Fix keyboard shortcuts firing when nobody to talk to

main
parent c9ef9a69be
commit 70c9a1aadb

@ -150,5 +150,5 @@
}
@level level0:
{
filepath: "testsmalllevel.json",
filepath: "new_level.json",
}

@ -2823,6 +2823,27 @@ void frame(void)
}
if(it->standing == STANDING_JOINED)
{
int place_in_line = 1;
Entity *e = it;
ENTITIES_ITER(gs.entities)
{
if(it->is_npc && it->standing == STANDING_JOINED)
{
if(it == e) break;
place_in_line += 1;
}
}
Vec2 target = get_point_along_trail(BUFF_MAKEREF(&player->position_history), (float)place_in_line * TILE_SIZE);
it->pos = LerpV2(it->pos, dt*5.0f, target);
}
// A* and shotgun movement code
if(false)
if (it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED)
{
Entity *targeting = player;
@ -3372,7 +3393,14 @@ F cost: G + H
else
{
//SAY_ARG(ACT_give_item, "Here you go" , "ITEM_Chalice");
SAY(ACT_joins_player, "I am an NPC");
if(it->standing != STANDING_JOINED)
{
SAY(ACT_joins_player, "I am an NPC");
}
else
{
SAY(ACT_none, "What's good");
}
//SAY(ACT_fights_player, "I am an NPC. Bla bla bl alb djsfklalfkdsaj. Did you know shortcake?");
}
Perception p = { 0 };
@ -3618,8 +3646,6 @@ F cost: G + H
{
DrawnAnimatedSprite to_draw = { 0 };
dbgline(screen_to_world(mouse_pos), player->pos);
if(player->position_history.cur_index > 0)
{
float trail_len = get_total_trail_len(BUFF_MAKEREF(&player->position_history));
@ -3946,7 +3972,7 @@ F cost: G + H
end_text_input("");
pressed.speak_shortcut = false;
}
if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, "Speak", __LINE__, unwarped_dt, receiving_text_input) || pressed.speak_shortcut)
if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, "Speak", __LINE__, unwarped_dt, receiving_text_input) || (talking_to && pressed.speak_shortcut))
{
begin_text_input();
}
@ -3967,7 +3993,7 @@ F cost: G + H
choosing_item_grid = false;
}
if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, "Give Item", __LINE__, unwarped_dt, choosing_item_grid) || pressed.give_shortcut)
if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, "Give Item", __LINE__, unwarped_dt, choosing_item_grid) || (talking_to && pressed.give_shortcut))
{
choosing_item_grid = true;
}

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