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authorClyne Sullivan <tullivan99@gmail.com>2015-10-23 08:41:08 -0400
committerClyne Sullivan <tullivan99@gmail.com>2015-10-23 08:41:08 -0400
commitf3693157df0217d9dde1638a46a69b37e997c8fb (patch)
treeecbaa00de6a5b9038664b8d9c09c24ec5d5585cb /src/entities.cpp
parent19ba40a368b06c38365fe861b6de9403044096a7 (diff)
fixed everything
Diffstat (limited to 'src/entities.cpp')
-rw-r--r--src/entities.cpp95
1 files changed, 51 insertions, 44 deletions
diff --git a/src/entities.cpp b/src/entities.cpp
index 6d2b58c..0bc9fe7 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -1,9 +1,10 @@
#include <entities.h>
#include <ui.h>
-extern std::vector<Entity*>entity;
-//extern std::vector<NPC>npc;
-extern std::vector<Structures>build;
+std::vector<Entity *> entity;
+std::vector<NPC *> npc;
+std::vector<Structures *> build;
+std::vector<Mob *> mob;
extern FILE* names;
extern unsigned int loops;
@@ -13,14 +14,18 @@ void Entity::spawn(float x, float y){ //spawns the entity you pass to it based o
loc.y = y;
vel.x = 0;
vel.y = 0;
- alive = true;
- right = true;
- left = false;
- near = false;
- canMove = true;
- ground = false;
+
+ alive = true;
+ right = true;
+ left = false;
+ near = false;
+ canMove = true;
+ ground = false;
+
ticksToUse = 0;
+
if(!maxHealth)health = maxHealth = 1;
+
name = (char*)malloc(16);
getName();
}
@@ -28,48 +33,44 @@ void Entity::spawn(float x, float y){ //spawns the entity you pass to it based o
Player::Player(){ //sets all of the player specific traits on object creation
width = HLINE * 10;
height = HLINE * 16;
- speed = 1;
+
type = PLAYERT; //set type to player
subtype = 0;
- maxHealth = 100;
- health = maxHealth;
- alive = true;
- ground = false;
- near = true;
- inv = new Inventory(PLAYER_INV_SIZE);
+
+ health = maxHealth = 100;
+ speed = 1;
+
tex = new Texturec(3, "assets/player.png", "assets/player1.png", "assets/player2.png");
+ inv = new Inventory(PLAYER_INV_SIZE);
}
NPC::NPC(){ //sets all of the NPC specific traits on object creation
width = HLINE * 10;
height = HLINE * 16;
- speed = 1;
- type = NPCT; //sets type to npc
+
+ type = NPCT; //sets type to npc
subtype = 0;
- alive = true;
- canMove = true;
- near = false;
+
tex = new Texturec(1,"assets/NPC.png");
inv = new Inventory(NPC_INV_SIZE);
}
Structures::Structures(){ //sets the structure type
- type = STRUCTURET;
- speed = 0;
- alive = true;
- near = false;
+ health = maxHealth = 1;
+
+ alive = false;
+ near = false;
+
tex = new Texturec(1,"assets/house1.png");
}
Mob::Mob(){
width = HLINE * 10;
height = HLINE * 8;
- speed = 1;
+
type = MOBT; //sets type to MOB
subtype = 1; //SKIRL
- alive = true;
- canMove = true;
- near = false;
+
tex = new Texturec(2, "assets/rabbit.png", "assets/rabbit.png1");
inv = new Inventory(NPC_INV_SIZE);
}
@@ -227,13 +228,11 @@ void NPC::wander(int timeRun, vec2 *v){ //this makes the entites wander about
}
std::vector<int (*)(NPC *)> AIpreload; // A dynamic array of AI functions that are being preloaded
-std::vector<void *> AIpreaddr; // A dynamic array of pointers to the NPC's that are being assigned the preloads
+std::vector<NPC *> AIpreaddr; // A dynamic array of pointers to the NPC's that are being assigned the preloads
void NPC::addAIFunc(int (*func)(NPC *),bool preload){
if(preload){ // Preload AI functions so that they're given after
-#ifdef DEBUG // the current dialog box is closed
- DEBUG_printf("Preloading an AI %x.\n",func);
-#endif // DEBUG
+ // the current dialog box is closed
AIpreload.push_back(func);
AIpreaddr.push_back(this);
}
@@ -267,30 +266,38 @@ unsigned int Structures::spawn(_TYPE t, float x, float y){ //spawns a structure
loc.x = x;
loc.y = y;
type = t;
+
alive = true;
- health = maxHealth = 1;
/*VILLAGE*/
- if(type == STRUCTURET){
- loc.y=100;
+ switch(type){
+ case STRUCTURET:
width = 50 * HLINE;
height = 40 * HLINE;
/*
- * tempN is the amount of entities that will be spawned in the village. As of 10/21/2015 the village
- * can spawn bewteen 2 and 7 villagers for the starting hut.
+ * tempN is the amount of entities that will be spawned in the village. Currently the village
+ * will spawn bewteen 2 and 7 villagers for the starting hut.
*/
- int tempN = (getRand() % 5 + 2); //amount of villagers that will spawn
+
+ unsigned int tempN = (getRand() % 5 + 2);
+
for(int i=0;i<tempN;i++){
+
/*
* This is where the entities actually spawn.
* A new entity is created with type NPC so polymorphism can be used
*/
- entity.push_back(new NPC()); //create a new entity of NPC type
- NPCp(entity[entity.size()-1])->spawn(loc.x + (float)(i - 5),100); //sets the position of the villager around the village
+
+ npc.push_back(new NPC());
+ npc.back()->spawn(loc.x+(i-5),100);
+
+ entity.push_back(npc.back());
+
}
- return entity.size();
+ break;
}
+ return 0;
}
/*
@@ -299,8 +306,8 @@ unsigned int Structures::spawn(_TYPE t, float x, float y){ //spawns a structure
* See NPC::wander for the explaination of the arguments variables
*/
void Mob::wander(int timeRun, vec2* v){
- switch(subtype){ //SKIRL
- case 1:
+ switch(subtype){
+ case 1: //SKIRL
static int direction; //variable to decide what direction the entity moves
if(ticksToUse == 0){
ticksToUse = timeRun;