Add an arrow that insults you, and traps you in a fight until you refute the

insult
main
parent 95b82ccf05
commit 5d8a977e9b

@ -126,6 +126,10 @@
{
filepath: "scroll.png",
}
@image arrow:
{
filepath: "arrow.png",
}
@image swipe:
{
filepath: "swipe.png",

@ -304,18 +304,18 @@
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@ -359,8 +359,8 @@
"rotation":0,
"visible":true,
"width":32,
"x":1530.91836734694,
"y":2583.40136054421
"x":1528.58503401361,
"y":2542.40136054421
},
{
"class":"",
@ -450,12 +450,12 @@
"class":"",
"height":32,
"id":29,
"name":"Bill",
"name":"Arrow",
"rotation":0,
"visible":true,
"width":32,
"x":1511.66666666667,
"y":2492.33333333333
"x":1451,
"y":2652.33333333333
},
{
"class":"",
@ -495,6 +495,17 @@
"width":32,
"x":1523.33333333333,
"y":1500.16666666667
},
{
"class":"",
"height":32,
"id":33,
"name":"Bill",
"rotation":0,
"visible":true,
"width":32,
"x":1505.33333333333,
"y":2401.33333333333
}],
"opacity":1,
"type":"objectgroup",
@ -503,7 +514,7 @@
"y":0
}],
"nextlayerid":5,
"nextobjectid":33,
"nextobjectid":34,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.9.2",

@ -18,6 +18,12 @@ const char *bravado_thought = "For some reason, suddenly I feel a yearning for a
#define Scroll2_Secret "temperance"
#define Scroll3_Secret "magenta"
const char *arrow_insults[] = {
"You aren't good enough for anybody.",
"Your personality is embarrassing.",
"Your armor is weak and silly.",
};
const char *top_of_header = ""
"#pragma once\n"
"\n";
@ -242,10 +248,16 @@ CharacterGen characters[] = {
},
{
#undef NPC_NAME
#define NPC_NAME "Arrow"
#define NPC_NAME "Offensive Arrow"
.name = NPC_NAME,
.enum_name = "Arrow",
.prompt = "He is a calm, honorable ruler, who does the best he can to do good by his people, even if they can be a little crazy at times.",
.prompt = "It is a spiked arrow designd to insult and deride the player, with a specific insult. It will fight them until the player denies and rejects the insult, at which point it stops fighting.",
.writing_style = {
"You are quite the stinker!",
"I won't back down until you deny the allegations.",
"Quite an odd stance, you have.",
"Refute my insult, or stay perpetually in battle.",
},
},
{
#undef NPC_NAME

