aboutsummaryrefslogtreecommitdiffstats
path: root/src/world.cpp
diff options
context:
space:
mode:
authordrumsetmonkey <abelleisle@roadrunner.com>2016-02-23 22:29:12 -0500
committerdrumsetmonkey <abelleisle@roadrunner.com>2016-02-23 22:29:12 -0500
commit8a2517c3068bb8fc7b22a01a2f75ab5537342063 (patch)
treed1a9973766afa8f09a6676155ff78908db4821ef /src/world.cpp
parentd1ee9a1b4b4d02b564b554a30314a97c1982da22 (diff)
parent0396f428411eb015f796643f9e7e38ca97f8fd42 (diff)
Merge branch 'master' of http://github.com/tcsullivan/gamedev
Diffstat (limited to 'src/world.cpp')
-rw-r--r--src/world.cpp163
1 files changed, 114 insertions, 49 deletions
diff --git a/src/world.cpp b/src/world.cpp
index 0b1af33..971325c 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -17,39 +17,25 @@ bool worldInside = false; // True if player is inside a structure
WEATHER weather = SUNNY;
-// const char *bgPaths[2][7]={
-// {"assets/bg.png", // Daytime background
-// "assets/bgn.png", // Nighttime background
-// "assets/bgFarMountain.png", // Furthest layer
-// "assets/forestTileBack.png", // Closer layer
-// "assets/forestTileMid.png", // Near layer
-// "assets/forestTileFront.png", // Closest layer
-// "assets/dirt.png"}, // Dirt
-// {"assets/bgWoodTile.png",
-// NULL,
-// NULL,
-// NULL,
-// NULL,
-// NULL}
-// };
-
-const std::string bgPaths[2][8]={
- {"bg.png", // Daytime background
- "bgn.png", // Nighttime background
- "bgFarMountain.png", // Furthest layer
- "forestTileBack.png", // Closer layer
- "forestTileMid.png", // Near layer
- "forestTileFront.png", // Closest layer
- "dirt.png", // Dirt
- "grass.png"}, // Grass
- {"bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png"}
+
+const std::string bgPaths[2][9]={
+ {"bg.png", // Daytime background
+ "bgn.png", // Nighttime background
+ "bgFarMountain.png", // Furthest layer
+ "forestTileFar.png", // Furthest away Tree Layer
+ "forestTileBack.png", // Closer layer
+ "forestTileMid.png", // Near layer
+ "forestTileFront.png", // Closest layer
+ "dirt.png", // Dirt
+ "grass.png"}, // Grass
+ {"bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png"}
};
const std::string buildPaths[] = { "townhall.png",
@@ -61,10 +47,11 @@ const std::string buildPaths[] = { "townhall.png",
"lampPost1.png",
"brazzier.png"};
-const float bgDraw[3][3]={
+const float bgDraw[4][3]={
{100,240,.6 },
{150,250,.4 },
- {255,255,.25}
+ {200,255,.25},
+ {255,255,.1}
};
float worldGetYBase(World *w){
@@ -341,8 +328,7 @@ void World::update(Player *p,unsigned int delta){
e->loc.x += e->vel.x * delta;
if(e->vel.x < 0)e->left = true;
- else if(e->vel.x > 0)e->left = false;
-
+ else if(e->vel.x > 0)e->left = false;
}
}
@@ -489,10 +475,10 @@ void World::draw(Player *p){
glEnd();
/*
- * Draw three layers of trees.
+ * Draw four layers of trees.
*/
- for(i = 0; i < 3; i++){
+ for(i = 0; i < 4; i++){
bgTex->bindNext();
safeSetColorA(bgDraw[i][0]-bgshade,bgDraw[i][0]-bgshade,bgDraw[i][0]-bgshade,bgDraw[i][1]);
@@ -590,8 +576,7 @@ void World::draw(Player *p){
}
for(auto &b : current->build){
b->draw();
- }
-
+ }
/*
* Draw the layer up until the grass portion, which is done later.
*/
@@ -735,7 +720,6 @@ void World::draw(Player *p){
o->loc.y-=(yoff-DRAW_Y_OFFSET);
}
}
-
/*
* If we're drawing the closest/last world, handle and draw the player.
@@ -960,15 +944,17 @@ void World::detect(Player *p){
* Handle the player.
*/
- singleDetect(p);
+ //auto pl = std::async(&World::singleDetect,this,p);
+ std::thread(&World::singleDetect,this, p).detach();
/*
* Handle all remaining entities in this world.
