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authorClyne Sullivan <tullivan99@gmail.com>2015-10-01 08:24:30 -0400
committerClyne Sullivan <tullivan99@gmail.com>2015-10-01 08:24:30 -0400
commit9757c1c7e8704080c4e20cde442baf06960e98e7 (patch)
treee63438c079b9a934d4158375525f146b1b2904b3 /src/gameplay.cpp
parentb06afc53ce5fa36544218b524f963725bf180fc1 (diff)
world stuff in sep. file
Diffstat (limited to 'src/gameplay.cpp')
-rw-r--r--src/gameplay.cpp67
1 files changed, 67 insertions, 0 deletions
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
new file mode 100644
index 0000000..b32c75a
--- /dev/null
+++ b/src/gameplay.cpp
@@ -0,0 +1,67 @@
+#include <common.h>
+#include <world.h>
+#include <ui.h>
+#include <entities.h>
+
+extern World *currentWorld;
+extern std::vector<Entity*>entity;
+extern std::vector<NPC>npc;
+extern std::vector<Structures *>build;
+extern Player *player;
+
+int giveTestQuest(NPC *speaker){
+ ui::dialogBox("Here, have a quest!");
+ player->qh.assign("Test");
+ return 0;
+}
+
+int compTestQuest(NPC *speaker){
+ if(player->qh.hasQuest("Test")){
+ ui::dialogBox("Ooo, that's a nice quest you got there. Lemme finish that for you ;).");
+ player->qh.finish("test");
+ return 0;
+ }else{
+ ui::dialogBox("You need to get a quest from entity[1] first.");
+ return 1;
+ }
+}
+
+void initEverything(void){
+ unsigned int i;
+
+ World *test=new World();
+ test->generate(SCREEN_WIDTH/2);
+ test->addLayer(400);
+ test->addLayer(100);
+ test->addPlatform(150,100,100,10);
+ test->addHole(100,150);
+ currentWorld=test;
+
+ // Make the player
+ player=new Player();
+ player->spawn(0,100);
+
+ // Make structures
+ entity.push_back(new Entity());
+ build.push_back(new Structures());
+ entity[0]=build[0];
+
+ build[0]->spawn(STRUCTURET,0,10);
+ IndoorWorld *iw=new IndoorWorld();
+ iw->generate(200);
+ build[0]->inside=iw;
+
+ for(i=0;i<entity.size()+1;i++){
+ entity[i]->inWorld=test;
+ switch(i){
+ case 1:
+ NPCp(entity[i])->addAIFunc(giveTestQuest);
+ break;
+ case 2:
+ NPCp(entity[i])->addAIFunc(compTestQuest);
+ break;
+ default:
+ break;
+ }
+ }
+}