lisp::Writer& writer)
   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::update(float )
 {
-  //Check if door animation is complete
-  if(sprite->animation_done()) {
-    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");