*/
+//LOOOOP:
for(auto &e : entity)
- singleDetect(e);
-
+ std::thread(&World::singleDetect,this,e).detach();
+ //hey->singleDetect(e);
for(auto &part : particles){
int l;
unsigned int i;
@@ -985,7 +971,50 @@ void World::detect(Player *p){
if(part->gravity && part->vely > -2)part->vely-=.003 * deltaTime;
}
}
+ for(auto &b : build){
+ switch(b->bsubtype){
+ case FOUNTAIN:
+ for(int r = 0; r < (rand()%25)+10;r++){
+ addParticle( rand()%HLINE*3 + b->loc.x + b->width/2,
+ b->loc.y + b->height,
+ HLINE*1.25,
+ HLINE*1.25,
+ rand()%2 == 0?-(rand()%7)*.01:(rand()%7)*.01,
+ ((4+rand()%6)*.05),
+ {0,0,255},
+ 2500);
+
+ particles.back()->fountain = true;
+ }
+ break;
+ case FIRE_PIT:
+ for(int r = 0; r < (rand()%20)+10;r++){
+ addParticle(rand()%(int)(b->width/2) + b->loc.x+b->width/4, b->loc.y+3*HLINE, HLINE, HLINE, rand()%2 == 0?-(rand()%3)*.01:(rand()%3)*.01,((4+rand()%6)*.005), {255,0,0}, 400);
+ particles.back()->gravity = false;
+ particles.back()->behind = true;
+ }
+ break;
+ default: break;
+ }
+ }
+
+ for(auto &v : village){
+ if(p->loc.x > v.start.x && p->loc.x < v.end.x){
+ if(!v.in){
+ ui::passiveImportantText(5000,"Welcome to %s",v.name.c_str());
+ v.in = true;
+ }
+ }else{
+ v.in = false;
+ }
+ }
+
+ /*if(hey->infront){
+ hey = hey->infront;
+ goto LOOOOP;
+ }*/
}
+
void World::addStructure(BUILD_SUB sub, float x,float y, char *tex, const char *inside){
build.push_back(new Structures());
build.back()->inWorld = this;
@@ -1128,7 +1157,7 @@ World *World::goWorldRight(Player *p){
if(toRight && p->loc.x + p->width > -x_start - HLINE * 15){
tmp = loadWorldFromXML(toRight);
- p->loc.x = tmp->x_start + HLINE * 10;
+ p->loc.x = tmp->x_start + (int)HLINE * 10;
p->loc.y = tmp->line[0].y;
return tmp;
@@ -1485,9 +1514,10 @@ World *loadWorldFromXML(const char *path){
World *loadWorldFromXMLNoSave(const char *path){
XMLDocument xml;
XMLElement *wxml;
+ XMLElement *vil;
World *tmp;
- float spawnx;
+ float spawnx, randx;
bool dialog,Indoor;
const char *ptr,*name;
@@ -1502,6 +1532,7 @@ World *loadWorldFromXMLNoSave(const char *path){
xml.LoadFile(currentXML);
wxml = xml.FirstChildElement("World");
+ vil = xml.FirstChildElement("World")->FirstChildElement("village");
if(wxml){
wxml = wxml->FirstChildElement();
@@ -1515,7 +1546,6 @@ World *loadWorldFromXMLNoSave(const char *path){
while(wxml){
name = wxml->Name();
-
if(!strcmp(name,"link")){
if((ptr = wxml->Attribute("left")))
tmp->setToLeft(ptr);
@@ -1580,9 +1610,44 @@ World *loadWorldFromXMLNoSave(const char *path){
tmp->addMob(MS_TRIGGER,wxml->FloatAttribute("x"),0,commonTriggerFunc);
tmp->mob.back()->heyid = wxml->Attribute("id");
}
-
+
wxml = wxml->NextSiblingElement();
}
+
+ if(vil){
+ tmp->village.push_back(vil->Attribute("name"));
+
+ vil = vil->FirstChildElement();
+ }
+
+ while(vil){
+ name = vil->Name();
+ randx = getRand() % tmp->getTheWidth() - (tmp->getTheWidth() / 2.0f);
+
+ /**
+ * READS DATA ABOUT STRUCTURE CONTAINED IN VILLAGE
+ */
+ if(!strcmp(name,"structure")){
+ ptr = vil->Attribute("inside");
+ tmp->addStructure((BUILD_SUB)vil->UnsignedAttribute("type"),
+ vil->QueryFloatAttribute("x", &spawnx) != XML_NO_ERROR ?
+ randx : spawnx,
+ 100,
+ (char*)vil->Attribute("texture"),
+ ptr);
+
+ tmp->village.back().build.push_back(tmp->build.back());
+ }
+ if(tmp->village.back().build.back()->loc.x < tmp->village.back().start.x){
+ tmp->village.back().start.x = tmp->village.back().build.back()->loc.x;
+ }
+ if(tmp->village.back().build.back()->loc.x + tmp->village.back().build.back()->width > tmp->village.back().end.x){
+ tmp->village.back().end.x = tmp->village.back().build.back()->loc.x + tmp->village.back().build.back()->width;
+ }
+
+ //go to the next element in the village block
+ vil = vil->NextSiblingElement();
+ }
std::ifstream dat (((std::string)currentXML + ".dat").c_str());
if(dat.good()){