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#include "door.h" |
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#include "entity.h" |
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#include "scene.h" |
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#include "game.h" |
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#include "transform.h" |
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#include "trigger.h" |
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#include "event.h" |
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#include "../common/log.h" |
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#include "../common/parser.h" |
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#include "../common/hashmap.h" |
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static void door_on_scene_loaded(struct Event* event, void* door_ptr); |
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static void door_on_trigger(struct Event* event, void* trigger_ptr); |
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void door_init(struct Door* door, int mask) |
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{ |
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struct Game_State* game_state = game_state_get(); |
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struct Event_Manager* event_manager = game_state->event_manager; |
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door->base.type = ET_DOOR; |
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door->mask = mask; |
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door->speed = 20.f; |
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door->state = DOOR_CLOSED; |
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event_manager_subscribe_with_object(event_manager, EVT_SCENE_LOADED, &door_on_scene_loaded, (void*)door); |
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} |
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void door_reset(struct Door* door) |
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{ |
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door->state = -1; |
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door->speed = 0.f; |
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struct Event_Manager* event_manager = game_state_get()->event_manager; |
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event_manager_unsubscribe_with_object(event_manager, EVT_TRIGGER, &door_on_trigger, (void*)door); |
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event_manager_unsubscribe_with_object(event_manager, EVT_SCENE_LOADED, &door_on_scene_loaded, (void*)door); |
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} |
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struct Door* door_read(struct Parser_Object* object, const char* name, struct Entity* parent_entity) |
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{ |
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struct Door* new_door = NULL; |
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struct Scene* scene = game_state_get()->scene; |
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new_door = scene_door_create(scene, name, parent_entity, DOOR_KEY_NONE); |
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if(hashmap_value_exists(object->data, "door_speed")) new_door->speed = hashmap_float_get(object->data, "door_speed"); |
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if(hashmap_value_exists(object->data, "door_state")) new_door->state = hashmap_int_get(object->data, "door_state"); |
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if(hashmap_value_exists(object->data, "door_mask")) new_door->mask = hashmap_int_get(object->data, "door_mask"); |
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return new_door; |
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} |
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void door_write(struct Door* door, struct Hashmap* entity_data) |
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{ |
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hashmap_int_set(entity_data, "door_state", door->state); |
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hashmap_int_set(entity_data, "door_mask", door->mask); |
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hashmap_float_set(entity_data, "door_speed", door->speed); |
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} |
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void door_update(struct Door* door, struct Scene* scene, float dt) |
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{ |
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switch(door->state) |
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{ |
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case DOOR_CLOSED: |
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case DOOR_OPEN: |
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break; |
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case DOOR_OPENING: |
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break; |
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case DOOR_CLOSING: |
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break; |
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} |
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} |
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void door_on_scene_loaded(struct Event* event, void* door_ptr) |
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{ |
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struct Door* door = (struct Door*)door_ptr; |
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struct Entity* door_mesh[1] = { NULL }; |
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struct Entity* door_sound[1] = { NULL }; |
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struct Entity* door_trigger[1] = { NULL }; |
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if(entity_get_num_children_of_type(door, ET_STATIC_MESH, &door_mesh, 1) == 1) |
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door->mesh = door_mesh[0]; |
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else |
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log_error("door:on_scene_load", "Could not find mesh entity for door %s", door->base.name); |
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if(entity_get_num_children_of_type(door, ET_SOUND_SOURCE, &door_sound, 1) == 1) |
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door->sound = door_sound[0]; |
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else |
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log_error("door:on_scene_load", "Could not find sound entity for door %s", door->base.name); |
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if(entity_get_num_children_of_type(door, ET_TRIGGER, &door_trigger, 1) == 1) |
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{ |
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door->trigger = door_trigger[0]; |
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struct Event_Manager* event_manager = game_state_get()->event_manager; |
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event_manager_subscribe_with_object(event_manager, EVT_TRIGGER, &door_on_trigger, (void*)door); |
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} |
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else |
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{ |
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log_error("door:on_scene_load", "Could not find trigger entity for door %s", door->base.name); |
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} |
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} |
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void door_on_trigger(struct Event* event, void* trigger_ptr) |
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{ |
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} |
@ -0,0 +1,24 @@ |
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#ifndef DOOR_H |
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#define DOOR_H |
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struct Door; |
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struct Static_Mesh; |
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struct Sound_Source; |
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struct Parser_Object; |
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struct Entity; |
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enum Door_State |
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{ |
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DOOR_CLOSED = 0, |
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DOOR_OPEN, |
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DOOR_CLOSING, |
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DOOR_OPENING |
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}; |
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void door_init(struct Door* door, int mask); |
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void door_reset(struct Door* door); |
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void door_update(struct Door* door, struct Scene* scene, float dt); |
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struct Door* door_read(struct Parser_Object* object, const char* name, struct Entity* parent_entity); |
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void door_write(struct Door* door, struct Hashmap* entity_data); |
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#endif |
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