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@ -188,34 +188,41 @@ void begin_text_input(); // called when player engages in dialog, must say somet
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// a callback, when 'text backend' has finished making text
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// a callback, when 'text backend' has finished making text
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void end_text_input(char *what_player_said)
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void end_text_input(char *what_player_said)
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{
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{
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player->state = CHARACTER_IDLE;
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#ifdef WEB // hacky
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#ifdef WEB // hacky
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_sapp_emsc_register_eventhandlers();
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_sapp_emsc_register_eventhandlers();
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#endif
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#endif
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size_t player_said_len = strlen(what_player_said);
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size_t player_said_len = strlen(what_player_said);
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Sentence what_player_said_sentence = {0};
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if(player_said_len == 0)
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assert(player_said_len < ARRLEN(what_player_said_sentence.data));
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{
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memcpy(what_player_said_sentence.data, what_player_said, player_said_len);
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// this just means cancel the dialog
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}
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// the new elements wouldn't fit!
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else
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Dialog *to_append = &player->talking_to->player_dialog;
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if(to_append->cur_index + 2 >= ARRLEN(to_append->data))
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{
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{
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// do it twice
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Sentence what_player_said_sentence = {0};
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for(int i = 0; i < 2; i++)
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assert(player_said_len < ARRLEN(what_player_said_sentence.data));
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memcpy(what_player_said_sentence.data, what_player_said, player_said_len);
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// the new elements wouldn't fit!
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Dialog *to_append = &player->talking_to->player_dialog;
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if(to_append->cur_index + 2 >= ARRLEN(to_append->data))
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{
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{
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// shift array elements backwards, once
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// do it twice
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assert(ARRLEN(to_append->data) >= 1);
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for(int i = 0; i < 2; i++)
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for(int i = 0; i < ARRLEN(to_append->data) - 1; i++)
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{
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{
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to_append->data[i] = to_append->data[i + 1];
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// shift array elements backwards, once
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assert(ARRLEN(to_append->data) >= 1);
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for(int i = 0; i < ARRLEN(to_append->data) - 1; i++)
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{
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to_append->data[i] = to_append->data[i + 1];
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}
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to_append->cur_index--;
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}
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}
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to_append->cur_index--;
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}
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}
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BUFF_APPEND(to_append, what_player_said_sentence);
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BUFF_APPEND(to_append, SENTENCE_CONST("NPC response"));
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}
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}
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BUFF_APPEND(to_append, what_player_said_sentence);
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BUFF_APPEND(to_append, SENTENCE_CONST("NPC response"));
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player->state = CHARACTER_IDLE;
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}
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}
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// keydown needs to be referenced when begin text input,
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// keydown needs to be referenced when begin text input,
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