101 lines
2.9 KiB
C
101 lines
2.9 KiB
C
#include "../world.h"
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#include "../npc.h"
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#include "../player.h"
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#include "../aabb.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_oldnames.h>
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#include "../map.h"
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void UpdateWorld(F32 delta, World *world)
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{
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UpdateBandit(delta, &world->bandit, world);
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UpdateNPCs(delta, world);
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PlayerUpdate(delta, &world->player);
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}
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void UpdateNPCs(F32 delta, World *world)
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{
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for (U32 i = 0; i < world->npcCount; i++)
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{
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NPC *npc = &world->npcs[i];
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UpdateNPC(delta, npc, world);
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if (
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world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
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{
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printf("You shot %*.s\n", Sv(world->npcs[i].name));
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}
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}
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}
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void ProcessEvents(SDL_Event *event, World *world)
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{
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PlayerInput(event, &world->player);
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if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
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SaveWorld(world->arena, world);
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}
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}
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void RenderWorld(World *world, D_Context *draw) {
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if(world->player.currentArea == WORLD_AREA_OUTSIDE) {
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for (int i = 0; i < 4800; i++) {
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D_Rect(
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draw,
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(F32) (i % 96), (F32) (i / 96),
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.texture = world->tileTypes[world->map[i]].tile,
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.angle = (F32) world->tileTypes[world->map[i]].rotation,
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);
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}
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}
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for (U32 i = 0; i < world->propCount; i++) {
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if(world->props[i].area == world->player.currentArea) {
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D_Rect(
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draw,
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world->props[i].pos.x,
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world->props[i].pos.y,
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.texture = world->propTypes[world->props[i].propType].assetHandle,
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.scale = world->propTypes[world->props[i].propType].scale,
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);
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}
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}
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for(U32 i = 0; i < world->npcCount; i++) {
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NPC npc = world->npcs[i];
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if(npc.currentArea == world->player.currentArea) {
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V2f drawPos = AABB_Centre(npc.collision);
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D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
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}
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}
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if(world->bandit.currentArea == world->player.currentArea) {
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V2f drawPos = AABB_Centre(world->bandit.collision);
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D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
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}
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PlayerDraw(draw, &world->player);
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}
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void SaveWorld(M_Arena *arena, World *world) {
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(void) arena;
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printf("Saving world\n");
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OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
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FS_FileWrite(file, world, sizeof(World)+sizeof(NavMesh), 0);
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FS_FileWrite(file, world->navMesh, sizeof(World)+sizeof(NavMesh), sizeof(World));
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FS_FileClose(file);
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printf("Saved world :)\n");
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}
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World *LoadWorld(M_Arena *arena) {
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printf("loading world\n");
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OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ);
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World *world = M_ArenaPush(arena, World);
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NavMesh *navMesh = M_ArenaPush(arena, NavMesh);
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FS_FileRead(file, world, sizeof(World), 0);
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FS_FileRead(file, navMesh, sizeof(NavMesh), sizeof(World));
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FS_FileClose(file);
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world->navMesh = navMesh;
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world->arena = arena;
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world->player.world = world;
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printf("loaded world\n");
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return world;
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}
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