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#ifndef TRIGGER_H
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#define TRIGGER_H
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#include "cutscene.h"
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#include "pixelGameEngine.h"
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#include "flags.h"
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#include "SeasonI.h"
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using namespace olc;
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namespace TriggerName{
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//When adding new triggers to the list, you will have to add a new line to trigger.cpp to get it to appear in the editor.
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enum Trigger{
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NONE,
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START_CUTSCENE_1,
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GOTO_MAP,
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};
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}
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extern void DisplayMessageBox(std::string targetT);
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extern SeasonI*GAME;
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extern std::map<CutsceneName::Cutscene,Cutscene*> CUTSCENES;
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extern Map*CURRENT_MAP;
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extern vi2d HIGHLIGHTED_TILE;
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class Trigger{
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vi2d pos;
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vi2d size;
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TriggerName::Trigger id;
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vi2d extraCoords;
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Map*mapChoice;
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public:
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Trigger(vi2d pos,vi2d size,TriggerName::Trigger id,vi2d extraCoords={0,0},Map*mapChoice=nullptr)
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:pos(pos),size(size),id(id),extraCoords(extraCoords),mapChoice(mapChoice){}
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bool IsInside(vd2d point) {
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return point.x>pos.x&&point.x<pos.x+size.x&&point.y>pos.y&&point.y<pos.y+size.y;
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}
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void Interact() {
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switch (id) {
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case TriggerName::START_CUTSCENE_1:{
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if (!GAME->GetGameFlag(Flag::TEST_FLAG1)) {
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DisplayMessageBox("You have triggered this scene.");
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GAME->SetGameFlag(Flag::TEST_FLAG1,true);
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}
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}break;
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case TriggerName::GOTO_MAP:{
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MapTransitionCutscene*scene=(MapTransitionCutscene*)CUTSCENES[CutsceneName::TRANSFER_MAP_CUTSCENE];
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std::vector<CutsceneAction*>actions=scene->GetActions();
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LoadMap*mapLoadAction=(LoadMap*)actions[1];
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mapLoadAction->SetTargetMap(mapChoice);
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MovePlayerObjects*playerMoveAction=(MovePlayerObjects*)actions[2];
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playerMoveAction->SetTargetPos(extraCoords);
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GAME->StartCutscene(scene);
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}break;
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}
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}
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vi2d GetPos() {
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return pos;
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}
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vi2d GetSize() {
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return size;
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}
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int GetPosX() {
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return pos.x;
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}
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int GetPosY() {
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return pos.y;
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}
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int GetSizeX() {
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return size.x;
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}
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int GetSizeY() {
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return size.y;
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}
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int GetID() {
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return id;
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}
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Map*GetMapPtr(){
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return mapChoice;
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}
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vd2d GetAdditionalCoordData(){
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return extraCoords;
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}
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void SetExtraCoords(vd2d coords) {
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extraCoords=coords;
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}
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void SetMap(Map*map) {
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mapChoice=map;
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}
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};
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#endif
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