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-rw-r--r--Makefile2
-rw-r--r--include/common.h2
-rw-r--r--include/entities.h8
-rw-r--r--include/world.h7
-rw-r--r--main.cpp55
-rw-r--r--src/Makefile2
-rw-r--r--src/entities.cpp23
-rw-r--r--src/gameplay.cpp8
-rw-r--r--src/world.cpp34
9 files changed, 115 insertions, 26 deletions
diff --git a/Makefile b/Makefile
index bbeff1e..dec4491 100644
--- a/Makefile
+++ b/Makefile
@@ -1,4 +1,4 @@
-LIBS = -lGL -lGLEW -lSDL2main -lSDL2 -lfreetype -lSDL2_image -lSDL2_mixer
+LIBS = -lGL -lGLEW -lSDL2 -lfreetype -lSDL2_image -lSDL2_mixer
WIN_LIBS = -lopengl32 -lglew32 -lmingw32 -lSDL2main -lSDL2 -lSDL2_image -lSDL2_mixer -lfreetype
diff --git a/include/common.h b/include/common.h
index 93735fa..bfd9db6 100644
--- a/include/common.h
+++ b/include/common.h
@@ -36,7 +36,7 @@ typedef unsigned int uint;
* This flag lets the compiler know that we are using shaders
*/
-#define SHADERSd
+#define SHADERSs
/*
* Create a basic 2-point structure for coordinate saving
diff --git a/include/entities.h b/include/entities.h
index 53efc63..b590c8d 100644
--- a/include/entities.h
+++ b/include/entities.h
@@ -15,6 +15,7 @@
#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,
@@ -106,6 +107,13 @@ public:
void wander(int);
};
+class Object : public Entity{
+public:
+ Object(int);
+ void interact();
+private:
+ int ID;
+};
#endif // ENTITIES_H
/**
diff --git a/include/world.h b/include/world.h
index fffdb9d..437f138 100644
--- a/include/world.h
+++ b/include/world.h
@@ -76,10 +76,17 @@ public:
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);
diff --git a/main.cpp b/main.cpp
index 24c6e2b..a9d9a48 100644
--- a/main.cpp
+++ b/main.cpp
@@ -85,7 +85,6 @@ float handAngle;
World *currentWorld=NULL;
Player *player;
-
/*
* Tells if player is currently inside a structure.
*/
@@ -215,7 +214,7 @@ typedef enum {
RAIN
} WEATHER;
-#define DAY_CYCLE 2000
+#define DAY_CYCLE 300
static WEATHER weather = SUNNY;
static vec2 star[100];
@@ -530,6 +529,7 @@ void mainLoop(void){
logic();
prevPrevTime = currentTime;
}
+ //ui::handleMouse();
/*
* Update player and entity coordinates.
@@ -541,15 +541,15 @@ void mainLoop(void){
* Update debug variables if necessary
*/
- if(ui::debug){
- if(++debugDiv==20){
- debugDiv=0;
- fps=1000/deltaTime;
- }else if(!(debugDiv%10)){
- debugY = player->loc.y;
- }
- }
-
+ if(++debugDiv==20){
+ debugDiv=0;
+
+ fps=1000/deltaTime;
+
+ }else if(!(debugDiv%10)){
+ debugY = player->loc.y;
+ }
+
render(); // Call the render loop
}
@@ -675,12 +675,15 @@ void render(){
* 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);
}
@@ -693,9 +696,6 @@ void render(){
* background elements should be.
*/
- int base = 40 - (int)worldGetYBase(currentWorld);
- int shade = worldShade*2;
-
glEnable(GL_TEXTURE_2D);
/*
@@ -881,7 +881,7 @@ void render(){
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
@@ -890,7 +890,6 @@ void render(){
player->loc.x, // The player's x coordinate
debugY, // The player's y coordinate
tickCount,
- player->qh.current.size(), // Active quest count
handAngle
);
@@ -1075,6 +1074,28 @@ void logic(){
}
}
+ 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.
*/
diff --git a/src/Makefile b/src/Makefile
index a243846..972edcb 100644
--- a/src/Makefile
+++ b/src/Makefile
@@ -1,4 +1,4 @@
-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
diff --git a/src/entities.cpp b/src/entities.cpp
index 0320b60..a8e9bfb 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -6,6 +6,8 @@ extern unsigned int loops;
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;
@@ -89,6 +91,18 @@ Mob::Mob(int sub){
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){
@@ -161,6 +175,8 @@ void Entity::draw(void){ //draws the entities
default:
break;
}
+ }else if(type == OBJECTT){
+ tex->bind(0);
}else{
tex->bind(0);
}
@@ -278,6 +294,11 @@ void NPC::interact(){ //have the npc's interact back to the player
}
}
+void Object::interact(){
+ this->alive = false;
+ player->inv->addItem((ITEM_ID)(ID), (char)1);
+}
+
/*
* This spawns the structures
*
@@ -358,4 +379,4 @@ void Mob::wander(int timeRun){
default:
break;
}
-}
+} \ No newline at end of file
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index 4e67bb8..fcc501c 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -5,7 +5,6 @@
extern World *currentWorld;
extern Player *player;
-
extern void mainLoop(void);
void waitForDialog(void){
@@ -52,7 +51,6 @@ void initEverything(void){
/*
* World creation:
*/
-
World *test=new World();
World *playerSpawnHill=new World();
@@ -109,8 +107,10 @@ void initEverything(void){
* 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.
diff --git a/src/world.cpp b/src/world.cpp
index 9d41623..7b1580a 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -286,7 +286,9 @@ LOOP2:
/*
* 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++){
@@ -372,6 +374,13 @@ LOOP2:
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.
@@ -549,6 +558,18 @@ void World::addStructure(_TYPE t,float x,float y,World *outside,World *inside){
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);
@@ -563,6 +584,17 @@ void World::addNPC(float x,float 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 ;)
*/