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#include <entities.h>
#include <ui.h>
extern std::vector<Entity*>entity;
extern std::vector<NPC>npc;
extern std::vector<Structures>build;
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;
vel.x = 0;
vel.y = 0;
right = false;
left = false;
near = false;
ticksToUse = 0;
canMove = false;
ground = false;
name = (char*)malloc(16);
getName();
}
void Entity::draw(void){ //draws the entities
if(type==NPCT){
if(gender == MALE)
glColor3ub(0,0,100);
else if(gender == FEMALE)
glColor3ub(255,105,180);
}else if(type==STRUCTURET){
glColor3ub(100,0,100);
}
glRectf(loc.x,loc.y,loc.x+width,loc.y+height);
if(near){
ui::setFontSize(14);
ui::putText(loc.x,loc.y-ui::fontSize-HLINE/2,"%s",name);
}
}
void Entity::wander(int timeRun, vec2 *v){ //this makes the entites wander about
static int direction; //variable to decide what direction the entity moves
if(ticksToUse == 0){
ticksToUse = timeRun;
v->x = .008*HLINE; //sets the inital velocity of the entity
direction = (getRand() % 3 - 1); //sets the direction to either -1, 0, 1
//this lets the entity move left, right, or stay still
v->x *= direction; //changes the velocity based off of the direction
}
ticksToUse--; //removes one off of the entities timer
}
void Entity::getName(){
rewind(names);
char buf,*bufs = (char *)malloc(16);
int tempNum,max = 0;
for(;!feof(names);max++){
fgets(bufs,16,(FILE*)names);
}
tempNum = rand()%max;
rewind(names);
for(int i=0;i<tempNum;i++){
fgets(bufs,16,(FILE*)names);
}
switch(fgetc(names)){
case 'm':
gender = MALE;
std::puts("Male");
break;
case 'f':
gender = FEMALE;
std::puts("Female");
break;
default:
break;
}
if((fgets(bufs,16,(FILE*)names)) != NULL){
std::puts(bufs);
bufs[strlen(bufs)-1] = '\0';
strcpy(name,bufs);
}
free(bufs);
}
Player::Player(){ //sets all of the player specific traits on object creation
width = HLINE * 8;
height = HLINE * 12;
speed = 1;
type = PLAYERT; //set type to player
subtype = 5;
alive = true;
ground = false;
near = true;
}
void Player::interact(){ //the function that will cause the player to search for things to interact with
}
NPC::NPC(){ //sets all of the NPC specific traits on object creation
width = HLINE * 8;
height = HLINE * 12;
speed = 1;
type = NPCT; //sets type to npc
subtype = 0;
alive = true;
canMove = true;
near = false;
}
void NPC::addAIFunc(int (*func)(NPC *)){
aiFunc.push_back(func);
}
void NPC::interact(){ //have the npc's interact back to the player
int (*func)(NPC *);
loc.y += 5;
if(aiFunc.size()){
func=aiFunc.front();
if(!func(this)){
aiFunc.erase(aiFunc.begin());
}
}
}
Structures::Structures(){ //sets the structure type
type = STRUCTURET;
speed = 0;
alive = true;
near = false;
}
unsigned int Structures::spawn(_TYPE t, float x, float y){ //spawns a structure based off of type and coords
loc.x = x;
loc.y = y;
type = t;
/*VILLAGE*/
//spawns a village
//spawns between 1 and 5 villagers around the village
if(type == STRUCTURET){
loc.y=100;
width = 20 * HLINE;
height = 16 * HLINE;
int tempN = (getRand() % 5 + 2); //amount of villagers that will spawn
for(int i=0;i<tempN;i++){
entity.push_back(new NPC()); //create a new entity of NPC type
npc.push_back(NPC()); //create new NPC
entity[entity.size()] = &npc[npc.size()-1]; //set the new entity to have the same traits as an NPC
entity[entity.size()-1]->spawn(loc.x + (float)(i - 5),100); //sets the position of the villager around the village
}
return entity.size();
}
}
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