-LIBS = -lGL -lGLEW -lSDL2main -lSDL2 -lfreetype -lSDL2_image -lSDL2_mixer\r
+LIBS = -lGL -lGLEW -lSDL2 -lfreetype -lSDL2_image -lSDL2_mixer\r
\r
WIN_LIBS = -lopengl32 -lglew32 -lmingw32 -lSDL2main -lSDL2 -lSDL2_image -lSDL2_mixer -lfreetype\r
\r
-FLAGS = -m32 -std=c++11 -Iinclude -Iinclude/freetype2\r
+FLAGS = -std=c++11 -Iinclude -Iinclude/freetype2\r
\r
all:\r
@rm -f out/*.o\r
* This flag lets the compiler know that we are using shaders
*/
-#define SHADERSd
+#define SHADERSs
/*
* Create a basic 2-point structure for coordinate saving
#define NPC_INV_SIZE 3 // Size of an NPC's inventory
enum _TYPE { //these are the main types of entities
+ OBJECTT = -2,
STRUCTURET = -1,
PLAYERT,
NPCT,
void wander(int);
};
+class Object : public Entity{
+public:
+ Object(int);
+ void interact();
+private:
+ int ID;
+};
#endif // ENTITIES_H
/**
std::vector<Structures *> build;
std::vector<Mob *> mob;
std::vector<Entity *> entity;
+ std::vector<Object *> object;
+ //template<class T>
+ //void getEntityLocation(std::vector<T*>&, unsigned int);
+
void addStructure(_TYPE t,float x,float y,World *outside,World *inside);
void addMob(int t,float x,float y);
void addNPC(float x,float y);
+ void addObject(int, float, float);
+
+ //void removeObjet(Object);
void update(Player *p,unsigned int delta);
World *currentWorld=NULL;
Player *player;
-
/*
* Tells if player is currently inside a structure.
*/
RAIN
} WEATHER;
-#define DAY_CYCLE 3000
+#define DAY_CYCLE 300
static WEATHER weather = SUNNY;
static vec2 star[100];
logic();
prevPrevTime = currentTime;
}
+ //ui::handleMouse();
/*
* Update player and entity coordinates.
}else if(!(debugDiv%10)){
debugY = player->loc.y;
- }
-
+ }
render(); // Call the render loop
}
* Draws stars if it is an appropriate time of day for them.
*/
+ int base = 40 - (int)worldGetYBase(currentWorld);
+ int shade = worldShade*2;
+
if(((weather==DARK )&(tickCount%DAY_CYCLE)<DAY_CYCLE/2) ||
((weather==SUNNY)&(tickCount%DAY_CYCLE)>DAY_CYCLE*.75) ){
if(tickCount%DAY_CYCLE){ // The above if statement doesn't check for exact midnight.
- glColor4ub(255,255,255,255);
+ safeSetColorA(255,255,255,shade);
for(unsigned int i=0;i<100;i++){
glRectf(star[i].x+offset.x*.9,star[i].y,star[i].x+offset.x*.9+HLINE,star[i].y+HLINE);
}
* background elements should be.
*/
- int base = 40 - (int)worldGetYBase(currentWorld);
- int shade = worldShade*2;
-
glEnable(GL_TEXTURE_2D);
/*
ui::putText(offset.x-SCREEN_WIDTH/2,
(offset.y+SCREEN_HEIGHT/2)-ui::fontSize,
- "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nTc: %u\nQc: %u\n HA: %+.2f",
+ "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nTc: %u\nHA: %+.2f",
fps,
player->ground,
SCREEN_WIDTH, // Window dimensions
player->loc.x, // The player's x coordinate
debugY, // The player's y coordinate
tickCount,
- player->qh.current.size(), // Active quest count
handAngle
);
if(ui::posFlag){
}
}
+ unsigned int i = 0;
+ for(auto &o : currentWorld->object){
+ if(o->alive){
+ if(pow((o->loc.x - player->loc.x),2) + pow((o->loc.y - player->loc.y),2) <= pow(40*HLINE,2)){
+
+ /*
+ * Check for a right click, and allow the Object to interact with the
+ * player if one was made.
+ */
+
+ if(SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_RIGHT)){
+ std::cout << "Picking up!\n";
+ o->interact();
+ }
+ }
+ }
+ if(!(o->alive)){
+ currentWorld->object.erase(currentWorld->object.begin()+i);
+ }
+ i++;
+ }
+
/*
* Switch between day and night (SUNNY and DARK) if necessary.
