From 8783c057e6c0c61d2f04aafbf7c79b667a720421 Mon Sep 17 00:00:00 2001 From: Cameron Reikes Date: Mon, 15 May 2023 18:50:05 -0700 Subject: [PATCH] Vim audoindent is broken, manually fix... --- main.c | 2540 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 1270 insertions(+), 1270 deletions(-) diff --git a/main.c b/main.c index 4483006..795ba58 100644 --- a/main.c +++ b/main.c @@ -56,8 +56,8 @@ WebArena *web_arena_alloc() *to_return = (WebArena) { .data = calloc(1, ARENA_SIZE), - .cap = ARENA_SIZE, - .pos = 0, + .cap = ARENA_SIZE, + .pos = 0, }; return to_return; @@ -798,7 +798,7 @@ void reset_level() if (it->npc_kind == NPC_TheBlacksmith) { //RANGE_ITER(0, 20) - //BUFF_APPEND(&it->remembered_perceptions, ((Perception) { .type = PlayerDialog, .player_dialog = SENTENCE_CONST("Testing dialog") })); + //BUFF_APPEND(&it->remembered_perceptions, ((Perception) { .type = PlayerDialog, .player_dialog = SENTENCE_CONST("Testing dialog") })); //BUFF_APPEND(&it->held_items, ITEM_Chalice); } @@ -1490,7 +1490,7 @@ StacktraceInfo get_stacktrace() for(int i = 0; i < captured; i++) { StacktraceElem new_elem = {0}; - + SYMBOL_INFO *symbol = calloc(sizeof(SYMBOL_INFO) + ARRLEN(new_elem.data), 1); symbol->MaxNameLen = ARRLEN(new_elem.data); @@ -1655,7 +1655,7 @@ bool in_screen_space = false; void line(Vec2 from, Vec2 to, float line_width, Color color) { Vec2 normal = rotate_counter_clockwise(NormV2_or_zero(SubV2(to, from))); - + Quad line_quad = { .points = { AddV2(from, MulV2F(normal, line_width)), // upper left @@ -2802,8 +2802,8 @@ void frame(void) { assert(it->gen_request_id > 0); int status = EM_ASM_INT( { - return get_generation_request_status($0); - }, it->gen_request_id); + return get_generation_request_status($0); + }, it->gen_request_id); if (status == 0) { // simply not done yet @@ -2815,9 +2815,9 @@ void frame(void) // done! we can get the string char sentence_str[MAX_SENTENCE_LENGTH] = { 0 }; EM_ASM( { - let generation = get_generation_request_content($0); - stringToUTF8(generation, $1, $2); - }, it->gen_request_id, sentence_str, ARRLEN(sentence_str)); + let generation = get_generation_request_content($0); + stringToUTF8(generation, $1, $2); + }, it->gen_request_id, sentence_str, ARRLEN(sentence_str)); // parse out from the sentence NPC action and dialog @@ -2836,8 +2836,8 @@ void frame(void) } EM_ASM( { - done_with_generation_request($0); - }, it->gen_request_id); + done_with_generation_request($0); + }, it->gen_request_id); } else if (status == 2) { @@ -2932,356 +2932,356 @@ void frame(void) // A* and shotgun movement code if(false) - if (it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED) - { - Entity *targeting = player; - -/* -G cost: distance from the current node to the start node -H cost: distance from the current node to the target node - -G H - SUM -F cost: G + H -*/ - Vec2 to = targeting->pos; - - PathCache *cached = get_path_cache(elapsed_time, it->cached_path); - AStarPath path = { 0 }; - bool succeeded = false; - if (cached) - { - path = cached->path; - succeeded = true; - } - else + if (it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED) { - Vec2 from = it->pos; - typedef struct AStarNode { - bool exists; - struct AStarNode * parent; - bool in_closed_set; - bool in_open_set; - float f_score; // total of g score and h score - float g_score; // distance from the node to the start node - Vec2 pos; - } AStarNode; - - BUFF(AStarNode, MAX_ASTAR_NODES) nodes = { 0 }; - struct { Vec2 key; AStarNode *value; } *node_cache = 0; + Entity *targeting = player; + + /* + G cost: distance from the current node to the start node + H cost: distance from the current node to the target node + + G H + SUM + F cost: G + H + */ + Vec2 to = targeting->pos; + + PathCache *cached = get_path_cache(elapsed_time, it->cached_path); + AStarPath path = { 0 }; + bool succeeded = false; + if (cached) + { + path = cached->path; + succeeded = true; + } + else + { + Vec2 from = it->pos; + typedef struct AStarNode { + bool exists; + struct AStarNode * parent; + bool in_closed_set; + bool in_open_set; + float f_score; // total of g score and h score + float g_score; // distance from the node to the start node + Vec2 pos; + } AStarNode; + + BUFF(AStarNode, MAX_ASTAR_NODES) nodes = { 0 }; + struct { Vec2 key; AStarNode *value; } *node_cache = 0; #define V2_HASH(v) (FloorV2(v)) - const float jump_size = TILE_SIZE / 2.0f; - BUFF_APPEND(&nodes, ((AStarNode) { .in_open_set = true, .pos = from })); - Vec2 from_hash = V2_HASH(from); - float got_there_tolerance = max_coord(entity_aabb_size(player))*1.5f; - hmput(node_cache, from_hash, &nodes.data[0]); - - bool should_quit = false; - AStarNode *last_node = 0; - PROFILE_SCOPE("A* Pathfinding") // astar pathfinding a star - while (!should_quit) - { - int openset_size = 0; - BUFF_ITER(AStarNode, &nodes) if (it->in_open_set) openset_size += 1; - if (openset_size == 0) - { - should_quit = true; - } - else + const float jump_size = TILE_SIZE / 2.0f; + BUFF_APPEND(&nodes, ((AStarNode) { .in_open_set = true, .pos = from })); + Vec2 from_hash = V2_HASH(from); + float got_there_tolerance = max_coord(entity_aabb_size(player))*1.5f; + hmput(node_cache, from_hash, &nodes.data[0]); + + bool