diff options
author | Clyne Sullivan <tullivan99@gmail.com> | 2016-04-26 15:25:03 -0400 |
---|---|---|
committer | Clyne Sullivan <tullivan99@gmail.com> | 2016-04-26 15:25:03 -0400 |
commit | 88c21e763178856aef0155595d49085919205951 (patch) | |
tree | e3bcd6caa28bf0014eeccd3a3c8582ec2b1b7e7c /src/world.cpp | |
parent | 202285e89814929e551f9568b84212282b5883fe (diff) |
mobs are a-okay
Diffstat (limited to 'src/world.cpp')
-rw-r--r-- | src/world.cpp | 191 |
1 files changed, 112 insertions, 79 deletions
diff --git a/src/world.cpp b/src/world.cpp index a1d0fc5..785b2b4 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -17,17 +17,6 @@ using namespace tinyxml2; /* ---------------------------------------------------------------------------- -** Macros section -** --------------------------------------------------------------------------*/ - -// defines grass height in HLINEs -#define GRASS_HEIGHT 4 - -// indoor world constants -#define INDOOR_FLOOR_THICKNESS 50 -#define INDOOR_FLOOR_HEIGHTT 400 - -/* ---------------------------------------------------------------------------- ** Variables section ** --------------------------------------------------------------------------*/ @@ -39,7 +28,6 @@ extern World *currentWorldToRight; // main.cpp extern bool inBattle; // ui.cpp? extern std::string xmlFolder; - // externally referenced in main.cpp const unsigned int DAY_CYCLE = 12000; int worldShade = 0; @@ -54,6 +42,13 @@ static const float GROUND_HEIGHT_MINIMUM = 60.0f; static const float GROUND_HEIGHT_MAXIMUM = 110.0f; static const float GROUND_HILLINESS = 10.0f; +// defines grass height in HLINEs +static const unsigned int GRASS_HEIGHT = 4; + +// indoor world constants +static const unsigned int INDOOR_FLOOR_THICKNESS = 50; +static const unsigned int INDOOR_FLOOR_HEIGHTT = 400; + // the path of the currently loaded XML file, externally referenced in places std::string currentXML; @@ -61,14 +56,15 @@ std::string currentXML; WorldWeather weather = WorldWeather::Sunny; // keeps track of pathnames of XML file'd worlds the player has left to enter structures -std::vector<std::string> inside; +static std::vector<std::string> inside; // keeps track of information of worlds the player has left to enter arenas static std::vector<World *> battleNest; static std::vector<vec2> battleNestLoc; // pathnames of images for world themes -static const std::string bgPaths[][9] = { +static const unsigned int BG_PATHS_ENTRY_SIZE = 9; +static const std::string bgPaths[][BG_PATHS_ENTRY_SIZE] = { {"bg.png", // Daytime background "bgn.png", // Nighttime background "bgFarMountain.png", // Furthest layer @@ -188,13 +184,12 @@ deleteEntities(void) * object for usage. */ void World:: -generate(unsigned int width) +generate(int width) { - // see below for description/usage float geninc = 0; // check for valid width - if ((int)width <= 0) + if (width <= 0) UserError("Invalid world dimensions"); // allocate space for world @@ -207,20 +202,20 @@ generate(unsigned int width) // give every GROUND_HILLINESSth entry a groundHeight value for (; wditer < std::end(worldData); wditer += GROUND_HILLINESS) - (*(wditer - GROUND_HILLINESS)).groundHeight = (*wditer).groundHeight + (randGet() % 8 - 4); + (*(wditer - GROUND_HILLINESS)).groundHeight = (*wditer).groundHeight + (getRand() % 8 - 4); // create slopes from the points that were just defined, populate the rest of the WorldData structure for (wditer = std::begin(worldData) + 1; wditer < std::end(worldData); wditer++){ auto w = &*(wditer); - if (w->groundHeight) - geninc = ((w + (int)GROUND_HILLINESS)->groundHeight - w->groundHeight) / GROUND_HILLINESS; + if (w->groundHeight != 0) + geninc = ((w + static_cast<int>(GROUND_HILLINESS))->groundHeight - w->groundHeight) / GROUND_HILLINESS; w->groundHeight = fmin(fmax((w - 1)->groundHeight + geninc, GROUND_HEIGHT_MINIMUM), GROUND_HEIGHT_MAXIMUM); - w->groundColor = randGet() % 32 / 8; + w->groundColor = getRand() % 32 / 8; w->grassUnpressed = true; - w->grassHeight[0] = (randGet() % 16) / 3 + 2; - w->grassHeight[1] = (randGet() % 16) / 3 + 2; + w->grassHeight[0] = (getRand() % 16) / 3 + 2; + w->grassHeight[1] = (getRand() % 16) / 3 + 2; } // define x-coordinate of world's leftmost 'line' @@ -230,7 +225,7 @@ generate(unsigned int width) star = std::vector<vec2> (100, vec2 { 0, 400 }); for (auto &s : star) { s.x = (getRand() % (-worldStart * 2)) + worldStart; - s.y = (getRand() % SCREEN_HEIGHT) + 100.0f; + s.y = (getRand() % SCREEN_HEIGHT) + 100; } } @@ -243,11 +238,11 @@ void World:: draw(Player *p) { const ivec2 backgroundOffset = ivec2 { - (int)(SCREEN_WIDTH / 2), (int)(SCREEN_HEIGHT / 2) + static_cast<int>(SCREEN_WIDTH) / 2, static_cast<int>(SCREEN_HEIGHT) / 2 }; - // iterators - int i, iStart, iEnd; + // iterators ranges + int iStart, iEnd; // shade value for draws -- may be unnecessary int shadeBackground = -worldShade; @@ -262,10 +257,10 @@ draw(Player *p) int alpha; // shade value for GLSL - float shadeAmbient = fmax(0, -worldShade / 50.0f + 0.5f); // 0 to 1.5f + float shadeAmbient = std::max(0.0f, static_cast<float>(-worldShade) / 50 + 0.5f); // 0 to 1.5f if (shadeAmbient > 0.9f) - shadeAmbient = 1.0f; + shadeAmbient = 1; // draw background images. glEnable(GL_TEXTURE_2D); @@ -273,8 +268,12 @@ draw(Player *p) // the sunny wallpaper is faded with the night depending on tickCount bgTex->bind(0); switch (weather) { - case WorldWeather::Snowy : alpha = 150; break; - case WorldWeather::Rain : alpha = 0; break; + case WorldWeather::Snowy: + alpha = 150; + break; + case WorldWeather::Rain: + alpha = 0; + break; default: alpha = 255 - worldShade * 4; break; @@ -315,7 +314,7 @@ draw(Player *p) safeSetColorA(150 + shadeBackground * 2, 150 + shadeBackground * 2, 150 + shadeBackground * 2, 255); glBegin(GL_QUADS); { auto xcoord = width / 2 * -1 + offset.x * 0.85f; - for (i = 0; i <= (int)(worldData.size() * HLINE / 1920); i++) { + for (unsigned int i = 0; i <= worldData.size() * HLINE / 1920; i++) { glTexCoord2i(0, 1); glVertex2i(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM); glTexCoord2i(1, 1); glVertex2i(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM); glTexCoord2i(1, 0); glVertex2i(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080); @@ -323,7 +322,7 @@ draw(Player *p) } } glEnd(); - for (i = 0; i < 4; i++) { + for (unsigned int i = 0; i < 4; i++) { bgTex->bindNext(); safeSetColorA(bgDraw[i][0] + shadeBackground * 2, bgDraw[i][0] + shadeBackground * 2, @@ -353,17 +352,17 @@ draw(Player *p) glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0); glUseProgram(shaderProgram); - std::for_each(std::begin(particles), std::end(particles), [](Particles &p) { + for (auto &p : particles) { if (p.behind) p.draw(); - }); + } glUseProgram(0); for (auto &b : build) { if (b->bsubtype == STALL_MARKET) { for (auto &n : npc) { - if (n->type == MERCHT && ((Merchant *)n)->inside == b) { + if (n->type == MERCHT && static_cast<Merchant *>(n)->inside == b) { n->draw(); break; } @@ -374,15 +373,15 @@ draw(Player *p) for (auto &l : light) { if (l.belongsTo) { - l.loc.x = l.following->loc.x + SCREEN_WIDTH/2; + l.loc.x = l.following->loc.x + SCREEN_WIDTH / 2; l.loc.y = l.following->loc.y; } if (l.flame) { - l.fireFlicker = .9+((rand()%2)/10.0f); - l.fireLoc.x = l.loc.x + (rand()%2-1)*3; - l.fireLoc.y = l.loc.y + (rand()%2-1)*3; + l.fireFlicker = 0.9f + ((rand()% 2 ) / 10.0f); + l.fireLoc.x = l.loc.x + (rand() % 2 - 1) * 3; + l.fireLoc.y = l.loc.y + (rand() % 2 - 1) * 3; } else { - l.fireFlicker = 1.0f; + l.fireFlicker = 1; } } @@ -395,7 +394,7 @@ draw(Player *p) auto pointArray = pointArrayBuf.get(); GLfloat flameArray[64]; - for (uint i = 0; i < light.size(); i++) { + for (unsigned int i = 0; i < light.size(); i++) { if (light[i].flame) { pointArray[2 * i ] = light[i].fireLoc.x - offset.x; pointArray[2 * i + 1] = light[i].fireLoc.y; @@ -405,7 +404,7 @@ draw(Player *p) } } - for (uint i = 0; i < light.size(); i++) + for (unsigned int i = 0; i < light.size(); i++) flameArray[i] = light[i].fireFlicker; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); @@ -415,7 +414,7 @@ draw(Player *p) glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0); glUniform1f(glGetUniformLocation(shaderProgram, "amb"), shadeAmbient); - if (light.size() == 0) + if (light.empty()) glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 0); else { glUniform1i (glGetUniformLocation(shaderProgram, "numLight"), light.size()); @@ -428,14 +427,14 @@ draw(Player *p) pOffset = (offset.x + p->width / 2 - worldStart) / HLINE; // only draw world within player vision - iStart = (int)fmax(pOffset - (SCREEN_WIDTH / 2 / HLINE) - GROUND_HILLINESS, 0); - iEnd = (int)fmin(pOffset + (SCREEN_WIDTH / 2 / HLINE) + GROUND_HILLINESS + HLINE, worldData.size()); - iEnd = (int)fmax(iEnd, GROUND_HILLINESS); + iStart = static_cast<int>(fmax(pOffset - (SCREEN_WIDTH / 2 / HLINE) - GROUND_HILLINESS, 0)); + iEnd = static_cast<int>(fmin(pOffset + (SCREEN_WIDTH / 2 / HLINE) + GROUND_HILLINESS + HLINE, worldData.size())); + iEnd = static_cast<int>(fmax(iEnd, GROUND_HILLINESS)); // draw the dirt glBegin(GL_QUADS); //std::for_each(std::begin(worldData) + iStart, std::begin(worldData) + iEnd, [&](WorldData wd) { - for (i = iStart; i < iEnd; i++) { + for (int i = iStart; i < iEnd; i++) { if (worldData[i].groundHeight <= 0) { worldData[i].groundHeight = GROUND_HEIGHT_MINIMUM - 1; glColor4ub(0, 0, 0, 255); @@ -465,12 +464,12 @@ draw(Player *p) glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0); safeSetColorA(255, 255, 255, 255); - for (i = iStart; i < iEnd; i++) { + for (int i = iStart; i < iEnd; i++) { auto wd = worldData[i]; auto gh = wd.grassHeight; // flatten the grass if the player is standing on it. - if (!worldData[i].grassUnpressed) { + if (!wd.grassUnpressed) { gh[0] /= 4; gh[1] /= 4; } @@ -520,11 +519,11 @@ draw(Player *p) // flatten grass under the player if the player is on the ground if (p->ground) { - for (i = 0; i < (int)worldData.size(); i++) - worldData[i].grassUnpressed = !(i < pOffset + 6 && i > pOffset - 6); + for (unsigned int i = 0; i < worldData.size(); i++) + worldData[i].grassUnpressed = !(i < static_cast<unsigned int>(pOffset + 6) && i > static_cast<unsigned int>(pOffset - 6)); } else { - for (i = 0; i < (int)worldData.size(); i++) - worldData[i].grassUnpressed = true; + for (auto &wd : worldData) + wd.grassUnpressed = true; } // draw the player @@ -576,14 +575,14 @@ singleDetect(Entity *e) break; } - std::cout << "Killed a " << killed << "..." << std::endl; + std::cout << "Killed a " << killed << "...\n"; entity.erase(entity.begin() + i); return; } } // exit on player death - std::cout << "RIP " << e->name << "." << std::endl; + std::cout << "RIP " << e->name << ".\n"; exit(0); } @@ -593,17 +592,15 @@ singleDetect(Entity *e) // forced movement gravity (sword hits) e->handleHits(); - if (e->subtype == MS_TRIGGER) - return; - // calculate the line that this entity is currently standing on - l = (int)fmax((e->loc.x + e->width / 2 - worldStart) / HLINE, 0); - l = (int)fmin(l, lineCount - 1); + l = static_cast<int>(fmax((e->loc.x + e->width / 2 - worldStart) / HLINE, 0)); + l = static_cast<int>(fmin(l, lineCount - 1)); // if the entity is under the world/line, pop it back to the surface if (e->loc.y < worldData[l].groundHeight) { int dir = e->vel.x < 0 ? -1 : 1; - if (l + (dir * 2) < (int)worldData.size() && worldData[l + (dir * 2)].groundHeight - 30 > worldData[l + dir].groundHeight) { + if (l + (dir * 