119
main.c

@ -655,6 +655,10 @@ Vec2 entity_aabb_size(Entity *e)
{
return V2(TILE_SIZE*2.0f, TILE_SIZE*2.0f);
}
else if (e->npc_kind == NPC_Arrow)
{
return V2(TILE_SIZE*2.0f, TILE_SIZE*2.0f);
}
else
{
assert(false);
@ -1272,6 +1276,10 @@ void cause_action_side_effects(Entity *from, Action a)
player->state = CHARACTER_TALKING;
assert(is_fighting(player));
}
if(a.kind == ACT_stops_fighting_player && from->npc_kind == NPC_Arrow)
{
from->destroy = true;
}
if(a.kind == ACT_stops_fighting_player || a.kind == ACT_leaves_player)
{
from->standing = STANDING_INDIFFERENT;
@ -2936,6 +2944,7 @@ typedef struct CollisionInfo
{
bool happened;
Vec2 normal;
BUFF(Entity*, 8) with;
}CollisionInfo;
typedef struct MoveSlideParams
@ -2959,9 +2968,12 @@ Vec2 move_and_slide(MoveSlideParams p)
assert(collision_aabb_size.x > 0.0f);
assert(collision_aabb_size.y > 0.0f);
AABB at_new = aabb_centered(new_pos, collision_aabb_size);
BUFF(AABB, 256) to_check = { 0 };
typedef struct
{
AABB aabb;
Entity *e; // optional
} CollisionObj;
BUFF(CollisionObj, 256) to_check = { 0 };
// add tilemap boxes
{
@ -2980,7 +2992,7 @@ Vec2 move_and_slide(MoveSlideParams p)
if (is_tile_solid(get_tile_layer(&level_level0, 2, tilecoord_to_check)))
{
AABB t = tile_aabb(tilecoord_to_check);
BUFF_APPEND(&to_check, t);
BUFF_APPEND(&to_check, ((CollisionObj){t, 0}));
}
}
}
@ -2993,7 +3005,7 @@ Vec2 move_and_slide(MoveSlideParams p)
{
if (!(it->is_character && it->is_rolling) && it != p.from && !(it->is_npc && it->dead) && !it->is_item && !(it->is_npc && it->npc_kind == NPC_Door && it->opened))
{
BUFF_APPEND(&to_check, aabb_centered(it->pos, entity_aabb_size(it)));
BUFF_APPEND(&to_check, ((CollisionObj){aabb_centered(it->pos, entity_aabb_size(it)), it}));
}
}
}
@ -3002,12 +3014,12 @@ Vec2 move_and_slide(MoveSlideParams p)
// box first, because doing so is a simple heuristic to avoid depenetrating and losing
// sideways velocity. It's visual and I can't put diagrams in code so uh oh!
typedef BUFF(AABB, 32) OverlapBuff;
typedef BUFF(CollisionObj, 32) OverlapBuff;
OverlapBuff actually_overlapping = { 0 };
BUFF_ITER(AABB, &to_check)
BUFF_ITER(CollisionObj, &to_check)
{
if (overlapping(at_new, *it))
if (overlapping(at_new, it->aabb))
{
BUFF_APPEND(&actually_overlapping, *it);
}
@ -3017,9 +3029,9 @@ Vec2 move_and_slide(MoveSlideParams p)
float smallest_distance = FLT_MAX;
int smallest_aabb_index = 0;
int i = 0;
BUFF_ITER(AABB, &actually_overlapping)
BUFF_ITER(CollisionObj, &actually_overlapping)
{
float cur_dist = LenV2(SubV2(aabb_center(at_new), aabb_center(*it)));
float cur_dist = LenV2(SubV2(aabb_center(at_new), aabb_center(it->aabb)));
if (cur_dist < smallest_distance) {
smallest_distance = cur_dist;
smallest_aabb_index = i;
@ -3033,7 +3045,7 @@ Vec2 move_and_slide(MoveSlideParams p)
{
BUFF_APPEND(&overlapping_smallest_first, actually_overlapping.data[smallest_aabb_index]);
}
BUFF_ITER_I(AABB, &actually_overlapping, i)
BUFF_ITER_I(CollisionObj, &actually_overlapping, i)
{
if (i == smallest_aabb_index)
{
@ -3045,33 +3057,35 @@ Vec2 move_and_slide(MoveSlideParams p)
}
// overlapping
BUFF_ITER(AABB, &overlapping_smallest_first)
BUFF_ITER(CollisionObj, &overlapping_smallest_first)
{
dbgcol(GREEN)
{
dbgrect(*it);
dbgrect(it->aabb);
}
}
//overlapping_smallest_first = actually_overlapping;
BUFF_ITER(AABB, &actually_overlapping)
BUFF_ITER(CollisionObj, &actually_overlapping)
dbgcol(WHITE)
dbgrect(*it);
dbgrect(it->aabb);
BUFF_ITER(AABB, &overlapping_smallest_first)
BUFF_ITER(CollisionObj, &overlapping_smallest_first)
dbgcol(WHITE)
dbgsquare(aabb_center(*it));
dbgsquare(aabb_center(it->aabb));
CollisionInfo info = { 0 };
for (int col_iter_i = 0; col_iter_i < 1; col_iter_i++)
BUFF_ITER(AABB, &overlapping_smallest_first)
BUFF_ITER(CollisionObj, &overlapping_smallest_first)
{
AABB to_depenetrate_from = *it;
AABB to_depenetrate_from = it->aabb;
int iters_tried_to_push_apart = 0;
bool happened_with_this_one = false;
while (overlapping(to_depenetrate_from, at_new) && iters_tried_to_push_apart < 500)
{
happened_with_this_one = true;
const float move_dist = 0.1f;
info.happened = true;
@ -3103,6 +3117,32 @@ Vec2 move_and_slide(MoveSlideParams p)
at_new.lower_right = AddV2(at_new.lower_right, move);
iters_tried_to_push_apart++;
}
if(happened_with_this_one)
{
bool already_in_happened = false;
Entity *e = it->e;
if(e)
{
BUFF_ITER(Entity *, &info.with)
{
if(e == *it)
{
already_in_happened = true;
}
}
if(!already_in_happened)
{
if(!BUFF_HAS_SPACE(&info.with))
{
Log("WARNING not enough space in collision info out\n");
}
else
{
BUFF_APPEND(&info.with, e);
}
}
}
}
}
if (p.col_info_out) *p.col_info_out = info;
@ -3919,7 +3959,6 @@ void frame(void)
it->being_hovered = false;
if (player->in_conversation_mode)
{
if (has_point(entity_aabb(it), screen_to_world(mouse_pos)))
{
it->being_hovered = true;
@ -4290,6 +4329,40 @@ void frame(void)
} // skelton combat and movement
}
// @Place(NPC processing)
else if(it->npc_kind == NPC_Arrow)
{
if(it->standing == STANDING_INDIFFERENT)
{
CollisionInfo info = {0};
Vec2 movement = V2(ARROW_SPEED * dt, 0);
it->pos = move_and_slide((MoveSlideParams){it, it->pos, movement, .col_info_out = &info});
if(info.happened)
{
Entity *from = it;
BUFF_ITER(Entity *, &info.with)
{
if((*it)->is_character || ((*it)->is_npc && (*it)->standing == STANDING_JOINED))
{
Action fighting_action = {0};
fighting_action.kind = ACT_fights_player;
MD_String8 insult = MD_S8Fmt(frame_arena, "Ahaha! %s", arrow_insults[rand() % ARRLEN(arrow_insults)]);
memcpy(fighting_action.speech, insult.str, insult.size);
fighting_action.speech_length = (int)insult.size;
fighting_action.talking_to_somebody = true;
fighting_action.talking_to_kind = NPC_Player;
perform_action(from, fighting_action);
break;
}
}
if(from->standing != STANDING_FIGHTING)
{
// hit something, but didn't hit a fightable thing, or couldn't fight a fightable thing it hit
from->destroy = true;
}
}
}
}
else if(it->npc_kind == NPC_Door)
{
if(it->opened) it->opened_amount = Lerp(it->opened_amount, dt*5.0f, 1.0f);
@ -4850,6 +4923,12 @@ void frame(void)
draw_shadow_for(d);
draw_quad(d);
}
else if(it->npc_kind == NPC_Arrow)
{
DrawParams d = { true, quad_centered(it->pos, entity_aabb_size(it)), IMG(image_arrow), WHITE, };
draw_shadow_for(d);
draw_quad(d);
}
else
{
assert(false);

@ -11,6 +11,7 @@
#define CHARACTERS_PER_SEC 45.0f
#define PROPAGATE_ACTIONS_RADIUS (TILE_SIZE*4.0f)
#define SWORD_SWIPE_RADIUS (TILE_SIZE*3.0f)
#define ARROW_SPEED 100.0f
#define ARENA_SIZE (1024*1024)

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