Working on scripts
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@@ -147,6 +147,18 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x1" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x3" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x4" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x5" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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@@ -161,6 +173,15 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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#endif
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std::cout << "Load resurces step 4" << std::endl;
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@@ -201,19 +222,29 @@ namespace ZL
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locations["uni_interior"] = std::make_shared<Location>(renderer, inventory);
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locations["uni_interior"]->setup(uniInteriorParams);
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locations["uni_interior"]->scriptEngine.setGlobalStore(&globalInts);
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locations["uni_interior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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if (locations["uni_interior"]->player)
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locations["uni_interior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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LocationSetup uniExteriorParams = uniInteriorParams;
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uniExteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects2.json";
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uniExteriorParams.interactiveObjectsJsonPath = "";
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uniExteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects_uni_exterior.json";
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uniExteriorParams.interactiveObjectsJsonPath = "resources/config2/interactive_objects_uni_exterior.json";
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//uniExteriorParams.navigationJsonPaths = {"resources/config2/navigation2.json"};
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uniExteriorParams.navigationJsonPaths = { "resources/w/nav_uni_exterior.txt" };
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uniExteriorParams.teleportsJsonPath = "resources/config2/teleports2.json";
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uniExteriorParams.triggerZonesJsonPath = "resources/config2/trigger_zones2.json";
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uniExteriorParams.scriptPath = "resources/start2.lua";
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uniExteriorParams.teleportsJsonPath = "resources/config2/teleports_uni_exterior.json";
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uniExteriorParams.triggerZonesJsonPath = "resources/config2/trigger_zones_uni_exterior.json";
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uniExteriorParams.scriptPath = "resources/start_uni_exterior.lua";
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uniExteriorParams.playerPosition = Eigen::Vector3f(5, 0, -18.4);
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uniExteriorParams.npcsJsonPath = "resources/config2/npcs2.json";
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uniExteriorParams.npcsJsonPath = "resources/config2/npcs_uni_exterior.json";
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uniExteriorParams.dialoguesJsonPath = "resources/dialogue/uni_exterior_dialogues.json";
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locations["uni_exterior"] = std::make_shared<Location>(renderer, inventory);
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locations["uni_exterior"]->setup(uniExteriorParams);
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locations["uni_exterior"]->scriptEngine.setGlobalStore(&globalInts);
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locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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if (locations["uni_exterior"]->player)
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locations["uni_exterior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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LocationSetup params_dorm;
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params_dorm.gameObjectsJsonPath = "resources/config2/gameobjects_dorm.json";
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@@ -230,6 +261,10 @@ namespace ZL
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locations["location_dorm"] = std::make_shared<Location>(renderer, inventory);
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locations["location_dorm"]->setup(params_dorm);
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locations["location_dorm"]->scriptEngine.setGlobalStore(&globalInts);
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locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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if (locations["location_dorm"]->player)
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locations["location_dorm"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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// Teleport callbacks: destination name and position come from the teleport zone data.
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auto teleportCallback = [this](const std::string& destName, const Eigen::Vector3f& destPos, float destRotY) {
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@@ -239,6 +274,8 @@ namespace ZL
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std::cerr << "[TELEPORT] Unknown destination location: " << destName << std::endl;
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return;
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}
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if (currentLocation)
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currentLocation->scriptEngine.callLocationExitCallback();
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currentLocation = it->second;
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if (currentLocation->player) {
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currentLocation->player->position = destPos;
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@@ -247,7 +284,7 @@ namespace ZL
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currentLocation->player->targetFacingAngle = destRotY;
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}
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currentLocation->cameraAzimuth = destRotY;
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currentLocation->scriptEngine.callLocationEnterCallback();
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};
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locations["uni_exterior"]->onTeleport = teleportCallback;
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@@ -255,9 +292,10 @@ namespace ZL
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locations["location_dorm"]->onTeleport = teleportCallback;
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currentLocation = locations["location_dorm"];
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currentLocation->scriptEngine.callLocationEnterCallback();
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std::cout << "Load resurces step 5" << std::endl;
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/*
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std::cout << "Load resurces step 12" << std::endl;
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// Shadow mapping shaders
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@@ -287,7 +325,7 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_desktop.fragment", CONST_ZIP_FILE);
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#endif
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#endif*/
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std::cout << "Load resurces step 13" << std::endl;
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@@ -349,7 +387,10 @@ namespace ZL
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{
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if (currentLocation)
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{
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if (currentLocation->isDarklands) {
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// Sync global darklands flag so Location's raycast and draw functions see it.