2) < static_cast<int>(worldData.size()) && + worldData[l + (dir * 2)].groundHeight - 30 > worldData[l + dir].groundHeight) { e->loc.x -= (PLAYER_SPEED_CONSTANT + 2.7f) * e->speed * 2 * dir; e->vel.x = 0; } else { @@ -1161,16 +1158,24 @@ addVillage(std::string name, World *world) return &village.back(); } -void World:: +/*void World:: addMob(int t, float x, float y) { - mob.push_back(new Mob(t)); + mob.push_back(new new(auto *&t)); mob.back()->spawn(x, y); entity.push_back(mob.back()); +}*/ + +void World::addMob(Mob *m, vec2 coord) +{ + mob.push_back(m); + mob.back()->spawn(coord.x, coord.y); + + entity.push_back(mob.back()); } -void World:: +/*void World:: addMob(int t, float x, float y, void (*hey)(Mob *)) { mob.push_back(new Mob(t)); @@ -1178,7 +1183,7 @@ addMob(int t, float x, float y, void (*hey)(Mob *)) mob.back()->hey = hey; entity.push_back(mob.back()); -} +}*/ void World:: addNPC(float x, float y) @@ -1343,8 +1348,6 @@ singleDetect(Entity *e) if (!e->isAlive()) return; - if (e->type == MOBT && e->subtype == MS_TRIGGER) - return; for (; floornum < floor.size(); floornum++) { if (floor[floornum][0] + INDOOR_FLOOR_HEIGHTT - 100 > e->loc.y) { @@ -1491,7 +1494,7 @@ draw(Player *p) Arena::Arena(World *leave,Player *p,Mob *m) { generate(800); - addMob(MS_DOOR,100,100); + addMob(new Door(), vec2 {100, 100}); inBattle = true; mmob = m; @@ -1578,7 +1581,6 @@ World *loadWorldFromPtr(World *ptr) /** * Loads a world from the given XML file. */ - World * loadWorldFromXMLNoSave(std::string path) { XMLDocument xml; @@ -1688,8 +1690,45 @@ loadWorldFromXMLNoSave(std::string path) { } } - // mob creation - else if (name == "mob") { + /** + * MOBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB + * BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB + * BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB + + else if (name == "trigger") { + tmp->addMob(MS_TRIGGER, wxml->FloatAttribute("x"), 0, commonTriggerFunc); + tmp->getLastMob()->heyid = wxml->Attribute("id"); + } else if (name == "page") { + tmp->addMob(MS_PAGE, wxml->FloatAttribute("x"), 0, commonPageFunc); + tmp->getLastMob()->heyid = wxml->Attribute("id"); + } + + */ + + else if (name == "rabbit") { + tmp->addMob(new Rabbit(), vec2 {0, 0}); + tmp->getLastMob()->createFromXML(wxml); + } else if (name == "bird") { + tmp->addMob(new Bird(), vec2 {0, 0}); + tmp->getLastMob()->createFromXML(wxml); + } else if (name == "trigger") { + tmp->addMob(new Trigger(), vec2 {0, 0}); + tmp->getLastMob()->createFromXML(wxml); + } else if (name == "door") { + tmp->addMob(new Door(), vec2 {0, 0}); + tmp->getLastMob()->createFromXML(wxml); + } else if (name == "page") { + tmp->addMob(new Page(), vec2 {0, 0}); + tmp->getLastMob()->createFromXML(wxml); + } + + + + + /*else if (name == "mob") { + + + // type info if (wxml->QueryUnsignedAttribute("type", &flooor) != XML_NO_ERROR) UserError("XML Error: Invalid type value in <mob> in " + currentXML + "!"); @@ -1711,7 +1750,7 @@ loadWorldFromXMLNoSave(std::string path) { // custom health value if (wxml->QueryFloatAttribute("health", &spawnx) == XML_NO_ERROR) tmp->getLastMob()->health = tmp->getLastMob()->maxHealth = spawnx; - } + }*/ // npc creation else if (name == "npc") { @@ -1754,12 +1793,6 @@ loadWorldFromXMLNoSave(std::string path) { wxml->StrAttribute("texture"), wxml->StrAttribute("inside") ); - } else if (name == "trigger") { - tmp->addMob(MS_TRIGGER, wxml->FloatAttribute("x"), 0, commonTriggerFunc); - tmp->getLastMob()->heyid = wxml->Attribute("id"); - } else if (name == "page") { - tmp->addMob(MS_PAGE, wxml->FloatAttribute("x"), 0, commonPageFunc); - tmp->getLastMob()->heyid = wxml->Attribute("id"); } else if (name == "hill") { tmp->addHill(ivec2 { wxml->IntAttribute("peakx"), wxml->IntAttribute("peaky") }, wxml->UnsignedAttribute("width")); } else if (name == "time") { |