should_quit = false; + AStarNode *last_node = 0; + PROFILE_SCOPE("A* Pathfinding") // astar pathfinding a star + while (!should_quit) { - AStarNode *current = 0; - PROFILE_SCOPE("Get lowest fscore astar node in open set") - { - float min_fscore = INFINITY; - int min_fscore_index = -1; - BUFF_ITER_I(AStarNode, &nodes, i) - if (it->in_open_set) - { - if (it->f_score < min_fscore) - { - min_fscore = it->f_score; - min_fscore_index = i; - } - } - assert(min_fscore_index >= 0); - current = &nodes.data[min_fscore_index]; - assert(current); - } - - float length_to_goal = 0.0f; - PROFILE_SCOPE("get length to goal") length_to_goal = LenV2(SubV2(to, current->pos)); - - if (length_to_goal <= got_there_tolerance) + int openset_size = 0; + BUFF_ITER(AStarNode, &nodes) if (it->in_open_set) openset_size += 1; + if (openset_size == 0) { - succeeded = true; should_quit = true; - last_node = current; } else { - current->in_open_set = false; - Vec2 neighbor_positions[] = { - V2(-jump_size, 0.0f), - V2(jump_size, 0.0f), - V2(0.0f, jump_size), - V2(0.0f, -jump_size), - - V2(-jump_size, jump_size), - V2(jump_size, jump_size), - V2(jump_size, -jump_size), - V2(-jump_size, -jump_size), - }; - ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos); - - Entity *e = it; - - PROFILE_SCOPE("Checking neighbor positions") - ARR_ITER(Vec2, neighbor_positions) - { - Vec2 cur_pos = *it; - - dbgsquare(cur_pos); - - bool would_block_me = false; - - PROFILE_SCOPE("Checking for overlap") + AStarNode *current = 0; + PROFILE_SCOPE("Get lowest fscore astar node in open set") + { + float min_fscore = INFINITY; + int min_fscore_index = -1; + BUFF_ITER_I(AStarNode, &nodes, i) + if (it->in_open_set) { - Overlapping overlapping_at_want = get_overlapping(&level_level0, entity_aabb_at(e, cur_pos)); - BUFF_ITER(Overlap, &overlapping_at_want) if (is_overlap_collision(*it) && !(it->e && it->e == e)) would_block_me = true; + if (it->f_score < min_fscore) + { + min_fscore = it->f_score; + min_fscore_index = i; + } } + assert(min_fscore_index >= 0); + current = &nodes.data[min_fscore_index]; + assert(current); + } - if (would_block_me) - { - } - else + float length_to_goal = 0.0f; + PROFILE_SCOPE("get length to goal") length_to_goal = LenV2(SubV2(to, current->pos)); + + if (length_to_goal <= got_there_tolerance) + { + succeeded = true; + should_quit = true; + last_node = current; + } + else + { + current->in_open_set = false; + Vec2 neighbor_positions[] = { + V2(-jump_size, 0.0f), + V2(jump_size, 0.0f), + V2(0.0f, jump_size), + V2(0.0f, -jump_size), + + V2(-jump_size, jump_size), + V2(jump_size, jump_size), + V2(jump_size, -jump_size), + V2(-jump_size, -jump_size), + }; + ARR_ITER(Vec2, neighbor_positions) *it = AddV2(*it, current->pos); + + Entity *e = it; + + PROFILE_SCOPE("Checking neighbor positions") + ARR_ITER(Vec2, neighbor_positions) { - AStarNode *existing = 0; - Vec2 hash = V2_HASH(cur_pos); - existing = hmget(node_cache, hash); + Vec2 cur_pos = *it; - if (false) - PROFILE_SCOPE("look for existing A* node") - BUFF_ITER(AStarNode, &nodes) - { - if (V2ApproxEq(it->pos, cur_pos)) + dbgsquare(cur_pos); + + bool would_block_me = false; + + PROFILE_SCOPE("Checking for overlap") + { + Overlapping overlapping_at_want = get_overlapping(&level_level0, entity_aabb_at(e, cur_pos)); + BUFF_ITER(Overlap, &overlapping_at_want) if (is_overlap_collision(*it) && !(it->e && it->e == e)) would_block_me = true; + } + + if (would_block_me) + { + } + else + { + AStarNode *existing = 0; + Vec2 hash = V2_HASH(cur_pos); + existing = hmget(node_cache, hash); + + if (false) + PROFILE_SCOPE("look for existing A* node") + BUFF_ITER(AStarNode, &nodes) { - existing = it; - break; + if (V2ApproxEq(it->pos, cur_pos)) + { + existing = it; + break; + } } - } - float tentative_gscore = current->g_score + jump_size; - if (tentative_gscore < (existing ? existing->g_score : INFINITY)) - { - if (!existing) + float tentative_gscore = current->g_score + jump_size; + if (tentative_gscore < (existing ? existing->g_score : INFINITY)) { - if (!BUFF_HAS_SPACE(&nodes)) + if (!existing) { - should_quit = true; - succeeded = false; - } - else - { - BUFF_APPEND(&nodes, (AStarNode) { 0 }); - existing = &nodes.data[nodes.cur_index-1]; - existing->pos = cur_pos; - Vec2 pos_hash = V2_HASH(cur_pos); - hmput(node_cache, pos_hash, existing); + if (!BUFF_HAS_SPACE(&nodes)) + { + should_quit = true; + succeeded = false; + } + else + { + BUFF_APPEND(&nodes, (AStarNode) { 0 }); + existing = &nodes.data[nodes.cur_index-1]; + existing->pos = cur_pos; + Vec2 pos_hash = V2_HASH(cur_pos); + hmput(node_cache, pos_hash, existing); + } } - } - if (existing) - PROFILE_SCOPE("estimate heuristic") - { - existing->parent = current; - existing->g_score = tentative_gscore; - float h_score = 0.0f; + if (existing) + PROFILE_SCOPE("estimate heuristic") { - // diagonal movement heuristic from some article - Vec2 curr_cell = *it; - Vec2 goal = to; - float D = jump_size; - float D2 = LenV2(V2(jump_size, jump_size)); - float dx = fabsf(curr_cell.x - goal.x); - float dy = fabsf(curr_cell.y - goal.y); - float h = D * (dx + dy) + (D2 - 2 * D) * fminf(dx, dy); - - h_score += h; - // approx distance with manhattan distance - //h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y); + existing->parent = current; + existing->g_score = tentative_gscore; + float h_score = 0.0f; + { + // diagonal movement heuristic from some article + Vec2 curr_cell = *it; + Vec2 goal = to; + float D = jump_size; + float D2 = LenV2(V2(jump_size, jump_size)); + float dx = fabsf(curr_cell.x - goal.x); + float dy = fabsf(curr_cell.y - goal.y); + float h = D * (dx + dy) + (D2 - 2 * D) * fminf(dx, dy); + + h_score += h; + // approx distance with manhattan distance + //h_score += fabsf(existing->pos.x - to.x) + fabsf(existing->pos.y - to.y); + } + existing->f_score = tentative_gscore + h_score; + existing->in_open_set = true; } - existing->f_score = tentative_gscore + h_score; - existing->in_open_set = true; - } + } } } - } + } } } - } - hmfree(node_cache); - node_cache = 0; + hmfree(node_cache); + node_cache = 0; - // reconstruct path - if (succeeded) - { - assert(last_node); - AStarNode *cur = last_node; - while (cur) + // reconstruct path + if (succeeded) { - BUFF_PUSH_FRONT(&path, cur->pos); - cur = cur->parent; + assert(last_node); + AStarNode *cur = last_node; + while (cur) + { + BUFF_PUSH_FRONT(&path, cur->pos); + cur = cur->parent; + } } + + if (succeeded) + it->cached_path = cache_path(elapsed_time, &path); } + Vec2 next_point_on_path = { 0 }; if (succeeded) - it->cached_path = cache_path(elapsed_time, &path); - } - - Vec2 next_point_on_path = { 0 }; - if (succeeded) - { - float nearest_dist = INFINITY; - int nearest_index = -1; - Entity *from = it; - BUFF_ITER_I(Vec2, &path, i) { - float dist = LenV2(SubV2(*it, from->pos)); - if (dist < nearest_dist) + float nearest_dist = INFINITY; + int nearest_index = -1; + Entity *from = it; + BUFF_ITER_I(Vec2, &path, i) { - nearest_dist = dist; - nearest_index = i; + float dist = LenV2(SubV2(*it, from->pos)); + if (dist < nearest_dist) + { + nearest_dist = dist; + nearest_index = i; + } } - } - assert(nearest_index >= 0); - int target_index = (nearest_index + 1); + assert(nearest_index >= 0); + int target_index = (nearest_index + 1); - if (target_index >= path.cur_index) - { - next_point_on_path = to; - } - else - { - next_point_on_path = path.data[target_index]; + if (target_index >= path.cur_index) + { + next_point_on_path = to; + } + else + { + next_point_on_path = path.data[target_index]; + } } - } - BUFF_ITER_I(Vec2, &path, i) - { - if (i == 0) - { - } - else + BUFF_ITER_I(Vec2, &path, i) { - dbgcol(BLUE) dbgline(*it, path.data[i-1]); + if (i == 0) + { + } + else + { + dbgcol(BLUE) dbgline(*it, path.data[i-1]); + } } - } - { - if (npc_attacks_with_sword(it)) { - if (fabsf(it->vel.x) > 0.01f) - it->facing_left = it->vel.x < 0.0f; - - it->pos = move_and_slide((MoveSlideParams) { it, it->pos, MulV2F(it->vel, pixels_per_meter * dt) }); - AABB weapon_aabb = entity_sword_aabb(it, 30.0f, 18.0f); - Vec2 target_vel = { 0 }; - Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb); - if (it->swing_timer > 0.0) + if (npc_attacks_with_sword(it)) { - player_in_combat = true; - it->swing_timer += dt; - if (it->swing_timer >= anim_sprite_duration(ANIM_skeleton_swing_sword)) - { - it->swing_timer = 0.0; - } - if (it->swing_timer >= 0.4f) + if (fabsf(it->vel.x) > 0.01f) + it->facing_left = it->vel.x < 0.0f; + + it->pos = move_and_slide((MoveSlideParams) { it, it->pos, MulV2F(it->vel, pixels_per_meter * dt) }); + AABB weapon_aabb = entity_sword_aabb(it, 30.0f, 18.0f); + Vec2 target_vel = { 0 }; + Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb); + if (it->swing_timer > 0.0) { - SwordToDamage to_damage = entity_sword_to_do_damage(it, overlapping_weapon); - Entity *from = it; - BUFF_ITER(Entity *, &to_damage) + player_in_combat = true; + it->swing_timer += dt; + if (it->swing_timer >= anim_sprite_duration(ANIM_skeleton_swing_sword)) { - request_do_damage(*it, from, DAMAGE_SWORD); + it->swing_timer = 0.0; } - } - } - else - { - // in huntin' range - //it->walking = LenV2(SubV2(player->pos, it->pos)) < 250.0f; - it->walking = true; - if (it->walking) - { - player_in_combat = true; - Entity *skele = it; - BUFF_ITER(Overlap, &overlapping_weapon) + if (it->swing_timer >= 0.4f) { - if (it->e && it->e->is_character) + SwordToDamage to_damage = entity_sword_to_do_damage(it, overlapping_weapon); + Entity *from = it; + BUFF_ITER(Entity *, &to_damage) { - skele->swing_timer += dt; - BUFF_CLEAR(&skele->done_damage_to_this_swing); + request_do_damage(*it, from, DAMAGE_SWORD); } } - target_vel = MulV2F(NormV2(SubV2(next_point_on_path, it->pos)), PLAYER_ROLL_SPEED); } else { + // in huntin' range + //it->walking = LenV2(SubV2(player->pos, it->pos)) < 250.0f; + it->walking = true; + if (it->walking) + { + player_in_combat = true; + Entity *skele = it; + BUFF_ITER(Overlap, &overlapping_weapon) + { + if (it->e && it->e->is_character) + { + skele->swing_timer += dt; + BUFF_CLEAR(&skele->done_damage_to_this_swing); + } + } + target_vel = MulV2F(NormV2(SubV2(next_point_on_path, it->pos)), PLAYER_ROLL_SPEED); + } + else + { + } } + it->vel = LerpV2(it->vel, dt*8.0f, target_vel); } - it->vel = LerpV2(it->vel, dt*8.0f, target_vel); - } - - if (npc_attacks_with_shotgun(it)) - if (succeeded) - { - Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos)); - Vec2 rotate_direction; - if (it->direction_of_spiral_pattern) - { - rotate_direction = rotate_counter_clockwise(to_player); - } - else - { - rotate_direction = rotate_clockwise(to_player); - } - Vec2 target_vel = NormV2(SubV2(next_point_on_path, it->pos)); - target_vel = MulV2F(target_vel, 3.0f); - it->vel = LerpV2(it->vel, 15.0f * dt, target_vel); - CollisionInfo col = { 0 }; - it->pos = move_and_slide((MoveSlideParams) { it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .col_info_out = &col }); - if (col.happened) - { - it->direction_of_spiral_pattern = !it->direction_of_spiral_pattern; - } - if (it->standing == STANDING_FIGHTING) + if (npc_attacks_with_shotgun(it)) + if (succeeded) { - it->shotgun_timer += dt; Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos)); - if (it->shotgun_timer >= 1.0f) + Vec2 rotate_direction; + if (it->direction_of_spiral_pattern) + { + rotate_direction = rotate_counter_clockwise(to_player); + } + else + { + rotate_direction = rotate_clockwise(to_player); + } + Vec2 target_vel = NormV2(SubV2(next_point_on_path, it->pos)); + target_vel = MulV2F(target_vel, 3.0f); + it->vel = LerpV2(it->vel, 15.0f * dt, target_vel); + CollisionInfo col = { 0 }; + it->pos = move_and_slide((MoveSlideParams) { it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .col_info_out = &col }); + if (col.happened) + { + it->direction_of_spiral_pattern = !it->direction_of_spiral_pattern; + } + + if (it->standing == STANDING_FIGHTING) { - it->shotgun_timer = 0.0f; - const float spread = (float)PI / 4.0f; - // shoot shotgun - int num_bullets = 5; - for (int i = 0; i < num_bullets; i++) + it->shotgun_timer += dt; + Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos)); + if (it->shotgun_timer >= 1.0f) { - Vec2 dir = to_player; - float theta = Lerp(-spread / 2.0f, ((float)i / (float)(num_bullets - 1)), spread / 2.0f); - dir = RotateV2(dir, theta); - Entity *new_bullet = new_entity(); - new_bullet->is_bullet = true; - new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f)); - new_bullet->vel = MulV2F(dir, 15.0f); - it->vel = AddV2(it->vel, MulV2F(dir, -3.0f)); + it->shotgun_timer = 0.0f; + const float spread = (float)PI / 4.0f; + // shoot shotgun + int num_bullets = 5; + for (int i = 0; i < num_bullets; i++) + { + Vec2 dir = to_player; + float theta = Lerp(-spread / 2.0f, ((float)i / (float)(num_bullets - 1)), spread / 2.0f); + dir = RotateV2(dir, theta); + Entity *new_bullet = new_entity(); + new_bullet->is_bullet = true; + new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f)); + new_bullet->vel = MulV2F(dir, 15.0f); + it->vel = AddV2(it->vel, MulV2F(dir, -3.0f)); + } } } - } - } + } + } } - } if (it->npc_kind == NPC_OldMan) { /* @@ -3436,69 +3436,69 @@ F cost: G + H { assert(false); } - } } + } - PROFILE_SCOPE("Destroy gs.entities, maybe send generation requests") + PROFILE_SCOPE("Destroy gs.entities, maybe send generation requests") + { + ENTITIES_ITER(gs.entities) { - ENTITIES_ITER(gs.entities) + if (it->destroy) { - if (it->destroy) - { - int gen = it->generation; - *it = (Entity) { 0 }; - it->generation = gen; - } - if (it->perceptions_dirty && !npc_does_dialog(it)) - { - it->perceptions_dirty = false; - } - if (it->perceptions_dirty) - { - it->perceptions_dirty = false; // needs to be in beginning because they might be redirtied by the new perception - PromptBuff prompt = { 0 }; + int gen = it->generation; + *it = (Entity) { 0 }; + it->generation = gen; + } + if (it->perceptions_dirty && !npc_does_dialog(it)) + { + it->perceptions_dirty = false; + } + if (it->perceptions_dirty) + { + it->perceptions_dirty = false; // needs to be in beginning because they might be redirtied by the new perception + PromptBuff prompt = { 0 }; #ifdef DO_CHATGPT_PARSING - generate_chatgpt_prompt(it, &prompt); + generate_chatgpt_prompt(it, &prompt); #else - generate_prompt(it, &prompt); + generate_prompt(it, &prompt); #endif - Log("Sending request with prompt `%s`\n", prompt.data); + Log("Sending request with prompt `%s`\n", prompt.data); #ifdef WEB - // fire off generation request, save id - BUFF(char, 512) completion_server_url = { 0 }; - printf_buff(&completion_server_url, "%s/completion", SERVER_URL); - int req_id = EM_ASM_INT( { - return make_generation_request(UTF8ToString($1), UTF8ToString($0)); - }, completion_server_url.data, prompt.data); - it->gen_request_id = req_id; + // fire off generation request, save id + BUFF(char, 512) completion_server_url = { 0 }; + printf_buff(&completion_server_url, "%s/completion", SERVER_URL); + int req_id = EM_ASM_INT( { + return make_generation_request(UTF8ToString($1), UTF8ToString($0)); + }, completion_server_url.data, prompt.data); + it->gen_request_id = req_id; #endif #ifdef DESKTOP - const char *argument = 0; - BUFF(char, 512) dialog_string = {0}; - Action act = ACT_none; + const char *argument = 0; + BUFF(char, 512) dialog_string = {0}; + Action act = ACT_none; - it->times_talked_to++; - if(it->remembered_perceptions.data[it->remembered_perceptions.cur_index-1].was_eavesdropped) - { - printf_buff(&dialog_string, "Responding