prepare final room logic
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19c2f62ba9
commit
0db76cb793
@ -342,13 +342,6 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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objects_in_inventory--;
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objects_in_inventory--;
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}
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}
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}
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}
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else if (bearName.length() >= 3 && !(bearName.compare("TOM") == 0)) {
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bearName = "";
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for (const auto& cube : selectedCubes) {
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gInventoryMap[cube.name] = cube;
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}
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selectedCubes.clear();
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}
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}
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}
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else if (current_room_index==1) {
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else if (current_room_index==1) {
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if (InventoryItem* item = GetItemSelected(true)){
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if (InventoryItem* item = GetItemSelected(true)){
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@ -389,7 +382,7 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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}
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}
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else if (current_room_index==2) {
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else if (current_room_index==2) {
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if (InventoryItem* item = GetItemSelected(true)){
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if (InventoryItem* item = GetItemSelected(true)){
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if (item->name == "lockFriend"){}
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}
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}
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}
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}
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}
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}
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@ -401,7 +394,7 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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continue;
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continue;
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}
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}
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if (ao->name != "lampe") {
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if (ao->name != "lampe" && ao->name != "doorGlory" && ao->name != "lockFriend" ) {
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AddItemToInventory(ao->name, ao->inventoryIconTexturePtr, objects_in_inventory+1);
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AddItemToInventory(ao->name, ao->inventoryIconTexturePtr, objects_in_inventory+1);
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objects_in_inventory++;
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objects_in_inventory++;
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@ -409,6 +402,20 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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rooms[current_room_index].removeByPtr(ao);
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rooms[current_room_index].removeByPtr(ao);
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activeObjects = rooms[current_room_index].objects;
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activeObjects = rooms[current_room_index].objects;
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}
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}
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else if (ao->name != "doorGlory"){
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hasMadeChoise = true;
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hasChoisedFriendship = false;
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// debug switching
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switch_room(0);
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}
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else if (ao->name != "lockFriend"){
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hasMadeChoise = true;
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hasChoisedFriendship = true;
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// debug switching
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switch_room(0);
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}
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//aoMgr.removeByName(ao->name);
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//aoMgr.removeByName(ao->name);
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@ -103,6 +103,9 @@ public:
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std::shared_ptr<Texture> batteryDialogTexturePtr; // Активная текстура диалога
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std::shared_ptr<Texture> batteryDialogTexturePtr; // Активная текстура диалога
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bool isBatteryDialogActive = false; // Флаг активности диалога
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bool isBatteryDialogActive = false; // Флаг активности диалога
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bool hasChoisedFriendship = false;
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bool hasMadeChoise = false;
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private:
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private:
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//int animationCounter = 0;
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//int animationCounter = 0;
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int lastMouseX = 0; // Добавляем переменные для хранения позиции мыши
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int lastMouseX = 0; // Добавляем переменные для хранения позиции мыши
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