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152 lines
5.1 KiB
152 lines
5.1 KiB
#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 "sound_source.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* door_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->open_position = -5.f;
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door->close_position = 0.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_MASK_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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if(hashmap_value_exists(object->data, "door_open_position")) new_door->open_position = hashmap_float_get(object->data, "door_open_position");
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if(hashmap_value_exists(object->data, "door_close_position")) new_door->close_position = hashmap_float_get(object->data, "door_close_position");
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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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hashmap_float_set(entity_data, "door_open_position", door->open_position);
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hashmap_float_set(entity_data, "door_close_position", door->close_position);
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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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struct Game_State* game_state = game_state_get();
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struct Player* player = &game_state->scene->player;
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switch(door->state)
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{
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case DOOR_CLOSED:
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if(door->trigger->triggered)
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{
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if((door->mask & player->key_mask) == door->mask)
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{
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door->state = DOOR_OPENING;
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sound_source_buffer_set(game_state->sound, door->sound, "sounds/door_open.wav", ST_WAV);
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sound_source_play(game_state->sound, door->sound);
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}
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}
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break;
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case DOOR_OPEN:
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if(!door->trigger->triggered)
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{
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door->state = DOOR_CLOSING;
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sound_source_buffer_set(game_state->sound, door->sound, "sounds/door_close.wav", ST_WAV);
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sound_source_play(game_state->sound, door->sound);
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}
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break;
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case DOOR_OPENING:
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if(door->mesh->base.transform.position.x >= door->open_position)
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transform_translate(door->mesh, &(vec3) { door->speed* dt * -1.f, 0.f, 0.f }, TS_LOCAL);
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else
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door->state = DOOR_OPEN;
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break;
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case DOOR_CLOSING:
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if(door->mesh->base.transform.position.x <= door->close_position)
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transform_translate(door->mesh, &(vec3) { door->speed* dt * 1.f, 0.f, 0.f }, TS_LOCAL);
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else
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door->state = DOOR_CLOSED;
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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* door_ptr)
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{
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struct Game_State* game_state = game_state_get();
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struct Door* door = (struct Door*)door_ptr;
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//log_message("Trigger %s triggered for door %s", door->trigger->base.name, door->base.name);
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switch(door->state)
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{
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case DOOR_CLOSED:
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break;
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case DOOR_OPEN:
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break;
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case DOOR_OPENING:
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case DOOR_CLOSING:
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break;
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}
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}
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