feat: initial bandit and more npc tweaks
This commit is contained in:
12
code/first.c
12
code/first.c
@@ -13,7 +13,7 @@
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#include "vulkan/core.h"
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#include "game/core.h"
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#include "game/world.h"
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#include "game/impl/world.c"
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#include "game/impl/npc.c"
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#include "game/testnavmesh.h"
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@@ -75,9 +75,6 @@ int main(int argc, char **argv) {
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}
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bool running = true;
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Player player;
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player.pos.x = 0;
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player.pos.y = 0;
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World world = {
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.npcCount = 2,
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.npcs = {
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@@ -98,20 +95,21 @@ int main(int argc, char **argv) {
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}
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},
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.navMesh = TestNavMesh,
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.npcPOI = {100}
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.npcPOI = {100},
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.player = {.pos = {0,0}}
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};
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while (running)
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{
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SDL_Event e;
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while (SDL_PollEvent(&e))
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{
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PlayerUpdate(&e, &player);
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if (e.type == SDL_EVENT_QUIT)
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{
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running = false;
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}
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ProcessEvents(&e, &world);
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}
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UpdateNPCs(1.0/60.0, &world);
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UpdateWorld(1.0/60.0, &world);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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59
code/game/bandit.h
Normal file
59
code/game/bandit.h
Normal file
@@ -0,0 +1,59 @@
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#if !defined(LD_GAME_BANDIT_H_)
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#define LD_GAME_BANDIT_H_
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typedef enum BANDIT_ACTION BANDIT_ACTION;
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enum BANDIT_ACTION {
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BANDIT_WAITING,
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BANDIT_WALKING,
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BANDIT_RUNNING,
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BANDIT_SHOOTOUT,
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};
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typedef struct Bandit Bandit;
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struct Bandit {
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//// Personal
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AABB collision;
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Str8 name;
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//// Actions
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BANDIT_ACTION mode;
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// How long they've been waiting.
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F32 waitTime;
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// How long they will wait in this location.
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F32 maxWaitTime;
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// Places the bandit walks to / from
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// E.g. hide outs, home, saloon
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U32 pointsOfInterest[12];
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//// Navigation
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// The bandits's current path
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NavPath path;
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// Which node the bandit is on in the path
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U32 currentNavNode;
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// The current index of the bandit's current node
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U32 pathIndex;
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// Target navNode index the bandit is walking to
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U32 targetNavNode;
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// How long the bandit has been walking to the next index
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F32 walkTimer;
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// How many shots they can take.
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U32 health;
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// How paranoid they are about being hunted,
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// this will make them more trigger happy.
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F32 paranoidLevel;
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// Max 6?
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U8 bullets;
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// How long it its between shots.
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F32 shootDelay;
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// After each shot this is set to shootDelay;
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F32 shootCooldownTimer;
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// How long it takes them to reload.
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F32 reloadTime;
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// Accuracy, their shots can vary between this angle either side (rads)
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F32 accuracyRange;
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// A the circle around the bandit where they will trigger the quicktime reaction scene
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F32 agroRadius;
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};
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#endif // LD_GAME_BANDIT_H_
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@@ -41,9 +41,3 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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}
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}
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void UpdateNPCs(F32 delta, World *world) {
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for(int i = 0; i < world->npcCount; i++) {
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updateNPC(delta, &world->npcs[i], world);
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}
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}
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@@ -1,22 +1,23 @@
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#include "../player.h"
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#include <SDL3/SDL_keycode.h>
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#include <stdio.h>
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void PlayerUpdate(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
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if (key.key == SDLK_W)
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{
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switch(key.key) {
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case SDLK_W: {
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player->pos.y += 10;
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}
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if (key.key == SDLK_A)
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{
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}
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case SDLK_A: {
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player->pos.x -= 10;
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}
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if (key.key == SDLK_D)
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{
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}
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case SDLK_D: {
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player->pos.x += 10;
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}
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if (key.key == SDLK_S)
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{
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}
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case SDLK_S: {
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player->pos.y -= 10;
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}
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}
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printf("Player: %f %f\n", player->pos.x, player->pos.y);
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}
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18
code/game/impl/world.c
Normal file
18
code/game/impl/world.c
Normal file
@@ -0,0 +1,18 @@
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#include "../world.h"
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#include "../npc.h"
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#include "../player.h"
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#include <SDL3/SDL_events.h>
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void UpdateWorld(F32 delta, World *world) {
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UpdateNPCs(delta, world);
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}
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void UpdateNPCs(F32 delta, World *world) {
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for(int i = 0; i < world->npcCount; i++) {
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updateNPC(delta, &world->npcs[i], world);
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}
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}
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void ProcessEvents(SDL_Event *event, World *world) {
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PlayerUpdate(event, &world->player);
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}
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@@ -2,9 +2,10 @@
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#define LD_GAME_NPC_H_
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#include "aabb.h"
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#include "nav.h"
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#include "npc_look.h"
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#include "../core/types.h"
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#define NPC_SPEED 0.2
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#define NPC_SPEED 0.1
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typedef enum NPC_ACTION NPC_ACTION;
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enum NPC_ACTION {
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@@ -14,18 +15,36 @@ enum NPC_ACTION {
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NPC_ACTION_WALKING,
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};
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typedef struct NPC NPC;
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struct NPC {
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//// Personal
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AABB collision;
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Str8 name;
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NPC_LOOK look;
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//// Actions
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NPC_ACTION mode;
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// How long they've been waiting
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F32 waitTime;
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// How long they will wait until changing action
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F32 maxWaitTime;
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//// Navigation
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// The NPC's current path
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NavPath path;
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// Which node the NPC is on in the path
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U32 currentNavNode;
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// The current index of the NPC's current node
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U32 pathIndex;
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// Target navNode index the npc is walking to
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U32 targetNavNode;
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// How long the npc has been walking to the next index
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F32 walkTimer;
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//// Knowledge
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// What the NPC knows about the bandit.
