diff --git a/main.c b/main.c index fde2990..93d5b71 100644 --- a/main.c +++ b/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(); } diff --git a/makeprompt.h b/makeprompt.h index 8d6fd00..47af734 100644 --- a/makeprompt.h +++ b/makeprompt.h @@ -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) {