68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
#include "precompile.h"
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#include "building.h"
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#include "collider.h"
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#include "metamgr.h"
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#include "room.h"
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#include "loot.h"
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Building::Building():Entity()
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{
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entity_type = ET_Building;
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}
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Building::~Building()
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{
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}
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void Building::Initialize()
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{
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RecalcSelfCollider();
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}
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void Building::RecalcSelfCollider()
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{
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for (auto& obj : meta->i->staticobj()) {
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AabbCollider* collider = new AabbCollider();
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collider->owner = this;
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collider->_min = Vector2D(obj.x() - obj.width()/2.0 - meta->i->tilewidth()/2.0,
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obj.y() - obj.height()/2.0 - meta->i->tileheight()/2.0);
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collider->_max = Vector2D(obj.x() + obj.width()/2.0 - meta->i->tilewidth()/2.0,
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obj.y() + obj.height()/2.0 - meta->i->tileheight()/2.0);
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colliders.push_back(collider);
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}
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for (size_t i = 0; i < meta->doors.size(); ++i) {
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room->CreateDoor(this, i);
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}
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for (auto& obj : meta->i->lootobj()) {
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room->CreateHouseObstacle(this, obj.id(), obj.x(), obj.y());
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}
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for (auto& obj : meta->i->dropobj()) {
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room->CreateLoot(obj.id(),
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Vector2D(
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pos.x + obj.x() - meta->i->tilewidth() / 2.0,
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pos.y + obj.y() - meta->i->tileheight() / 2.0
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),
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1
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);
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}
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}
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void Building::FillMFObjectPart(cs::MFObjectPart* part_data)
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{
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part_data->set_object_type(ET_Building);
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cs::MFBuildingPart* p = part_data->mutable_union_obj_3();
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p->set_obj_uniid(entity_uniid);
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pos.ToPB(p->mutable_pos());
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}
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void Building::FillMFObjectFull(cs::MFObjectFull* full_data)
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{
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full_data->set_object_type(ET_Building);
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cs::MFBuildingFull* p = full_data->mutable_union_obj_3();
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p->set_obj_uniid(entity_uniid);
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pos.ToPB(p->mutable_pos());
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p->set_building_id(meta->i->_building_id());
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}
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