Remove player/NPC divide, symmetric functionality

main
Cameron Murphy Reikes 8 months ago
parent fb0c260278
commit 3a2a07a4c4

181
main.c

@ -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_character);
assert(from->npc_kind != NPC_Player);
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_character)
if(from->npc_kind != NPC_Player)
{
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_character)
if(it->npc_kind == NPC_Player)
{
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_character)
if(it->npc_kind == NPC_Player)
{
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_character;
if (entity_talkable) entity_talkable = entity_talkable && (*it)->npc_kind != NPC_Player;
#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();
}

@ -151,20 +151,12 @@ typedef struct EntityRef
int generation;
} EntityRef;
typedef enum CharacterState
{
CHARACTER_WALKING,
CHARACTER_IDLE,
CHARACTER_KILLED,
} CharacterState;
typedef enum
{
STANDING_INDIFFERENT,
STANDING_JOINED,
} NPCPlayerStanding;
typedef Vec4 Color;
typedef BUFF(Vec2, MAX_ASTAR_NODES) AStarPath;
@ -219,7 +211,6 @@ typedef struct Entity
// the kinds are at the top so you can quickly see what kind an entity is in the debugger
bool is_world; // the static world. An entity is always returned when you collide with something so support that here
bool is_npc;
bool is_character;
// fields for all gs.entities
Vec2 pos;
@ -262,15 +253,8 @@ typedef struct Entity
int gen_request_id;
Vec2 target_goto;
// character
bool waiting_on_speech_with_somebody;
EntityRef interacting_with; // for drawing outline on maybe interacting with somebody
Vec2 to_throw_direction;
BUFF(Vec2, 8) position_history; // so npcs can follow behind the player
CharacterState state;
EntityRef talking_to;
} Entity;
@ -408,7 +392,7 @@ MD_String8 generate_chatgpt_prompt(MD_Arena *arena, GameState *gs, Entity *e, Ca
AddFmt("The characters who are near you, that you can target:\n");
BUFF_ITER(Entity*, &can_talk_to)
{
assert((*it)->is_npc || (*it)->is_character);
assert((*it)->is_npc);
MD_String8 info = MD_S8Lit("");
if((*it)->killed)
{
@ -575,7 +559,7 @@ MD_String8 parse_chatgpt_response(MD_Arena *arena, Entity *e, MD_String8 action_
{
error_message = FmtWithLint(arena, "Speech string provided is too big, maximum bytes is %d", MAX_SENTENCE_LENGTH);
}
assert(!e->is_character); // player can't perform AI actions?
assert(e->npc_kind != NPC_Player); // player can't perform AI actions?
if(error_message.size == 0)
{

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