to eavesdropped: "); - } - if(it->npc_kind == NPC_TheBlacksmith && it->standing != STANDING_JOINED) - { - assert(it->times_talked_to == 1); - act = ACT_joins_player; - printf_buff(&dialog_string, "Joining you..."); - } - else - { - printf_buff(&dialog_string, "%d times talked", it->times_talked_to); - } + it->times_talked_to++; + if(it->remembered_perceptions.data[it->remembered_perceptions.cur_index-1].was_eavesdropped) + { + printf_buff(&dialog_string, "Responding to eavesdropped: "); + } + if(it->npc_kind == NPC_TheBlacksmith && it->standing != STANDING_JOINED) + { + assert(it->times_talked_to == 1); + act = ACT_joins_player; + printf_buff(&dialog_string, "Joining you..."); + } + else + { + printf_buff(&dialog_string, "%d times talked", it->times_talked_to); + } - BUFF(char, 1024) mocked_ai_response = { 0 }; + BUFF(char, 1024) mocked_ai_response = { 0 }; - if(true) - { + if(true) + { if (argument) { printf_buff(&mocked_ai_response, "ACT_%s(%s) \"%s\"", actions[act].name, argument, dialog_string.data); @@ -3507,1243 +3507,1243 @@ F cost: G + H { printf_buff(&mocked_ai_response, "ACT_%s \"%s\"", actions[act].name, dialog_string.data); } - } - Perception p = { 0 }; - ChatgptParse parsed = parse_chatgpt_response(it, mocked_ai_response.data, &p); - assert(parsed.succeeded); - process_perception(it, p, player, &gs); + } + Perception p = { 0 }; + ChatgptParse parsed = parse_chatgpt_response(it, mocked_ai_response.data, &p); + assert(parsed.succeeded); + process_perception(it, p, player, &gs); #undef SAY #endif - } } } + } - PROFILE_SCOPE("process player") + PROFILE_SCOPE("process player") + { + // do dialog + Entity *closest_interact_with = 0; { - // do dialog - Entity *closest_interact_with = 0; + // find closest to talk to { - // find closest to talk to + AABB dialog_rect = centered_aabb(player->pos, V2(dialog_interact_size , dialog_interact_size)); + dbgrect(dialog_rect); + Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect); + float closest_interact_with_dist = INFINITY; + BUFF_ITER(Overlap, &possible_dialogs) { - AABB dialog_rect = centered_aabb(player->pos, V2(dialog_interact_size , dialog_interact_size)); - dbgrect(dialog_rect); - Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect); - float closest_interact_with_dist = INFINITY; - BUFF_ITER(Overlap, &possible_dialogs) - { - bool entity_talkable = true; - if (entity_talkable) entity_talkable = entity_talkable && !it->is_tile; - if (entity_talkable) entity_talkable = entity_talkable && it->e->is_npc; - //if(entity_talkable) entity_talkable = entity_talkable && !(it->e->npc_kind == NPC_Skeleton); + bool entity_talkable = true; + if (entity_talkable) entity_talkable = entity_talkable && !it->is_tile; + if (entity_talkable) entity_talkable = entity_talkable && it->e->is_npc; + //if(entity_talkable) entity_talkable = entity_talkable && !(it->e->npc_kind == NPC_Skeleton); #ifdef WEB - if (entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0; + if (entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0; #endif - bool entity_pickupable = !it->is_tile && !gete(player->holding_item) && it->e->is_item; + bool entity_pickupable = !it->is_tile && !gete(player->holding_item) && it->e->is_item; - if (entity_talkable || entity_pickupable) + if (entity_talkable || entity_pickupable) + { + float dist = LenV2(SubV2(it->e->pos, player->pos)); + if (dist < closest_interact_with_dist) { - float dist = LenV2(SubV2(it->e->pos, player->pos)); - if (dist < closest_interact_with_dist) - { - closest_interact_with_dist = dist; - closest_interact_with = it->e; - } + closest_interact_with_dist = dist; + closest_interact_with = it->e; } } } + } - interacting_with = closest_interact_with; - if (player->state == CHARACTER_TALKING) - { - interacting_with = gete(player->talking_to); - assert(interacting_with); - } + interacting_with = closest_interact_with; + if (player->state == CHARACTER_TALKING) + { + interacting_with = gete(player->talking_to); + assert(interacting_with); + } - // maybe get rid of talking to - if (player->state == CHARACTER_TALKING) - { - if (gete(player->talking_to) == 0) - { - player->state = CHARACTER_IDLE; - } - } - else + // maybe get rid of talking to + if (player->state == CHARACTER_TALKING) + { + if (gete(player->talking_to) == 0) { - player->talking_to = (EntityRef) { 0 }; + player->state = CHARACTER_IDLE; } } + else + { + player->talking_to = (EntityRef) { 0 }; + } + } - if (interact) + if (interact) + { + if (player->state == CHARACTER_TALKING) { - if (player->state == CHARACTER_TALKING) + // don't add extra stuff to be done when changing state because in several + // places it's assumed to end dialog I can just do player->state = CHARACTER_IDLE + player->state = CHARACTER_IDLE; + } + else if (closest_interact_with) + { + if (closest_interact_with->is_npc) { - // don't add extra stuff to be done when changing state because in several - // places it's assumed to end dialog I can just do player->state = CHARACTER_IDLE - player->state = CHARACTER_IDLE; + // begin dialog with closest npc + player->state = CHARACTER_TALKING; + player->talking_to = frome(closest_interact_with); } - else if (closest_interact_with) + else if (closest_interact_with->is_item) { - if (closest_interact_with->is_npc) - { - // begin dialog with closest npc - player->state = CHARACTER_TALKING; - player->talking_to = frome(closest_interact_with); - } - else if (closest_interact_with->is_item) - { - // pick up item - closest_interact_with->held_by_player = true; - player->holding_item = frome(closest_interact_with); - } - else - { - assert(false); - } + // pick up item + closest_interact_with->held_by_player = true; + player->holding_item = frome(closest_interact_with); } else { - if (gete(player->holding_item)) - { - // throw item if not talking to somebody with item - Entity *thrown = gete(player->holding_item); - assert(thrown); - thrown->vel = MulV2F(player->to_throw_direction, 20.0f); - thrown->held_by_player = false; - player->holding_item = (EntityRef) { 0 }; - } + assert(false); } } - - float speed = 0.0f; + else { - if (roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING)) - { - player->is_rolling = true; - player->roll_progress = 0.0; - } - if (attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING)) - { - player->state = CHARACTER_ATTACK; - BUFF_CLEAR(&player->done_damage_to_this_swing); - player->swing_progress = 0.0; - } - // after images - BUFF_ITER(PlayerAfterImage, &player->after_images) + if (gete(player->holding_item)) { - it->alive_for += dt; + // throw item if not talking to somebody with item + Entity *thrown = gete(player->holding_item); + assert(thrown); + thrown->vel = MulV2F(player->to_throw_direction, 20.0f); + thrown->held_by_player = false; + player->holding_item = (EntityRef) { 0 }; } - if (player->after_images.data[0].alive_for >= AFTERIMAGE_LIFETIME) + } + } + + float speed = 0.0f; + { + if (roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING)) + { + player->is_rolling = true; + player->roll_progress = 0.0; + } + if (attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING)) + { + player->state = CHARACTER_ATTACK; + BUFF_CLEAR(&player->done_damage_to_this_swing); + player->swing_progress = 0.0; + } + // after images + BUFF_ITER(PlayerAfterImage, &player->after_images) + { + it->alive_for += dt; + } + if (player->after_images.data[0].alive_for >= AFTERIMAGE_LIFETIME) + { + BUFF_REMOVE_FRONT(&player->after_images); + } + + // roll processing + { + if (player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING) { - BUFF_REMOVE_FRONT(&player->after_images); + player->roll_progress = 0.0; + player->is_rolling = false; } - - // roll processing + if (player->is_rolling) { - if (player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING) + player->after_image_timer += dt; + player->time_not_rolling = 0.0f; + player->roll_progress += dt; + if (player->roll_progress > anim_sprite_duration(ANIM_knight_rolling)) { - player->roll_progress = 0.0; player->is_rolling = false; } - if (player->is_rolling) - { - player->after_image_timer += dt; - player->time_not_rolling = 0.0f; - player->roll_progress += dt; - if (player->roll_progress > anim_sprite_duration(ANIM_knight_rolling)) - { - player->is_rolling = false; - } - } - if (!player->is_rolling) player->time_not_rolling += dt; } + if (!player->is_rolling) player->time_not_rolling += dt; + } - Vec2 target_vel = { 0 }; - - if (LenV2(movement) > 0.01f) player->to_throw_direction = NormV2(movement); - if (player->state == CHARACTER_WALKING) - { - speed = PLAYER_SPEED; - if (player->is_rolling) speed = PLAYER_ROLL_SPEED; + Vec2 target_vel = { 0 }; - if (gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots) - { - speed *= 2.0f; - } + if (LenV2(movement) > 0.01f) player->to_throw_direction = NormV2(movement); + if (player->state == CHARACTER_WALKING) + { + speed = PLAYER_SPEED; + if (player->is_rolling) speed = PLAYER_ROLL_SPEED; - if (LenV2(movement) == 0.0) - { - player->state = CHARACTER_IDLE; - } - else - { - } - } - else if (player->state == CHARACTER_IDLE) + if (gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots) { - if (LenV2(movement) > 0.01) player->state = CHARACTER_WALKING; + speed *= 2.0f; } - else if (player->state == CHARACTER_ATTACK) - { - AABB weapon_aabb = entity_sword_aabb(player, 40.0f, 25.0f); - dbgrect(weapon_aabb); - SwordToDamage to_damage = entity_sword_to_do_damage(player, get_overlapping(cur_level, weapon_aabb)); - BUFF_ITER(Entity*, &to_damage) - { - request_do_damage(*it, player, DAMAGE_SWORD); - } - player->swing_progress += dt; - if (player->swing_progress > anim_sprite_duration(ANIM_knight_attack)) - { - player->state = CHARACTER_IDLE; - } - } - else if (player->state == CHARACTER_TALKING) + + if (LenV2(movement) == 0.0) { + player->state = CHARACTER_IDLE; } else { - assert(false); // unknown character state? not defined how to process } - } // not time stopped - - // velocity processing + } + else if (player->state == CHARACTER_IDLE) { - Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed); - player->vel = LerpV2(player->vel, dt * 15.0f, target_vel); - player->pos = move_and_slide((MoveSlideParams) { player, player->pos, MulV2F(player->vel, dt) }); - - bool should_append = false; - - // make it so no