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currentLocation->isDarklands = isDarklands;
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if (isDarklands) {
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currentLocation->drawGameDarklands();
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CheckGlError(__FILE__, __LINE__);
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}
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@@ -370,6 +411,7 @@ namespace ZL
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// ??? Main menu???
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}
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drawUI();
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drawDarklandsFlash();
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}
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CheckGlError(__FILE__, __LINE__);
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}
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@@ -429,6 +471,8 @@ namespace ZL
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lastTickCount = newTickCount;
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updateDarklandsFlash(delta);
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if (currentLocation)
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{
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currentLocation->update(delta);
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@@ -543,8 +587,7 @@ namespace ZL
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
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switch (event.key.keysym.sym) {
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case SDLK_0:
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if (currentLocation)
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currentLocation->startDarklandsTransition();
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startDarklandsTransition();
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break;
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case SDLK_1:
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//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
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@@ -577,15 +620,15 @@ namespace ZL
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case SDLK_o:
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//y = y + 0.002;
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//currentLocation->player->hp = 200;
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currentLocation->npcs[0]->walkSpeed += 0.01f;
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std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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//currentLocation->npcs[0]->walkSpeed += 0.01f;
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//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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break;
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case SDLK_k:
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//y = y - 0.002;
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std::cout << "Player pos: " << currentLocation->player->position.transpose() << std::endl;
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currentLocation->npcs[0]->walkSpeed -= 0.01f;
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std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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//currentLocation->npcs[0]->walkSpeed -= 0.01f;
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//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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break;
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case SDLK_p:
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@@ -865,4 +908,81 @@ namespace ZL
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}
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}
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bool Game::startDarklandsTransition()
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{
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if (darklandsFlashActive) return false;
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darklandsFlashActive = true;
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darklandsFlashFadingIn = true;
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darklandsFlashAlpha = 0.0f;
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return true;
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}
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void Game::updateDarklandsFlash(int64_t deltaMs)
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{
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if (!darklandsFlashActive) return;
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static constexpr float kFadeDurationMs = 500.0f;
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const float step = static_cast<float>(deltaMs) / kFadeDurationMs;
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if (darklandsFlashFadingIn) {
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darklandsFlashAlpha = min(darklandsFlashAlpha + step, 1.0f);
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if (darklandsFlashAlpha >= 1.0f) {
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isDarklands = !isDarklands;
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if (currentLocation) {
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if (isDarklands)
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currentLocation->scriptEngine.callDarklandsEnterCallback();
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else
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currentLocation->scriptEngine.callDarklandsExitCallback();
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}
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darklandsFlashFadingIn = false;
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}
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} else {
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darklandsFlashAlpha = max(darklandsFlashAlpha - step, 0.0f);
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if (darklandsFlashAlpha <= 0.0f) {
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darklandsFlashAlpha = 0.0f;
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darklandsFlashActive = false;
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}
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}
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}
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void Game::drawDarklandsFlash()
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{
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if (darklandsFlashAlpha <= 0.001f) return;
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const float W = static_cast<float>(Environment::projectionWidth);
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const float H = static_cast<float>(Environment::projectionHeight);
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if (darklandsFlashQuadW != W || darklandsFlashQuadH != H) {
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darklandsFlashQuadW = W;
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darklandsFlashQuadH = H;
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VertexDataStruct data;
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data.PositionData = {
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{0.f, 0.f, 0.f}, {0.f, H, 0.f}, {W, H, 0.f},
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{W, H, 0.f}, {W, 0.f, 0.f}, {0.f, 0.f, 0.f}
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};
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data.TexCoordData = {
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{0.f, 0.f}, {0.f, 1.f}, {1.f, 1.f},
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{1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}
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};
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darklandsFlashQuad.data = std::move(data);
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darklandsFlashQuad.RefreshVBO();
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer.shaderManager.PushShader("darklands_flash");
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renderer.PushProjectionMatrix(0.0f, W, 0.0f, H, -10.0f, 10.0f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.RenderUniform1f("uAlpha", darklandsFlashAlpha);
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renderer.DrawVertexRenderStruct(darklandsFlashQuad);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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glDisable(GL_BLEND);
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}
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} // namespace ZL
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