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7 Commits
raycast
...
9a46a802e0
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| 9a46a802e0 | |||
| 628a6c5ade | |||
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394366480b
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8f148b6894
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7306c8fba4
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5cabf845b6
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@@ -160,4 +160,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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return result;
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}
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// Random
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Random Random_Seed(U64 seed) {
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Random result = { seed };
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return result;
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}
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U64 Random_Next(Random *rnd) {
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U64 result = rnd->state;
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result ^= (result << 13);
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result ^= (result >> 7);
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result ^= (result << 17);
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rnd->state = result;
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return result;
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}
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F32 Random_F32(Random *rnd, F32 min, F32 max) {
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F32 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F64 Random_F64(Random *rnd, F64 min, F64 max) {
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F64 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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U32 Random_U32(Random *rnd, U32 min, U32 max) {
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U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F32 Random_Unilateral(Random *rnd) {
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F32 result = Random_Next(rnd) / (F32) U64_MAX;
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return result;
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}
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F32 Random_Bilateral(Random *rnd) {
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F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
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return result;
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}
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@@ -4,6 +4,11 @@
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#define PI_F32 (3.14159265358979323846264338f)
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#define TAU_F32 (2.0f * PI_F32)
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typedef struct Random Random;
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struct Random {
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U64 state;
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};
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typedef union V2f V2f;
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union V2f {
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struct {
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@@ -114,4 +119,18 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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// Random
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function Random Random_Seed(U64 seed);
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function U64 Random_Next(Random *rnd);
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function F32 Random_F32(Random *rnd, F32 min, F32 max);
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function F64 Random_F64(Random *rnd, F64 min, F64 max);
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function U32 Random_U32(Random *rnd, U32 min, U32 max);
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function F32 Random_Unilateral(Random *rnd);
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function F32 Random_Bilateral(Random *rnd);
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#endif // LD_CORE_MATH_H_
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@@ -1,7 +1,7 @@
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#if !defined(LD_DRAW_CORE_H_)
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#define LD_DRAW_CORE_H_
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#define D_MAX_RECTS 1024
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#define D_MAX_RECTS (262144)
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typedef struct D_Image D_Image;
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struct D_Image {
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65
code/first.c
65
code/first.c
@@ -62,34 +62,43 @@ int main(int argc, char **argv)
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camera->farp = 1000.0f;
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game->draw.camera = camera;
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World *world = M_ArenaPush(arena, World);
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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 2;
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NPC *npc1 = &world->npcs[0];
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.y = 10;
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npc1->name = S("Matt");
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npc1->mode = NPC_ACTION_WAITING;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 5;
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npc1->currentNavNode = 87;
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.y = 10;
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NPC *npc2 = &world->npcs[1];
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npc2->collision.pos.x = 15;
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npc2->collision.pos.y = 15;
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npc2->collision.size.x = 10;
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npc2->collision.size.y = 10;
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npc2->name = S("James");
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npc2->mode = NPC_ACTION_WAITING;
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npc2->waitTime = 0;
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npc2->maxWaitTime = 10;
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npc2->currentNavNode = 0;
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world->navMesh = &TestNavMesh;
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world->npcPOI[0] = 100;
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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}
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Vk_Buffer rbo = {0};
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rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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rbo.size = KB(4);
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rbo.host_visible = true;
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Vk_BufferCreate(&rbo);
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bool running = true;
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World world = {
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.npcCount = 2,
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.npcs = {
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{.collision = {{10, 10}, {10, 10}},
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.name = S("Matt"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 5,
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.currentNavNode = 87},
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{.collision = {{15, 15}, {10, 10}},
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.name = S("James"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 10,
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.currentNavNode = 0}},
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.navMesh = &TestNavMesh,
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.npcPOI = {100},
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.player = {.pos = {0, 0}}};
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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@@ -102,9 +111,9 @@ int main(int argc, char **argv)
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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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ProcessEvents(&e, game->world);
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}
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UpdateWorld(1.0 / 60.0, &world);
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UpdateWorld(1.0 / 60.0, game->world);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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@@ -112,7 +121,7 @@ int main(int argc, char **argv)
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game->draw.window_width = w;
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game->draw.window_height = h;
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G_CalulateCamera(&game->camera, (F32)w / (F32)h);
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G_CalculateCamera(&game->camera, (F32)w / (F32)h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
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Vk_PipelineCreate(basic);
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}
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void G_CalulateCamera(G_Camera *camera, F32 aspect) {
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void G_CalculateCamera(G_Camera *camera, F32 aspect) {
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Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
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Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
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@@ -1,5 +1,6 @@
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#if !defined(LD_GAME_CORE_H_)
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#define LD_GAME_CORE_H_
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#include "world.h"
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typedef struct G_Camera G_Camera;
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struct G_Camera {
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@@ -18,17 +19,18 @@ struct G_State {
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D_Context draw;
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G_Camera camera;
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World *world;
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};
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function void G_ImagesLoad(G_State *game);
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function void G_PipelinesLoad(G_State *game);
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function void G_CalulateCamera(G_Camera *camera, F32 aspect);
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function void G_CalculateCamera(G_Camera *camera, F32 aspect);
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#include "aabb.h"
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#include "player.h"
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#include "nav.h"
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#include "npc.h"
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#include "world.h"
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#endif // LD_GAME_CORE_H_
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@@ -1,6 +1,7 @@
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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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#include "core/math.h"
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#include <stdio.h>
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@@ -10,8 +11,8 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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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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U32 next = npc->targetNavNode == 100 ? 20 : 100;
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npc->targetNavNode = next; // TODO RANDOM
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// TODO change targets to poi's rather than just random nodes
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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printf("Starting to nav path\n");
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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printf("done\n");
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@@ -26,7 +27,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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if(npc->path.nodeCount == npc->pathIndex+1){
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printf("Finished! so I'm waiting\n");
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npc->mode = NPC_ACTION_WAITING;
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npc->maxWaitTime = 20; // TODO RANDOM
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npc->maxWaitTime = Random_F32(&world->random, 10, 40);
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npc->waitTime = 0;
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npc->pathIndex = 0;
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return;
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@@ -5,12 +5,12 @@
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void UpdateWorld(F32 delta, World *world)
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{
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// UpdateNPCs(delta, 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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{
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for (int i = 0; i < world->npcCount; i++)
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for (U32 i = 0; i < world->npcCount; i++)
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{
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updateNPC(delta, &world->npcs[i], world);
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}
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@@ -4,6 +4,7 @@
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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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#include "../core/math.h"
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// Areas are which
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typedef U32 World_Area;
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@@ -16,6 +17,7 @@ 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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Random random;
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//// Player
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Player player;
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@@ -25,7 +27,7 @@ struct World {
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NPC npcs[128];
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////Bandit
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// The bandit the player is after.
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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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