@ -708,11 +708,7 @@ float max_coord(Vec2 v)
// aabb advice by iRadEntertainment
Vec2 entity_aabb_size ( Entity * e )
{
if ( e - > is_character )
{
return V2 ( 1.0f * 0.9f , 1.0f * 0.5f ) ;
}
else if ( e - > is_npc )
if ( e - > is_npc )
{
return V2 ( 1 , 1 ) ;
}
@ -725,14 +721,10 @@ Vec2 entity_aabb_size(Entity *e)
float entity_radius ( Entity * e )
{
if ( e - > is_ character )
if ( e - > is_ npc )
{
return 0.35f ;
}
else if ( e - > is_npc )
{
return 0.5f ;
}
else
{
assert ( false ) ;
@ -859,7 +851,6 @@ SER_MAKE_FOR_TYPE(double);
SER_MAKE_FOR_TYPE ( float ) ;
SER_MAKE_FOR_TYPE ( PropKind ) ;
SER_MAKE_FOR_TYPE ( NpcKind ) ;
SER_MAKE_FOR_TYPE ( CharacterState ) ;
SER_MAKE_FOR_TYPE ( Memory ) ;
SER_MAKE_FOR_TYPE ( Vec2 ) ;
SER_MAKE_FOR_TYPE ( Vec3 ) ;
@ -1643,7 +1634,7 @@ CanTalkTo get_can_talk_to(Entity *e)
CanTalkTo to_return = { 0 } ;
ENTITIES_ITER ( gs . entities )
{
if ( it ! = e & & ( it - > is_npc | | it - > is_character ) & & LenV2 ( SubV2 ( it - > pos , e - > pos ) ) < PROPAGATE_ACTIONS_RADIUS )
if ( it ! = e & & ( it - > is_npc ) & & LenV2 ( SubV2 ( it - > pos , e - > pos ) ) < PROPAGATE_ACTIONS_RADIUS )
{
BUFF_APPEND ( & to_return , it ) ;
}
@ -1655,7 +1646,7 @@ Entity *get_targeted(Entity *from, NpcKind targeted)
{
ENTITIES_ITER ( gs . entities )
{
if ( it ! = from & & ( it - > is_npc | | it - > is_character ) & & LenV2 ( SubV2 ( it - > pos , from - > pos ) ) < PROPAGATE_ACTIONS_RADIUS & & it - > npc_kind = = targeted )
if ( it ! = from & & ( it - > is_npc ) & & LenV2 ( SubV2 ( it - > pos , from - > pos ) ) < PROPAGATE_ACTIONS_RADIUS & & it - > npc_kind = = targeted )
{
return it ;
}
@ -1889,7 +1880,7 @@ bool perform_action(GameState *gs, Entity *from, Action a)
bool proceed_propagating = true ;
if ( is_valid . size > 0 )
{
assert ( ! from - > is_charact er) ;
assert ( from - > npc_kind ! = NPC_Play er) ;
append_to_errors ( from , is_valid ) ;
proceed_propagating = false ;
}
@ -1908,7 +1899,7 @@ bool perform_action(GameState *gs, Entity *from, Action a)
cause_action_side_effects ( from , a ) ;
// self memory
if ( ! from - > is_charact er)
if ( from - > npc_kind ! = NPC_Play er)
{
MemoryContext my_context = context ;
my_context . i_said_this = true ;
@ -2110,16 +2101,12 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
Entity * cur_entity = new_entity ( gs ) ;
cur_entity - > npc_kind = cur - > npc_kind ;
cur_entity - > pos = point_plane ( cur - > t . offset ) ;
cur_entity - > is_npc = true ;
if ( cur_entity - > npc_kind = = NPC_Player )
{
found_player = true ;
cur_entity - > is_character = true ;
gs - > player = cur_entity ;
}
else
{
cur_entity - > is_npc = true ;
}
}
assert ( found_player ) ;
@ -2402,12 +2389,7 @@ void ser_entity(SerState *ser, Entity *e)
ser_int ( ser , & e - > gen_request_id ) ;
ser_Vec2 ( ser , & e - > target_goto ) ;
// character
ser_bool ( ser , & e - > is_character ) ;
ser_Vec2 ( ser , & e - > to_throw_direction ) ;
SER_BUFF ( ser , Vec2 , & e - > position_history ) ;
ser_CharacterState ( ser , & e - > state ) ;
ser_EntityRef ( ser , & e - > talking_to ) ;
}
@ -2443,7 +2425,7 @@ void ser_GameState(SerState *ser, GameState *gs)
{
ARR_ITER ( Entity , gs - > entities )
{
if ( it - > is_charact er)
if ( it - > npc_kind = = NPC_Play er)
{
gs - > player = it ;
}
@ -5648,43 +5630,40 @@ void frame(void)
ENTITIES_ITER ( gs . entities )
{
if ( it - > is_npc | | it - > is_character )
if ( it - > is_npc )
{
Transform draw_with = entity_transform ( it ) ;
if ( it - > npc_kind = = NPC_Player )
{
draw_thing ( ( DrawnThing ) { . armature = & player_armature , . t = draw_with } ) ;
}
else
{
assert ( it - > is_npc ) ;
Armature * to_use = 0 ;