*/
-LIBS = -lGL -lSDL2main -lSDL2 -lSDL2_image -lSDL2_mixer -lfreetype
+LIBS = -lGL -lSDL2 -lSDL2_image -lSDL2_mixer -lfreetype
-FLAGS = -m32 -std=c++11 -I../include -I../include/freetype2
+FLAGS = -std=c++11 -I../include -I../include/freetype2
OUT = `echo "" $$(ls -c $(wildcard *.cpp)) | sed s/.cpp/.o/g | sed 's/ / ..\/out\//g'`
extern World *currentWorld;
+extern Player *player;
+
void Entity::spawn(float x, float y){ //spawns the entity you pass to it based off of coords and global entity settings
loc.x = x;
loc.y = y;
inv = new Inventory(NPC_INV_SIZE);
}
+Object::Object(int id):ID(id){
+ type = OBJECTT;
+ alive = true;
+ near = false;
+ width = HLINE * 8;
+ height = HLINE * 8;
+
+ maxHealth = health = 1;
+ tex = new Texturec(1, "assets/items/ITEM_SWORD.png");
+}
+
+
void Entity::draw(void){ //draws the entities
glPushMatrix();
if(type==NPCT){
default:
break;
}
+ }else if(type == OBJECTT){
+ tex->bind(0);
}else{
tex->bind(0);
}
}
}
+void Object::interact(){
+ this->alive = false;
+ player->inv->addItem((ITEM_ID)(ID), (char)1);
+}
+
/*
* This spawns the structures
*
default:
break;
}
-}
+}
\ No newline at end of file
extern World *currentWorld;
extern Player *player;
-
extern void mainLoop(void);
int compTestQuest(NPC *speaker){
/*
* World creation:
*/
-
World *test=new World();
World *playerSpawnHill=new World();
* Spawn a mob.
*/
- currentWorld->addMob(MS_RABBIT,200,100);
- currentWorld->addMob(MS_BIRD,-500,500);
+ test->addMob(MS_RABBIT,200,100);
+ test->addMob(MS_BIRD,-500,500);
+
+ currentWorld->addObject(2, 500,200);
/*
* Link all the entities that were just created to the initial world, and setup a test AI function.
case 'y':
case 'p':
case 'j':y-=fontSize/4;break;
+ case 'Q':y-=fontSize/5;break;
default:break;
}
glBegin(GL_QUADS);
}
setFontSize(14);
putText(((SCREEN_WIDTH/2)+offset.x)-125,(offset.y+SCREEN_HEIGHT/2)-fontSize,"Health: %u/%u",player->health>0?(unsigned)player->health:0,
+
(unsigned)player->maxHealth);
if(player->alive){
glColor3ub(255,0,0);
((SCREEN_WIDTH/2+offset.x)-125)+((player->health/player->maxHealth)*100),
(offset.y+SCREEN_HEIGHT/2)-32+12);
}
+
+ /*
+ * Lists all of the quests the player has
+ */
+ putText(((SCREEN_WIDTH/2)+offset.x)-125,(offset.y+SCREEN_HEIGHT/2)-fontSize*4, "Current Quests:",NULL);
+
+ for(auto &c : player->qh.current){
+ putText(((SCREEN_WIDTH/2)+offset.x)-125,(offset.y+SCREEN_HEIGHT/2)-fontSize*5, "%s",c->title);
+ }
+
}
void handleEvents(void){
static bool left=false,right=false;
/*
* Draw the layer up until the grass portion, which is done later.
*/
-
+ /*
+ * TODO: CLYNE CHANGE THE NAME OF THIS
+ */
bool hey=false;
glBegin(GL_QUADS);
for(i=is;i<ie-GEN_INC;i++){
m->draw();
m->loc.y-=(yoff-DRAW_Y_OFFSET);
}
+ for(auto &o : current->object){
+ if(o->alive){
+ o->loc.y+=(yoff-DRAW_Y_OFFSET);
+ o->draw();
+ o->loc.y-=(yoff-DRAW_Y_OFFSET);
+ }
+ }
/*
* If we're drawing the closest/last world, handle and draw the player.
entity.push_back(build.back());
}
+/*template<class T>
+void World::getEntityLocation(std::vector<T*>&vecBuf, unsigned int n){
+ T bufVar = vecBuf.at(n);
+ unsigned int i = 0;
+ for(auto &e : entity){
+ if(entity.at(i) == bufVar){
+ entity.erase(entity.begin()+i);
+ }
+ i++;
+ }
+}*/
+
void World::addMob(int t,float x,float y){
mob.push_back(new Mob(t));
mob.back()->spawn(x,y);
entity.push_back(npc.back());
}
+void World::addObject(int i, float x, float y){
+ object.push_back(new Object(i));
+ object.back()->spawn(x,y);
+
+ entity.push_back(object.back());
+}
+
+/*void World::removeObject(Object i){
+ object.delete(i);
+}*/
+
/*
* The rest of these functions are explained well enough in world.h ;)
*/