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-rw-r--r--src/entities.cpp57
1 files changed, 8 insertions, 49 deletions
diff --git a/src/entities.cpp b/src/entities.cpp
index 4c1d326..caf3d59 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -2,7 +2,6 @@
#include <ui.h>
#include <istream>
-//#include <unistd.h>
extern std::istream *names;
extern unsigned int loops;
@@ -105,7 +104,6 @@ Player::Player(){ //sets all of the player specific traits on object creation
"assets/playerk6.png",
"assets/playerk7.png",
"assets/playerk8.png");
- //tex = new Texturec(3, "assets/maybeplayer.png", "assets/maybeplayer.png", "assets/maybeplayer.png");
inv = new Inventory(PLAYER_INV_SIZE);
}
Player::~Player(){
@@ -214,8 +212,7 @@ Object::Object(){
inv = NULL;
}
-Object::Object(/*ITEM_ID id*/std::string in, const char *pd){
- //identifier = id;
+Object::Object(std::string in, const char *pd){
iname = in;
if(pd){
@@ -256,7 +253,6 @@ void Object::reloadTexture(void){
void Entity::draw(void){ //draws the entities
glPushMatrix();
glColor3ub(255,255,255);
- //glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0);
if(type==NPCT){
if(NPCp(this)->aiFunc.size()){
glColor3ub(255,255,0);
@@ -279,7 +275,6 @@ void Entity::draw(void){ //draws the entities
case PLAYERT:
static int texState = 0;
if(speed && !(loops % (int)(2.0f/(float)speed))){
- //currentWorld->addParticle(loc.x,loc.y-HLINE,HLINE,HLINE,0,0,{0.0f,.17f,0.0f},1000);
if(++texState==9)texState=1;
glActiveTexture(GL_TEXTURE0);
tex->bind(texState);
@@ -316,20 +311,9 @@ void Entity::draw(void){ //draws the entities
case STRUCTURET:
for(auto &strt : currentWorld->build){
if(this == strt){
- switch(strt->bsubtype){
- /*case HOUSE:
- glActiveTexture(GL_TEXTURE1);
- ntex->bind(0);
- //When rendering an objectwith this program.
- glActiveTexture(GL_TEXTURE0);
- tex->bind(0);
- //glBindSampler(0, linearFiltering);
- break;*/
- default:
- glActiveTexture(GL_TEXTURE0);
- tex->bind(0);
- break;
- }
+ glActiveTexture(GL_TEXTURE0);
+ tex->bind(0);
+ break;
}
}
break;
@@ -355,8 +339,7 @@ NOPE:
if(near)ui::putStringCentered(loc.x+width/2,loc.y-ui::fontSize-HLINE/2,name);
}
-void Player::interact(){ //the function that will cause the player to search for things to interact with
-
+void Player::interact(){
}
/*
@@ -483,15 +466,8 @@ unsigned int Structures::spawn(BUILD_SUB sub, float x, float y){
* tempN is the amount of entities that will be spawned in the village. Currently the village
* will spawn bewteen 2 and 7 villagers for the starting hut.
*/
- /* tex = new Texturec(7,"assets/townhall.png",
- "assets/house1.png",
- "assets/house2.png",
- "assets/house1.png",
- "assets/house1.png",
- "assets/fountain1.png",
- "assets/lampPost1.png")*/;
- unsigned int tempN = (getRand() % 5 + 2);
+ //unsigned int tempN = (getRand() % 5 + 2);
switch(sub){
case TOWN_HALL:
tex = new Texturec(1, sTexLoc[sub].c_str());
@@ -503,15 +479,6 @@ unsigned int Structures::spawn(BUILD_SUB sub, float x, float y){
tex = new Texturec(1, sTexLoc[sub].c_str());
width = 50 * HLINE;
height = 40 * HLINE;
- for(unsigned int i = 0;i < tempN;i++){
-
- /*
- * This is where the entities actually spawn. A new entity is created
- * with type NPC.
- */
-
- //oi->addNPC(loc.x + i * HLINE ,100);
- }
break;
case FOUNTAIN:
tex = new Texturec(1, sTexLoc[sub].c_str());
@@ -522,13 +489,11 @@ unsigned int Structures::spawn(BUILD_SUB sub, float x, float y){
tex = new Texturec(1, sTexLoc[sub].c_str());
width = 10 * HLINE;
height = 40 * HLINE;
- //oi->addLight({x+SCREEN_WIDTH/2,y+30*HLINE},{1.0f,1.0f,1.0f});
break;
case FIRE_PIT:
tex = new Texturec(1, sTexLoc[sub].c_str());
width = 12 * HLINE;
height = 12 * HLINE;
- //oi->addLight({x+SCREEN_WIDTH/2,y},{1.0f,1.0f,1.0f});
break;
default:
break;
@@ -559,7 +524,6 @@ void Mob::wander(int timeRun){
YAYA = false;
currentWorld = a;
ui::toggleWhiteFast();
- //player->health-=5;
}
switch(subtype){
@@ -587,13 +551,8 @@ void Mob::wander(int timeRun){
break;
case MS_TRIGGER:
if(player->loc.x + player->width / 2 > loc.x &&
- player->loc.x + player->width / 2 < loc.x + width ){
- //if(!vfork()){
- hey(this);
- /*_exit(0);
- }*/
-
- }
+ player->loc.x + player->width / 2 < loc.x + width )
+ hey(this);
break;
case MS_PAGE:
if(player->loc.x > loc.x - 100 &&