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-rw-r--r--include/common.h13
-rw-r--r--include/entities.h4
-rw-r--r--include/world.h9
3 files changed, 21 insertions, 5 deletions
diff --git a/include/common.h b/include/common.h
index 08ec73f..207b95f 100644
--- a/include/common.h
+++ b/include/common.h
@@ -14,6 +14,7 @@
#include <math.h>
#include <string>
#include <fstream>
+#include <thread>
#define GLEW_STATIC
#include <GL/glew.h>
@@ -34,7 +35,7 @@ typedef unsigned int uint;
* This flag lets the compiler know that we want to use shaders.
*/
-#define SHADERSs
+#define SHADERS
/**
* This structure contains a set of coordinates for ease of coding.
@@ -45,6 +46,12 @@ typedef struct {
float y;
} vec2;
+typedef struct {
+ float x;
+ float y;
+ float z;
+} vec3;
+
/**
* This structure contains two sets of coordinates for ray drawing.
*/
@@ -70,7 +77,7 @@ typedef struct{
* The desired width of the game window.
*/
-#define SCREEN_WIDTH 1024
+#define SCREEN_WIDTH 1280
/**
* The desired height of the game window.
@@ -141,6 +148,8 @@ extern vec2 offset;
*/
extern unsigned int loops;
+extern GLuint shaderProgram;
+
/**
* Prints a formatted debug message to the console, along with the callee's file and line
* number.
diff --git a/include/entities.h b/include/entities.h
index 6d192fe..a4bc282 100644
--- a/include/entities.h
+++ b/include/entities.h
@@ -126,6 +126,7 @@ public:
GENDER gender;
Texturec *tex;
+ Texturec *ntex;
unsigned int randDialog;
@@ -140,7 +141,7 @@ public:
virtual ~Entity(){}
};
-class Player : public Entity {
+class Player : public Entity{
public:
QuestHandler qh;
bool light = false;
@@ -149,7 +150,6 @@ public:
~Player();
void interact();
};
-
class NPC : public Entity{
public:
std::vector<int (*)(NPC *)>aiFunc;
diff --git a/include/world.h b/include/world.h
index 4b3a891..e10d0dc 100644
--- a/include/world.h
+++ b/include/world.h
@@ -26,7 +26,7 @@
* Defines how many game ticks it takes for a day to elapse.
*/
-#define DAY_CYCLE 3000
+#define DAY_CYCLE 12000
/**
* The background type enum.
@@ -51,6 +51,11 @@ typedef enum {
RAIN /**< Rain (not implemented :) )*/
} WEATHER;
+
+typedef struct{
+ vec2 loc;
+ Color color;
+}Light;
/**
* The line structure.
* This structure is used to store the world's ground, stored in vertical
@@ -165,6 +170,7 @@ public:
std::vector<Entity *> entity;
std::vector<Object *> object;
std::vector<Particles *> particles;
+ std::vector<Light > light;
void addStructure(_TYPE t,BUILD_SUB sub,float x,float y,World *inside);
void addVillage(int bCount, int npcMin, int npcMax,_TYPE t,float x,float y,World *outside);
@@ -173,6 +179,7 @@ public:
void addNPC(float x,float y);
void addObject(ITEM_ID, bool, const char *, float, float);
void addParticle(float, float, float, float, float, float, Color color, int);
+ void addLight(vec2, Color);
void update(Player *p,unsigned int delta);