diff options
Diffstat (limited to 'src/world.cpp')
-rw-r--r-- | src/world.cpp | 115 |
1 files changed, 66 insertions, 49 deletions
diff --git a/src/world.cpp b/src/world.cpp index 1113270..ef9969f 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -77,25 +77,20 @@ std::string currentXML; static std::vector<WorldSwitchInfo> arenaNest; // pathnames of images for world themes -constexpr 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 - "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"} +using StyleList = std::array<std::string, 9>; + +static const std::vector<StyleList> bgPaths = { + { // Forest + "bg.png", // daytime background + "bgn.png", // nighttime background + "bgFarMountain.png", // layer 1 (furthest) + "forestTileFar.png", // layer 2 + "forestTileBack.png", // layer 3 + "forestTileMid.png", // layer 4 + "forestTileFront.png", // layer 5 (closest) + "dirt.png", // ground texture + "grass.png" // grass (ground-top) texture + } }; // pathnames of structure textures @@ -195,9 +190,9 @@ generate(int width) auto wditer = std::begin(worldData) + GROUND_HILLINESS; if (m_Indoor) { - for(; wditer < std::end(worldData); wditer++) { + for(wditer = std::begin(worldData); wditer < std::end(worldData); wditer++) { auto w = &*(wditer); - w->groundHeight = 100; + w->groundHeight = GROUND_HEIGHT_MINIMUM + 5; w->groundColor = 4; } } else { @@ -623,6 +618,7 @@ WorldSwitchInfo World::goInsideStructure(Player *p) delete[] buf; tmp = dynamic_cast<Structures *>(*d)->insideWorld; + tmp->houseTex = dynamic_cast<Structures *>(*d)->insideTex; return std::make_pair(tmp, vec2 {0, 100}); } @@ -646,7 +642,7 @@ WorldSwitchInfo World::goInsideStructure(Player *p) } if (b == nullptr)*/ - return std::make_pair(this, vec2 {0, 0}); + return std::make_pair(currentWorld, vec2 {0, 100}); //return std::make_pair(tmp, vec2 {b->loc.x + (b->width / 2), 0}); } @@ -961,19 +957,14 @@ loadWorldFromXMLNoSave(std::string path) { // world generation (for outdoor areas) else if (name == "generation") { - // random gen. - if (!Indoor && wxml->StrAttribute("type") == "Random") - tmp->generate(wxml->UnsignedAttribute("width") / game::HLINE); - else { - if (Indoor) - UserError("XML Error: <generation> tags can't be in <IndoorWorld> tags, use <floor> instead (in " + _currentXML + ")!"); - else - UserError("XML Error: Invalid <generation> tag in " + _currentXML + "!"); - } + tmp->generate(wxml->UnsignedAttribute("width") / game::HLINE); } - else if (name == "floor" && tmp->isIndoor()) { - tmp->generate(wxml->UnsignedAttribute("width") / game::HLINE); + else if (name == "house") { + if (Indoor) + tmp->HouseWidth = wxml->FloatAttribute("width"); + else + UserError("<house> can only be used with indoor worlds"); } // weather tags @@ -1423,30 +1414,45 @@ void WorldSystem::render(void) // draw the remaining layers for (unsigned int i = 0; i < 4; i++) { bgTex++; - dim2 dim = bgTex.getTextureDim(); + auto dim = bgTex.getTextureDim(); auto xcoord = offset.x * bgDraw[i][2]; bg_items.clear(); bg_tex.clear(); - for (int j = worldStart; j <= -worldStart; j += dim.x) { - bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); - bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); - bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - - bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + if (world->isIndoor() && i == 3) { + glBindTexture(GL_TEXTURE_2D, world->houseTex); + + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + } else { + for (int j = worldStart; j <= -worldStart; j += dim.x) { + bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + + bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + } } - for (uint i = 0; i < bg_items.size()/6; i++) { - for (auto &v : bg_tex_coord) - bg_tex.push_back(v); - } + for (uint i = 0; i < bg_items.size()/6; i++) { + for (auto &v : bg_tex_coord) + bg_tex.push_back(v); + } Render::worldShader.use(); glUniform1f(Render::worldShader.uniform[WU_light_impact], 0.075f + (0.2f*i)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + makeWorldDrawingSimplerEvenThoughAndyDoesntThinkWeCanMakeItIntoFunctions_JustDrawThis(0, bg_items.data(), &bg_tex[0], bg_items.size()); Render::worldShader.unuse(); @@ -1572,6 +1578,14 @@ void WorldSystem::render(void) Render::worldShader.disable(); Render::worldShader.unuse(); + } else { + Render::useShader(&Render::worldShader); + Render::worldShader.use(); + static const GLuint rug = Texture::genColor(Color {255, 0, 0}); + glBindTexture(GL_TEXTURE_2D, rug); + vec2 ll = vec2 {worldStart, GROUND_HEIGHT_MINIMUM}; + Render::drawRect(ll, vec2 {ll.x + world->HouseWidth, ll.y + 4}, -3); + Render::worldShader.unuse(); } player->draw(); @@ -1582,8 +1596,11 @@ void WorldSystem::setWorld(World *w) world = w; bgFiles.clear(); - for (const auto &s : bgPaths[(int)w->bgType]) - bgFiles.push_back(w->styleFolder + s); + + const auto& files = bgPaths[(int)w->bgType]; + + for (const auto& f : files) + bgFiles.push_back(w->styleFolder + f); bgTex = TextureIterator(bgFiles); } @@ -1625,7 +1642,7 @@ void WorldSystem::enterWorld(World *w) void WorldSystem::leaveWorld(void) { - world = outside; + world = currentWorld = outside; } void WorldSystem::singleDetect(Entity *e, entityx::TimeDelta dt) |