2025-10-05 02:40:59 +01:00
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#include "game/npc.h"
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#include "game/world.h"
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#include "core/types.h"
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2025-10-05 15:32:57 +01:00
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#include "core/math.h"
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2025-10-05 02:40:59 +01:00
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2025-10-05 21:05:29 +01:00
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void UpdateNPC(F32 delta, NPC *npc, World *world) {
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2025-10-07 14:09:59 +01:00
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for(U32 i = 0; i < world->portalCount; i++) {
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2025-10-06 21:07:55 +01:00
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if(AABB_Collide(world->portals[0].box, npc->collision)) {
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npc->currentArea = world->portals[0].area;
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}
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}
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2025-10-05 00:25:37 +01:00
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switch (npc->mode) {
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case NPC_ACTION_WAITING:
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npc->waitTime+=delta;
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if(npc->waitTime > npc->maxWaitTime) {
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npc->mode = NPC_ACTION_WALKING;
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2025-10-05 15:32:57 +01:00
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// TODO change targets to poi's rather than just random nodes
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2025-10-05 18:28:58 +01:00
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// TODO choose either global POI's or use NPC custom poi if
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// customPOI is true
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2025-10-05 18:05:01 +01:00
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do {
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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} while(npc->targetNavNode == npc->currentNavNode);
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2025-10-05 00:25:37 +01:00
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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npc->walkTimer = 0;
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}
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break;
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case NPC_ACTION_WALKING:
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npc->walkTimer+=delta;
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if(npc->walkTimer >= NPC_SPEED){
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npc->walkTimer = 0;
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if(npc->path.nodeCount == npc->pathIndex+1){
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npc->mode = NPC_ACTION_WAITING;
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2025-10-05 18:28:58 +01:00
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npc->maxWaitTime = Random_F32(&world->random, 20, 140);
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2025-10-05 00:25:37 +01:00
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npc->waitTime = 0;
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2025-10-05 16:49:18 +01:00
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npc->currentNavNode = npc->targetNavNode;
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2025-10-05 00:25:37 +01:00
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npc->pathIndex = 0;
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return;
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}
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npc->currentNavNode = npc->path.indexes[npc->pathIndex];
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2025-10-05 16:49:18 +01:00
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npc->pathIndex+=1;
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2025-10-05 00:25:37 +01:00
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}
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2025-10-05 02:40:59 +01:00
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NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
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2025-10-05 16:49:18 +01:00
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NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
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2025-10-05 00:25:37 +01:00
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npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
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break;
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}
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}
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2025-10-06 23:08:15 +01:00
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void NPCDraw(D_Context *draw, NPC *npc)
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{
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G_Outfit *outfit = &npc->outfit;
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R2f pframe = D_AnimationFrame(&outfit->state);
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for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
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{
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U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
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U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
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U32 tid = outfit->e[dir].e[it];
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if (tid != 0)
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{
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U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
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D_Rect(draw, npc->collision.pos.x, npc->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
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}
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}
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}
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