Files
ld58/code/game/impl/npc.c

49 lines
1.8 KiB
C

#include "game/npc.h"
#include "game/world.h"
#include "core/types.h"
#include "core/math.h"
void UpdateNPC(F32 delta, NPC *npc, World *world) {
for(U32 i = 0; i < world->portalCount; i++) {
if(AABB_Collide(world->portals[0].box, npc->collision)) {
npc->currentArea = world->portals[0].area;
}
}
switch (npc->mode) {
case NPC_ACTION_WAITING:
npc->waitTime+=delta;
if(npc->waitTime > npc->maxWaitTime) {
npc->mode = NPC_ACTION_WALKING;
// TODO change targets to poi's rather than just random nodes
// TODO choose either global POI's or use NPC custom poi if
// customPOI is true
do {
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
} while(npc->targetNavNode == npc->currentNavNode);
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
npc->walkTimer = 0;
}
break;
case NPC_ACTION_WALKING:
npc->walkTimer+=delta;
if(npc->walkTimer >= NPC_SPEED){
npc->walkTimer = 0;
if(npc->path.nodeCount == npc->pathIndex+1){
npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
npc->waitTime = 0;
npc->currentNavNode = npc->targetNavNode;
npc->pathIndex = 0;
return;
}
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
npc->pathIndex+=1;
}
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;
}
}