snap when new points added - if(player->position_history.cur_index > 0) + if (LenV2(movement) > 0.01) player->state = CHARACTER_WALKING; + } + else if (player->state == CHARACTER_ATTACK) + { + AABB weapon_aabb = entity_sword_aabb(player, 40.0f, 25.0f); + dbgrect(weapon_aabb); + SwordToDamage to_damage = entity_sword_to_do_damage(player, get_overlapping(cur_level, weapon_aabb)); + BUFF_ITER(Entity*, &to_damage) { - player->position_history.data[player->position_history.cur_index - 1] = player->pos; + request_do_damage(*it, player, DAMAGE_SWORD); } - - if(player->position_history.cur_index > 2) + player->swing_progress += dt; + if (player->swing_progress > anim_sprite_duration(ANIM_knight_attack)) { - should_append = LenV2(SubV2(player->position_history.data[player->position_history.cur_index - 2], player->pos)) > TILE_SIZE; - } - else - { - should_append = true; + player->state = CHARACTER_IDLE; } - if(should_append) BUFF_QUEUE_APPEND(&player->position_history, player->pos); - } - // health - if (player->damage >= 1.0) + else if (player->state == CHARACTER_TALKING) { - reset_level(); } - } - pressed = (PressedState) { 0 }; - interact = false; - } // while loop - } - pressed = before_gameplay_loops; + else + { + assert(false); // unknown character state? not defined how to process + } + } // not time stopped + // velocity processing + { + Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed); + player->vel = LerpV2(player->vel, dt * 15.0f, target_vel); + player->pos = move_and_slide((MoveSlideParams) { player, player->pos, MulV2F(player->vel, dt) }); - PROFILE_SCOPE("render player") // draw character draw player render character - { - DrawnAnimatedSprite to_draw = { 0 }; + bool should_append = false; - if(player->position_history.cur_index > 0) - { - float trail_len = get_total_trail_len(BUFF_MAKEREF(&player->position_history)); - if(trail_len > 0.0f) // fmodf returns nan - { - float along = fmodf((float)elapsed_time*100.0f, 200.0f); - Vec2 at = get_point_along_trail(BUFF_MAKEREF(&player->position_history), along); - dbgbigsquare(at); - dbgbigsquare(get_point_along_trail(BUFF_MAKEREF(&player->position_history), 50.0f)); - } - BUFF_ITER_I(Vec2, &player->position_history, i) - { - if(i == player->position_history.cur_index - 1) + // make it so no snap when new points added + if(player->position_history.cur_index > 0) { + player->position_history.data[player->position_history.cur_index - 1] = player->pos; + } + + if(player->position_history.cur_index > 2) + { + should_append = LenV2(SubV2(player->position_history.data[player->position_history.cur_index - 2], player->pos)) > TILE_SIZE; } else { - dbgline(*it, player->position_history.data[i + 1]); + should_append = true; } - } - } + if(should_append) BUFF_QUEUE_APPEND(&player->position_history, player->pos); - Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f)); - // if somebody, show their dialog panel - if (interacting_with) - { - // interaction keyboard hint - if (!mobile_controls) + } + // health + if (player->damage >= 1.0) { - float size = 100.0f; - Vec2 midpoint = MulV2F(AddV2(interacting_with->pos, player->pos), 0.5f); - draw_quad((DrawParams) { true, quad_centered(AddV2(midpoint, V2(0.0, 5.0f + sinf((float)elapsed_time*3.0f)*5.0f)), V2(size, size)), IMG(image_e_icon), blendalpha(WHITE, clamp01(1.0f - learned_e)), .layer = LAYER_UI_FG }); + reset_level(); } - - // interaction circle - draw_quad((DrawParams) { true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_hovering_circle, full_region(image_hovering_circle), WHITE }); } + pressed = (PressedState) { 0 }; + interact = false; + } // while loop + } + pressed = before_gameplay_loops; - if (player->state == CHARACTER_WALKING) + + PROFILE_SCOPE("render player") // draw character draw player render character + { + DrawnAnimatedSprite to_draw = { 0 }; + + if(player->position_history.cur_index > 0) + { + float trail_len = get_total_trail_len(BUFF_MAKEREF(&player->position_history)); + if(trail_len > 0.0f) // fmodf returns nan { - if (player->is_rolling) - { - to_draw = (DrawnAnimatedSprite) { ANIM_knight_running, player->roll_progress, player->facing_left, character_sprite_pos, WHITE }; - } - else - { - to_draw = (DrawnAnimatedSprite) { ANIM_knight_running, elapsed_time, player->facing_left, character_sprite_pos, WHITE }; - } + float along = fmodf((float)elapsed_time*100.0f, 200.0f); + Vec2 at = get_point_along_trail(BUFF_MAKEREF(&player->position_history), along); + dbgbigsquare(at); + dbgbigsquare(get_point_along_trail(BUFF_MAKEREF(&player->position_history), 50.0f)); } - else if (player->state == CHARACTER_IDLE) + BUFF_ITER_I(Vec2, &player->position_history, i) { - if (player->is_rolling) + if(i == player->position_history.cur_index - 1) { - to_draw = (DrawnAnimatedSprite) { ANIM_knight_running, player->roll_progress, player->facing_left, character_sprite_pos, WHITE }; } else { - to_draw = (DrawnAnimatedSprite) { ANIM_knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE }; + dbgline(*it, player->position_history.data[i + 1]); } } - else if (player->state == CHARACTER_ATTACK) + } + + Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f)); + // if