1// SuperTux
2// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3//
4// This program is free software: you can redistribute it and/or modify
5// it under the terms of the GNU General Public License as published by
6// the Free Software Foundation, either version 3 of the License, or
7// (at your option) any later version.
8//
9// This program is distributed in the hope that it will be useful,
10// but WITHOUT ANY WARRANTY; without even the implied warranty of
11// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12// GNU General Public License for more details.
13//
14// You should have received a copy of the GNU General Public License
15// along with this program. If not, see <http://www.gnu.org/licenses/>.
16
17#include "trigger/door.hpp"
18
19#include "audio/sound_manager.hpp"
20#include "object/player.hpp"
21#include "sprite/sprite.hpp"
22#include "sprite/sprite_manager.hpp"
23#include "supertux/fadetoblack.hpp"
24#include "supertux/game_session.hpp"
25#include "supertux/screen_manager.hpp"
26#include "supertux/sector.hpp"
27#include "util/reader_mapping.hpp"
28
29Door::Door(const ReaderMapping& mapping) :
30 TriggerBase(mapping),
31 state(CLOSED),
32 target_sector(),
33 target_spawnpoint(),
34 script(),
35 sprite(SpriteManager::current()->create("images/objects/door/door.sprite")),
36 stay_open_timer()
37{
38 mapping.get("x", m_col.m_bbox.get_left());
39 mapping.get("y", m_col.m_bbox.get_top());
40 mapping.get("sector", target_sector);
41 mapping.get("spawnpoint", target_spawnpoint);
42
43 mapping.get("script", script);
44
45 sprite->set_action("closed");
46 m_col.m_bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
47
48 SoundManager::current()->preload("sounds/door.wav");
49}
50
51Door::Door(int x, int y, const std::string& sector, const std::string& spawnpoint) :
52 TriggerBase(),
53 state(CLOSED),
54 target_sector(sector),
55 target_spawnpoint(spawnpoint),
56 script(),
57 sprite(SpriteManager::current()->create("images/objects/door/door.sprite")),
58 stay_open_timer()
59{
60 m_col.m_bbox.set_pos(Vector(static_cast<float>(x), static_cast<float>(y)));
61
62 sprite->set_action("closed");
63 m_col.m_bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
64
65 SoundManager::current()->preload("sounds/door.wav");
66}
67
68ObjectSettings
69Door::get_settings()
70{
71 ObjectSettings result = TriggerBase::get_settings();
72
73 result.add_script(_("Script"), &script, "script");
74 result.add_text(_("Sector"), &target_sector, "sector");
75 result.add_text(_("Spawn point"), &target_spawnpoint, "spawnpoint");
76
77 result.reorder({"sector", "spawnpoint", "name", "x", "y"});
78
79 return result;
80}
81
82Door::~Door()
83{
84}
85
86void
87Door::update(float )
88{
89 switch (state) {
90 case CLOSED:
91 break;
92 case OPENING:
93 // if door has finished opening, start timer and keep door open
94 if (sprite->animation_done()) {
95 state = OPEN;
96 sprite->set_action("open");
97 stay_open_timer.start(1.0);
98 }
99 break;
100 case OPEN:
101 // if door was open long enough, start closing it
102 if (stay_open_timer.check()) {
103 state = CLOSING;
104 sprite->set_action("closing", 1);
105 }
106 break;
107 case CLOSING:
108 // if door has finished closing, keep it shut
109 if (sprite->animation_done()) {
110 state = CLOSED;
111 sprite->set_action("closed");
112 }
113 break;
114 }
115}
116
117void
118Door::draw(DrawingContext& context)
119{
120 sprite->draw(context.color(), m_col.m_bbox.p1(), LAYER_BACKGROUNDTILES+1);
121}
122
123void
124Door::event(Player& , EventType type)
125{
126 switch (state) {
127 case CLOSED:
128 // if door was activated, start opening it
129 if (type == EVENT_ACTIVATE) {
130 state = OPENING;
131 SoundManager::current()->play("sounds/door.wav");
132 sprite->set_action("opening", 1);
133 ScreenManager::current()->set_screen_fade(std::make_unique<FadeToBlack>(FadeToBlack::FADEOUT, 1));
134 }
135 break;
136 case OPENING:
137 break;
138 case OPEN:
139 break;
140 case CLOSING:
141 break;
142 }
143}
144
145HitResponse
146Door::collision(GameObject& other, const CollisionHit& hit_)
147{
148 switch (state) {
149 case CLOSED:
150 break;
151 case OPENING:
152 break;
153 case OPEN:
154 {
155 // if door is open and was touched by a player, teleport the player
156 Player* player = dynamic_cast<Player*> (&other);
157
158 if (player) {
159 bool invincible = player->is_invincible();
160 int invincibilityperiod = static_cast<int>(player->m_invincible_timer.get_timeleft());
161 state = CLOSING;
162 sprite->set_action("closing", 1);
163 if (!script.empty()) {
164 Sector::get().run_script(script, "Door");
165 }
166
167 if (!target_sector.empty()) {
168 GameSession::current()->respawn(target_sector, target_spawnpoint,
169 invincible, invincibilityperiod);
170 ScreenManager::current()->set_screen_fade(std::make_unique<FadeToBlack>(FadeToBlack::FADEIN, 1));
171 }
172 }
173 }
174 break;
175 case CLOSING:
176 break;
177 }
178
179 return TriggerBase::collision(other, hit_);
180}
181
182/* EOF */
183