Files
ld58/code/game/world.h

89 lines
1.8 KiB
C

#if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_
#include "../core/math.h"
#define WORLD_HITBOX_MAX 4096
#define WORLD_PROP_MAX 2048
#define WORLD_PROP_TYPE_MAX 64
#define WORLD_TILE_TYPE_MAX 64
#define WORLD_MAP_MAX 4800
// Areas are which
typedef U32 World_Area;
enum World_Area
{
WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1),
};
typedef struct World_Tile World_Tile;
struct World_Tile {
Str8 tag;
F32 rotation;
};
typedef struct World_PropType World_PropType;
struct World_PropType {
Str8 tag;
F32 scale;
};
typedef struct World_Prop World_Prop;
struct World_Prop
{
U32 propType;
World_Area area;
V2f pos;
};
typedef struct World World;
#include "player.h"
#include "npc.h"
#include "bandit.h"
struct World {
//// Utils
M_Arena *arena;
//// Static stuff
NavMesh *navMesh;
Random random;
V2f mouseProjected;
//// Loaded from world file
World_Tile *tileTypes;
World_PropType *propTypes;
World_Prop *props;
AABB *hitboxes;
U32 *map;
U32 propCount;
U32 hitboxCount;
//// Player
Player player;
//// NPCs
U32 npcCount;
NPC npcs[128];
////Bandit
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to.
U32 npcPOI[256];
};
function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext);
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world);
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
function void LoadWorld(M_Arena *arena, World *world);
function void SaveWorld(World *world);
function void GenerateNavMesh(M_Arena *arena, World *world);
#endif // LD_GAME_WORLD_H_