if ( it - > npc_kind = = NPC_Daniel )
to_use = & farmer_armature ;
else if ( it - > npc_kind = = NPC_Raphael )
to_use = & man_in_black_armature ;
else if ( it - > npc_kind = = NPC_Angel )
to_use = & angel_armature ;
else
assert ( false ) ;
assert ( it - > is_npc ) ;
Armature * to_use = 0 ;
if ( it - > npc_kind = = NPC_Daniel )
to_use = & farmer_armature ;
else if ( it - > npc_kind = = NPC_Raphael )
to_use = & man_in_black_armature ;
else if ( it - > npc_kind = = NPC_Angel )
to_use = & angel_armature ;
else if ( it - > npc_kind = = NPC_Player )
to_use = & player_armature ;
else
assert ( false ) ;
if ( LenV2 ( it - > vel ) > 0.5f )
to_use - > go_to_animation = MD_S8Lit ( " Running " ) ;
else
to_use - > go_to_animation = MD_S8Lit ( " Idle " ) ;
if ( it - > killed )
to_use - > go_to_animation = MD_S8Lit ( " Die Backwards " ) ;
else if ( LenV2 ( it - > vel ) > 0.5f )
to_use - > go_to_animation = MD_S8Lit ( " Running " ) ;
else
to_use - > go_to_animation = MD_S8Lit ( " Idle " ) ;
draw_thing ( ( DrawnThing ) { . armature = to_use , . t = draw_with , . outline = gete ( gs . player - > interacting_with ) = = it } ) ;
draw_thing ( ( DrawnThing ) { . armature = to_use , . t = draw_with , . outline = gete ( gs . player - > interacting_with ) = = it } ) ;
if ( gete ( it - > aiming_shotgun_at ) )
{
Transform shotgun_t = draw_with ;
shotgun_t . offset . y + = 0.7f ;
shotgun_t . scale = V3 ( 4 , 4 , 4 ) ;
shotgun_t . rotation = rot_on_plane_to_quat ( AngleOfV2 ( SubV2 ( gete ( it - > aiming_shotgun_at ) - > pos , it - > pos ) ) ) ;
draw_thing ( ( DrawnThing ) { . mesh = & mesh_shotgun , . t = shotgun_t } ) ;
}
if ( gete ( it - > aiming_shotgun_at ) )
{
Transform shotgun_t = draw_with ;
shotgun_t . offset . y + = 0.7f ;
shotgun_t . scale = V3 ( 4 , 4 , 4 ) ;
shotgun_t . rotation = rot_on_plane_to_quat ( AngleOfV2 ( SubV2 ( gete ( it - > aiming_shotgun_at ) - > pos , it - > pos ) ) ) ;
draw_thing ( ( DrawnThing ) { . mesh = & mesh_shotgun , . t = shotgun_t } ) ;
}
}
}
@ -5869,17 +5848,16 @@ void frame(void)
// @Place(UI rendering that happens before gameplay processing so can consume events before the gameplay needs them)
PROFILE_SCOPE ( " Entity UI Rendering " )
{
ENTITIES_ITER ( gs . entities )
{
if ( it - > is_npc )
if ( it - > is_npc & & it - > npc_kind ! = NPC_Player )
{
if ( it - > undismissed_action )
{
assert ( it - > undismissed_action_tick < = gs . tick ) ; // no future undismissed actions
}
// dialog bubble rendering
const float text_scale = BUBBLE_TEXT_SCALE ;
float dist = LenV2 ( SubV2 ( it - > pos , gs . player - > pos ) ) ;
float bubble_factor = 1.0f - clamp01 ( dist / 6.0f ) ;
@ -6027,24 +6005,18 @@ void frame(void)
}
// process gs.entities process entities
player_in_combat = false ; // in combat set by various enemies when they fight the player
PROFILE_SCOPE ( " entity processing " )
{
ENTITIES_ITER ( gs . entities )
{
assert ( ! ( it - > exists & & it - > generation = = 0 ) ) ;
if ( it - > is_npc | | it - > is_character )
{
if ( LenV2 ( it - > last_moved ) > 0.0f & & ! it - > killed )
it - > rotation = lerp_angle ( it - > rotation , dt * ( it - > quick_turning_timer > 0 ? 12.0f : 8.0f ) , AngleOfV2 ( it - > last_moved ) ) ;
}
if ( LenV2 ( it - > last_moved ) > 0.0f & & ! it - > killed )
it - > rotation = lerp_angle ( it - > rotation , dt * ( it - > quick_turning_timer > 0 ? 12.0f : 8.0f ) , AngleOfV2 ( it - > last_moved ) ) ;
if ( it - > is_npc )
{
// @Place(entity processing)
if ( it - > dialog_fade > 0.0f )
it - > dialog_fade - = dt / DIALOG_FADE_TIME ;
@ -6059,8 +6031,9 @@ void frame(void)
}
if ( toface )
it - > target_rotation = AngleOfV2 ( SubV2 ( toface - > pos , it - > pos ) ) ;
