removing object if added to inventory
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2d21324743
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45334c77f7
@ -21,34 +21,4 @@ struct ActiveObject {
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ZL::Vector3f objectPos;
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ZL::Vector3f objectPos;
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bool highlighted = false;
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bool highlighted = false;
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};
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};
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class ActiveObjectManager {
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public:
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std::unordered_map<std::string, ActiveObject> activeObjectsEntities;
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// Добавить или обновить объект в контейнере
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void addActiveObject(const ActiveObject& object) {
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activeObjectsEntities[object.name] = object;
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}
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// Найти объект по имени (возвращает указатель, nullptr — если не найден)
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ActiveObject* findByName(const std::string& name) {
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auto it = activeObjectsEntities.find(name);
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if (it != activeObjectsEntities.end()) {
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return &it->second;
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}
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return nullptr;
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}
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// Найти все объекты с нужным значением highlighted
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// (возвращает список указателей на найденные объекты)
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// ActiveObject.h
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void removeByName(const std::string& name) {
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activeObjectsEntities.erase(name);
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}
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};
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}
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}
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@ -272,6 +272,8 @@ 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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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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//aoMgr.removeByName(ao->name);
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//aoMgr.removeByName(ao->name);
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}
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}
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@ -6,6 +6,7 @@
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#include <vector>
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#include <vector>
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#include "ActiveObject.h"
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#include "ActiveObject.h"
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#include "Room.h"
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#include "Room.h"
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#include "RenderSystem.h"
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#include "Inventory.h"
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#include "Inventory.h"
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#ifdef __linux__
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#ifdef __linux__
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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@ -165,13 +165,7 @@ void RenderSystem::drawWorld(GameObjectManager& gameObjects) {
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renderer.TranslateMatrix({ 0, Environment::cameraDefaultVerticalShift, 0 });
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renderer.TranslateMatrix({ 0, Environment::cameraDefaultVerticalShift, 0 });
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// Draw active objects
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// Draw active objects
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for (const auto& ao : gameObjects.activeObjects) {
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drawObjects(gameObjects);
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renderer.PushMatrix();
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renderer.TranslateMatrix(ao.objectPos);
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glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
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renderer.PopMatrix();
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}
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// Draw room
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// Draw room
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glBindTexture(GL_TEXTURE_2D, gameObjects.rooms[gameObjects.current_room_index].roomTexture->getTexID());
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glBindTexture(GL_TEXTURE_2D, gameObjects.rooms[gameObjects.current_room_index].roomTexture->getTexID());
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@ -292,8 +286,6 @@ void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
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}
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}
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}
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}
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renderer.PopMatrix();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.PopProjectionMatrix();
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@ -399,4 +391,14 @@ void RenderSystem::worldToScreenCoordinates(Vector3f objectPos,
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screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
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screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
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}
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}
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void RenderSystem::drawObjects(GameObjectManager& gameObjects){
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for (const auto& ao : gameObjects.activeObjects) {
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renderer.PushMatrix();
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renderer.TranslateMatrix(ao.objectPos);
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glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
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renderer.PopMatrix();
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}
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}
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} // namespace ZL
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} // namespace ZL
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@ -19,6 +19,8 @@ public:
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int screenWidth, int screenHeight,
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int screenWidth, int screenHeight,
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int& screenX, int& screenY);
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int& screenX, int& screenY);
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void drawObjects(GameObjectManager& gameObjects);
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private:
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private:
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void drawWorld(GameObjectManager& gameObjects);
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void drawWorld(GameObjectManager& gameObjects);
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void drawUI(const GameObjectManager& gameObjects);
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void drawUI(const GameObjectManager& gameObjects);
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