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-rw-r--r--src/world.cpp34
1 files changed, 33 insertions, 1 deletions
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 ;)
*/