it - > rotation = lerp_angle ( it - > rotation , unwarped_dt * 8.0f , it - > target_rotation ) ;
if ( it - > npc_kind ! = NPC_Player )
it - > rotation = lerp_angle ( it - > rotation , unwarped_dt * 8.0f , it - > target_rotation ) ;
if ( it - > gen_request_id ! = 0 & & ! gs . stopped_time )
{
@ -6544,9 +6517,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
it - > destroy = true ;
}
}
else if ( it - > is_character )
{
}
else if ( it - > is_world )
{
}
@ -6588,7 +6558,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
if ( it - > perceptions_dirty )
{
if ( it - > is_charact er)
if ( it - > npc_kind = = NPC_Play er)
{
it - > perceptions_dirty = false ;
}
@ -6709,7 +6679,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
{
bool entity_talkable = true ;
if ( entity_talkable ) entity_talkable = entity_talkable & & ( * it ) - > is_npc ;
if ( entity_talkable ) entity_talkable = entity_talkable & & ! ( * it ) - > is_charact er;
if ( entity_talkable ) entity_talkable = entity_talkable & & ( * it ) - > npc_kind ! = NPC_Play er;
# ifdef WEB
if ( entity_talkable ) entity_talkable = entity_talkable & & ( * it ) - > gen_request_id = = 0 ;
# endif
@ -6727,13 +6697,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
}
}
// maybe get rid of talking to
if ( gs . player - > waiting_on_speech_with_somebody )
{
gs . player - > state = CHARACTER_IDLE ;
}
interacting_with = closest_interact_with ;
gs . player - > interacting_with = frome ( interacting_with ) ;
@ -6757,44 +6720,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
float speed = 0.0f ;
{
if ( gs . player - > killed ) gs . player - > state = CHARACTER_KILLED ;
switch ( gs . player - > state )
{
case CHARACTER_WALKING :
player_armature . go_to_animation = MD_S8Lit ( " Running " ) ;
break ;
case CHARACTER_IDLE :
player_armature . go_to_animation = MD_S8Lit ( " Idle " ) ;
break ;
case CHARACTER_KILLED :
player_armature . go_to_animation = MD_S8Lit ( " Die Backwards " ) ;
player_armature . next_animation_isnt_looping = true ;
break ;
}
switch ( gs . player - > state )
{
case CHARACTER_WALKING :
speed = PLAYER_SPEED ;
if ( LenV2 ( movement ) = = 0.0 )
{
gs . player - > state = CHARACTER_IDLE ;
}
else
{
}
break ;
case CHARACTER_IDLE :
if ( LenV2 ( movement ) > 0.01 )
gs . player - > state = CHARACTER_WALKING ;
break ;
case CHARACTER_KILLED :
break ;
}
} // not time stopped
if ( ! gs . player - > killed ) speed = PLAYER_SPEED ;
// velocity processing
{
gs . player - > last_moved = NormV2 ( movement ) ;
@ -6907,17 +6833,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
draw_quad ( ( DrawParams ) { quad_centered ( interacting_with - > pos , V2 ( TILE_SIZE , TILE_SIZE ) ) , image_hovering_circle , full_region ( image_hovering_circle ) , WHITE , . layer = LAYER_UI } ) ;
}
if ( gs . player - > state = = CHARACTER_WALKING )
{
}
else if ( gs . player - > state = = CHARACTER_IDLE )
{
}
else
{
assert ( false ) ; // unknown character state? not defined how to draw
}
// hurt vignette
if ( gs . player - > damage > 0.0 )
{
@ -7010,7 +6925,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
draw_centered_text ( ( TextParams ) { false , without_unsaid , V2 ( screen_size ( ) . x * 0.5f , screen_size ( ) . y * 0.75f ) , blendalpha ( WHITE , visible ) , 1.0f , . use_font = & font_for_text_input } ) ;
draw_centered_text ( ( TextParams ) { false , MD_S8Lit ( " (Press E to speak) " ) , V2 ( screen_size ( ) . x * 0.5f , screen_size ( ) . y * 0.25f ) , blendalpha ( WHITE , visible * 0.5f ) , 0.8f , . use_font = & font_for_text_input } ) ;
if ( pressed. interact )
if ( should_be_visible & & pressed. interact )
{
begin_text_input ( ) ;
}