245 lines
6.1 KiB
C++
245 lines
6.1 KiB
C++
#include "World.h"
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#include <GL/freeglut.h>
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#include "Entity.h"
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#include "json.h"
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#include "Model.h"
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#include "CrystalPoint.h"
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#include <fstream>
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#include <iostream>
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#include "WorldHandler.h"
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World::World(const std::string &fileName)
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{
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//Store player instance
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player = Player::getInstance();
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//Create the interface
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interface = new Interface();
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//Open world json file
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std::ifstream file(fileName);
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if(!file.is_open())
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std::cout<<"Error, can't open world file - " << fileName << "\n";
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json::Value v = json::readJson(file);
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file.close();
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//Check file
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if(v["world"].isNull() || v["world"]["heightmap"].isNull())
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std::cout << "Invalid world file: world - " << fileName << "\n";
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if (v["player"].isNull() || v["player"]["startposition"].isNull())
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std::cout << "Invalid world file: player - " << fileName << "\n";
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if (v["objects"].isNull())
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std::cout << "Invalid world file: objects - " << fileName << "\n";
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if (v["world"]["object-templates"].isNull())
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std::cout << "Invalid world file: object templates - " << fileName << "\n";
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//Load object templates
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for (auto objt : v["world"]["object-templates"])
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{
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//collision
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bool cancollide = true;
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if (!objt["collision"].isNull())
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cancollide = objt["collision"].asBool();
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objecttemplates.push_back(std::pair<int, std::pair<std::string, bool>>(objt["color"], std::pair<std::string, bool>(objt["file"], cancollide)));
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}
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//Generate heightmap for this world
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heightmap = new HeightMap(v["world"]["heightmap"].asString(), this);
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//Map different texture to heightmap if available
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if(!v["world"]["texture"].isNull())
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heightmap->SetTexture(v["world"]["texture"].asString());
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//Set player starting position
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player->position.x = v["player"]["startposition"][0].asFloat();
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player->position.y = v["player"]["startposition"][1].asFloat();
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player->position.z = v["player"]["startposition"][2].asFloat();
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//Load and place objects into world
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for (auto object : v["objects"])
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{
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//Collision
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bool hasCollision = true;
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if (!object["collide"].isNull())
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hasCollision = object["collide"].asBool();
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//Rotation
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Vec3f rotation(0, 0, 0);
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if(!object["rot"].isNull())
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rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
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//Scale
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float scale = 1;
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if (!object["scale"].isNull())
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scale = object["scale"].asFloat();
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//Position
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if (object["pos"].isNull())
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std::cout << "Invalid world file: objects pos - " << fileName << "\n";
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//File
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if (object["file"].isNull())
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std::cout << "Invalid world file: objects file - " << fileName << "\n";
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//Create
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Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
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position.y = getHeight(position.x, position.z) + 2.0f;
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entities.push_back(new LevelObject(object["file"].asString(), position, rotation, scale, hasCollision));
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}
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//Load and place enemies into world
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for (auto e : v["enemies"])
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{
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//Rotation
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Vec3f rotation(0, 0, 0);
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if (!e["rot"].isNull())
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rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
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//Scale
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float scale = 1.0f;
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if (!e["scale"].isNull())
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scale = e["scale"].asFloat();
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//Position
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if (e["pos"].isNull())
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std::cout << "Invalid world file: enemies pos - " << fileName << "\n";
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//File
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if (e["file"].isNull())
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std::cout << "Invalid world file: enemies file - " << fileName << "\n";
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//Create
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Vec3f position(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
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position.y = getHeight(position.x, position.z) + 2.0f;
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enemies.push_back(new Enemy(e["file"].asString(), position, rotation, scale));
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}
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for (auto e : v["crystals"])
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{
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//Rotation
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Vec3f rotation(0, 0, 0);
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if (!e["rot"].isNull())
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rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
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//Scale
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float scale = 1.0f;
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if (!e["scale"].isNull())
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scale = e["scale"].asFloat();
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//Position
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if (e["pos"].isNull())
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std::cout << "Invalid world file: enemies pos - " << fileName << "\n";
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//File
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if (e["file"].isNull())
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std::cout << "Invalid world file: enemies file - " << fileName << "\n";
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//Create
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Vec3f position(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
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position.y = getHeight(position.x, position.z) + 2.0f;
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crystals.push_back(new Crystal(e["file"].asString(), position, rotation, scale));
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}
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}
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World::~World()
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{
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//delete heightmap;
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}
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std::pair<std::string, bool> World::getObjectFromValue(int val)
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{
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for (auto i : objecttemplates)
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{
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if (i.first == val)
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return i.second;
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}
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return objecttemplates[0].second;
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}
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float World::getHeight(float x, float y)
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{
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return heightmap->GetHeight(x, y);
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}
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void World::draw()
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{
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player->setCamera();
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float lightPosition[4] = { 0, 2, 1, 0 };
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glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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float lightAmbient[4] = { 0.2, 0.2, 0.2, 1 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
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heightmap->Draw();
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for (auto &enemy : enemies)
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enemy->draw();
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for (auto &entity : entities)
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entity->draw();
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for (auto &crystal : crystals)
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crystal->draw();
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interface->draw();
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}
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void World::update(float elapsedTime)
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{
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for (auto &entity : entities)
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entity->update(elapsedTime);
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for (auto &enemy : enemies)
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{
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//Al deze code zou in enemy moeten staan
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enemy->inEyeSight(player->position);
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enemy->update(elapsedTime);
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if (enemy->hasTarget)
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{
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for (auto e : entities)
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{
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if (e->canCollide && e->inObject(enemy->position))
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{
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Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
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difference.Normalize();
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difference = difference * (e->model->radius + 0.01f);
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enemy->position = e->position + difference;
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break;
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}
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}
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}
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}
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for(auto &crystal : crystals)
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if (crystal->canCollide && crystal->inObject(player->position) && crystal->filled)
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{
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crystal->filled = false;
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player->crystals++;
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break;
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}
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}
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void World::addLevelObject(LevelObject* obj)
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{
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entities.push_back(obj);
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}
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bool World::isPlayerPositionValid()
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{
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for (auto e : entities)
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{
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if (e->canCollide && e->inObject(player->position))
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return false;
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}
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return true;
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}
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