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#ifndef OBJECT_H
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#define OBJECT_H
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#include "pixelGameEngine.h"
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#include "flags.h"
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#include "animation.h"
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#include "defines.h"
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#include "layers.h"
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#include "item.h"
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using namespace olc;
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struct Interaction{
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std::vector<std::string> messages={};
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Item*item=nullptr;
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Flag flag=Flag::NONE;
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};
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class Object{
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private:
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vd2d scale={1,1};
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vd2d pos;
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public:
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int id;
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Animation*spr;
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int frameIndex=0;
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int frameCount=0;
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int animationSpd=12; //How many frames to wait between each frame. Setting to 0 pauses the animation.
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std::string name;
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Pixel color=WHITE;
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vd2d originPoint={0,0};
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bool drawn=false;
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Flag disableFlag=Flag::NONE;
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Flag enableFlag=Flag::NONE;
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int objArrElement; //Which element in the object array this object is located in. For sorting purposes.
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bool temp=false; //If set to true, it's marked for deletion after cutscene handling.
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bool enc=false; //If set to true, it's not included in the main list of entities for map saving because it's from an encounter.
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bool dead=false; //If set to true, this object was properly part of an Entity and got declared as dead.
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int blinkFrames=0; //Frame count of how much time is left for the image to be blinking. Used when enemies take damage.
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//animationSpd is how long to wait before switching frames.
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bool highlighted=false; //Whether or not this object has been declared as highlighted by a target range selector.
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bool Collision(vd2d pos) {
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GAME->SetDrawTarget(layer::COLLISION);
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Pixel collisionData = GAME->GetDrawTarget()->GetPixel((int)pos.x-cameraPos.x,(int)pos.y-cameraPos.y);
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return collisionData!=MAGENTA;
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}
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//A grid version of the constructor. used ONLY for battle setups.
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Object(int id,std::string name,int gridx,int gridy,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false)
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:Object(id,name,{gridx*32-(spr->width*0.5)*(scale.x-1),gridy*32-(spr->spr->sprite->height-4)*(scale.y-1)},spr,scale,color,animationSpd,temp) {}
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Object(int id,std::string name,vd2d pos,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false) {
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this->spr=spr;
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this->pos=pos;
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this->id=id;
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this->name=name;
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this->color=color;
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this->animationSpd=animationSpd;
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SetScale(scale);
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this->temp=temp;
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}
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virtual Object* CreateType(int id,std::string name,vd2d pos,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false)=0;
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//When the player tries to interact with this object.
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virtual Interaction Interact()=0;
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void SetScale(vd2d scale) {
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this->scale=scale;
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if (spr!=nullptr) {
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this->originPoint={spr->width/2*scale.x,(spr->spr->sprite->height-4)*scale.y};
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}
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}
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vd2d GetScale() {
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return scale;
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}
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vd2d GetPos() {
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return pos;
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}
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void Move(vd2d move);
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void SetPos(vd2d pos) {
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Move(pos-this->pos);
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}
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vd2d GetPosWithOrigin() {
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return GetPos()+originPoint;
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}
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bool SmoothMove(vd2d move) {
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const int wiggleRoom=5;
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vd2d originPos = {pos.x+originPoint.x,pos.y-1+originPoint.y};
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if (!Collision(originPos+move)) {
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Move(move);
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return true;
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} else
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if (move.x!=0&&!Collision({originPos.x+move.x,originPos.y})) {
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Move({move.x,0});
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return true;
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} else
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if (move.y!=0&&!Collision({originPos.x,originPos.y+move.y})) {
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Move({0,move.y});
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return true;
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}
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else
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if (move.x>0) {
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for (int i=0;i<wiggleRoom;i++) { //Search Up.
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if (!Collision({originPos.x+move.x,originPos.y-i})) {
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//There is potentially to move up-right here, so we will do so.
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Move({0,-1});
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originPos.y+=-1;
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return true;
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}
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}
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for (int i=0;i<wiggleRoom;i++) { //Search Down.
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if (!Collision({originPos.x+move.x,originPos.y+i})) {
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//There is potentially to move down-right here, so we will do so.
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Move({0,1});
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return true;
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}
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if (!Collision({originPos.x+move.x,originPos.y-i})) {
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//There is potentially to move up-left here, so we will do so.
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Move({0,-1});
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return true;
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}
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}
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for (int i=0;i<wiggleRoom;i++) { //Search Down.
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if (!Collision({originPos.x+move.x,originPos.y+i})) {
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//There is potentially to move down-left here, so we will do so.
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Move({0,1});
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return true;
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}
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}
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}
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if (move.y>0) {
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for (int i=0;i<wiggleRoom;i++) { //Search Left.
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if (!Collision({originPos.x-i,originPos.y+move.y})) {
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//There is potentially to move down-left here, so we will do so.
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Move({-1,0});
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return true;
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}
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}
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for (int i=0;i<wiggleRoom;i++) { //Search Right.
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if (!Collision({originPos.x+i,originPos.y+move.y})) {
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//There is potentially to move down-right here, so we will do so.
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Move({1,0});
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return true;
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}
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}
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} else
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if (move.y<0) {
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for (int i=0;i<wiggleRoom;i++) { //Search Left.
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if (!Collision({originPos.x-i,originPos.y+move.y})) {
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//There is potentially to move up-left here, so we will do so.
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Move({-1,0});
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return true;
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}
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}
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for (int i=0;i<wiggleRoom;i++) { //Search Right.
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if (!Collision({originPos.x+i,originPos.y+move.y})) {
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//There is potentially to move up-right here, so we will do so.
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Move({1,0});
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return true;
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}
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}
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}
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return false;
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}
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};
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#define DynamicObject(objName) public:\
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objName(int id,std::string name,int gridx,int gridy,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false)\
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:Object(id,name,gridx,gridy,spr,scale,color,animationSpd,temp){};\
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objName(int id,std::string name,vd2d pos,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false)\
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:Object(id,name,pos,spr,scale,color,animationSpd,temp){};\
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Object* CreateType(int id,std::string name,vd2d pos,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false)override{\
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return new objName(id,name,pos,spr,scale,color,animationSpd,temp);\
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}
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class Standard_Obj : public Object{
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DynamicObject(Standard_Obj)
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Interaction Interact()override{return {};}
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};
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class TrashCan_Obj : public Object{
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DynamicObject(TrashCan_Obj)
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Interaction Interact()override{
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frameIndex=1;
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return {{"You dig around the trash can.","Nope! Just looks like good ol' trash."}};}
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};
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#endif
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