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NPC_LOOK banditKnowledge;
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};
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#endif // LD_GAME_NPC_H_
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82
code/game/npc_look.h
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82
code/game/npc_look.h
Normal file
@@ -0,0 +1,82 @@
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#if !defined(LD_GAME_NPC_LOOK_H_)
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#define LD_GAME_NPC_LOOK_H_
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typedef struct NPC_LOOK NPC_LOOK;
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typedef enum NPC_HAIR_COLOUR NPC_HAIR_COLOUR;
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typedef enum NPC_JACKET_COLOUR NPC_JACKET_COLOUR;
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typedef enum NPC_JEANS_COLOUR NPC_JEANS_COLOUR;
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typedef enum NPC_EYE_COLOUR NPC_EYE_COLOUR;
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typedef enum NPC_SKIN_TONE NPC_SKIN_TONE;
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typedef enum NPC_HAT NPC_HAT;
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typedef enum NPC_FACIAL_FEATURE NPC_FACIAL_FEATURE;
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enum NPC_HAIR_COLOUR {
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NPC_HAIR_COLOUR_UNKNOWN,
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NPC_HAIR_COLOUR_BLONDE,
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NPC_HAIR_COLOUR_BLACK,
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NPC_HAIR_COLOUR_BRUNETTE,
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NPC_HAIR_COLOUR_GIGNER,
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};
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enum NPC_JACKET_COLOUR {
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NPC_JACKET_COLOUR_UNKNOWN,
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NPC_JACKET_COLOUR_TAN,
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NPC_JACKET_COLOUR_BLUE,
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NPC_JACKET_COLOUR_WHITE,
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};
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enum NPC_JEANS_COLOUR {
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NPC_JEANS_COLOUR_UNKNOWN,
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NPC_JEANS_COLOUR_TAN,
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NPC_JEANS_COLOUR_BLACK,
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NPC_JEANS_COLOUR_BLUE,
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NPC_JEANS_COLOUR_WHITE,
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};
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enum NPC_EYE_COLOUR {
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NPC_EYE_COLOUR_UNKNOWN,
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NPC_EYE_COLOUR_GREEN,
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NPC_EYE_COLOUR_BLUE,
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NPC_EYE_COLOUR_BROWN,
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};
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enum NPC_SHOE_COLOUR {
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NPC_SHOE_COLOUR_UNKNOWN,
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NPC_SHOE_COLOUR_BLACK,
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NPC_SHOE_COLOUR_BROWN,
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NPC_SHOE_COLOUR_WHITE,
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NPC_SHOE_COLOUR_NAVY,
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};
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enum NPC_SKIN_TONE {
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NPC_SKIN_TONE_UNKNOWN,
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NPC_SKIN_TONE_WHITE,
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NPC_SKIN_TONE_BLACK,
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};
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enum NPC_FACIAL_FEATURE {
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NPC_FACIAL_FEATURE_UNKNOWN,
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NPC_FACIAL_FEATURE_BEARD,
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NPC_FACIAL_FEATURE_MUSTACHE,
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NPC_FACIAL_FEATURE_GLASSES,
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};
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enum NPC_HAT {
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NPC_HAT_UNKNOWN,
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NPC_HAT_TEN_GALLON,
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NPC_TOP_HAT,
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NPC_FLAT_CAP,
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NPC_NONE,
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};
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struct NPC_LOOK {
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NPC_HAIR_COLOUR hair;
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NPC_JACKET_COLOUR jacket;
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NPC_JEANS_COLOUR jeans;
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NPC_EYE_COLOUR eyes;
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NPC_SKIN_TONE skinTone;
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NPC_HAT hat;
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NPC_FACIAL_FEATURE facialFeature;
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};
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#endif // LD_GAME_NPC_LOOK_H_
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@@ -2,6 +2,7 @@
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#define LD_GAME_WORLD_H_
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#include "player.h"
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#include "npc.h"
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#include "bandit.h"
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// Areas are which
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enum AREA {
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@@ -11,14 +12,27 @@ enum AREA {
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typedef struct World World;
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struct World {
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//// Static stuff
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NavMesh navMesh;
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//// Player
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Player player;
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//// NPCs
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U32 npcCount;
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NPC npcs[128];
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NavMesh navMesh;
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////Bandit
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// The bandit the player is after.
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Bandit bandit;
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// NPC points of interest, places to walk to.
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U32 npcPOI[256];
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};
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function void updateWorld(F32 delta, World *world);
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function void UpdateWorld(F32 delta, World *world);
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function void ProcessEvents(SDL_Event *event, World *world);
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function void UpdateNPCs(F32 delta, World *world);
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function void updateNPC(F32 delta, NPC *npc, World *world);
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#endif // LD_GAME_WORLD_H_
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