somebody, show their dialog panel + if (interacting_with) + { + // interaction keyboard hint + if (!mobile_controls) { - to_draw = (DrawnAnimatedSprite) { ANIM_knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE }; + float size = 100.0f; + Vec2 midpoint = MulV2F(AddV2(interacting_with->pos, player->pos), 0.5f); + draw_quad((DrawParams) { true, quad_centered(AddV2(midpoint, V2(0.0, 5.0f + sinf((float)elapsed_time*3.0f)*5.0f)), V2(size, size)), IMG(image_e_icon), blendalpha(WHITE, clamp01(1.0f - learned_e)), .layer = LAYER_UI_FG }); } - else if (player->state == CHARACTER_TALKING) + + // interaction circle + draw_quad((DrawParams) { true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_hovering_circle, full_region(image_hovering_circle), WHITE }); + } + + if (player->state == CHARACTER_WALKING) + { + if (player->is_rolling) { - to_draw = (DrawnAnimatedSprite) { ANIM_knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE }; + to_draw = (DrawnAnimatedSprite) { ANIM_knight_running, player->roll_progress, player->facing_left, character_sprite_pos, WHITE }; } else { - assert(false); // unknown character state? not defined how to draw + to_draw = (DrawnAnimatedSprite) { ANIM_knight_running, elapsed_time, player->facing_left, character_sprite_pos, WHITE }; } - - // hurt vignette - if (player->damage > 0.0) + } + else if (player->state == CHARACTER_IDLE) + { + if (player->is_rolling) { - draw_quad((DrawParams) { false, (Quad) { .ul = V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f) }, image_hurt_vignette, full_region(image_hurt_vignette), (Color) { 1.0f, 1.0f, 1.0f, player->damage }, .layer = LAYER_SCREENSPACE_EFFECTS, }); + to_draw = (DrawnAnimatedSprite) { ANIM_knight_running, player->roll_progress, player->facing_left, character_sprite_pos, WHITE }; } - - player->anim_change_timer += dt; - if (player->anim_change_timer >= 0.05f) + else { - player->anim_change_timer = 0.0f; - player->cur_animation = to_draw.anim; + to_draw = (DrawnAnimatedSprite) { ANIM_knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE }; } - to_draw.anim = player->cur_animation; + } + else if (player->state == CHARACTER_ATTACK) + { + to_draw = (DrawnAnimatedSprite) { ANIM_knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE }; + } + else if (player->state == CHARACTER_TALKING) + { + to_draw = (DrawnAnimatedSprite) { ANIM_knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE }; + } + else + { + assert(false); // unknown character state? not defined how to draw + } + + // hurt vignette + if (player->damage > 0.0) + { + draw_quad((DrawParams) { false, (Quad) { .ul = V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f) }, image_hurt_vignette, full_region(image_hurt_vignette), (Color) { 1.0f, 1.0f, 1.0f, player->damage }, .layer = LAYER_SCREENSPACE_EFFECTS, }); + } - Vec2 target_sprite_pos = to_draw.pos; + player->anim_change_timer += dt; + if (player->anim_change_timer >= 0.05f) + { + player->anim_change_timer = 0.0f; + player->cur_animation = to_draw.anim; + } + to_draw.anim = player->cur_animation; - BUFF_ITER_I(PlayerAfterImage, &player->after_images, i) + Vec2 target_sprite_pos = to_draw.pos; + + BUFF_ITER_I(PlayerAfterImage, &player->after_images, i) + { { - { - DrawnAnimatedSprite to_draw = it->drawn; - to_draw.tint.a = 0.5f; - float progress_through_life = it->alive_for / AFTERIMAGE_LIFETIME; + DrawnAnimatedSprite to_draw = it->drawn; + to_draw.tint.a = 0.5f; + float progress_through_life = it->alive_for / AFTERIMAGE_LIFETIME; - if (progress_through_life > 0.5f) - { - float fade_amount = (progress_through_life - 0.5f) / 0.5f; + if (progress_through_life > 0.5f) + { + float fade_amount = (progress_through_life - 0.5f) / 0.5f; - to_draw.tint.a = Lerp(0.8f, fade_amount, 0.0f); - Vec2 target; - if (i != player->after_images.cur_index-1) target = player->after_images.data[i + 1].drawn.pos; - else target = target_sprite_pos; - to_draw.pos = LerpV2(to_draw.pos, fade_amount, target); - } - to_draw.no_shadow = true; - draw_animated_sprite(to_draw); + to_draw.tint.a = Lerp(0.8f, fade_amount, 0.0f); + Vec2 target; + if (i != player->after_images.cur_index-1) target = player->after_images.data[i + 1].drawn.pos; + else target = target_sprite_pos; + to_draw.pos = LerpV2(to_draw.pos, fade_amount, target); } + to_draw.no_shadow = true; + draw_animated_sprite(to_draw); } + } - //if(player->is_rolling^) to_draw.tint.a = 0.5f; + //if(player->is_rolling^) to_draw.tint.a = 0.5f; - if (to_draw.anim) - { - draw_animated_sprite(to_draw); + if (to_draw.anim) + { + draw_animated_sprite(to_draw); - if (player->after_image_timer >= TIME_TO_GEN_AFTERIMAGE) - { - player->after_image_timer = 0.0; - if (BUFF_HAS_SPACE(&player->after_images)) - BUFF_APPEND(&player->after_images, (PlayerAfterImage) { .drawn = to_draw }); - } + if (player->after_image_timer >= TIME_TO_GEN_AFTERIMAGE) + { + player->after_image_timer = 0.0; + if (BUFF_HAS_SPACE(&player->after_images)) + BUFF_APPEND(&player->after_images, (PlayerAfterImage) { .drawn = to_draw }); } } + } - // render gs.entities render entities - PROFILE_SCOPE("entity rendering") - ENTITIES_ITER(gs.entities) - { + // render gs.entities render entities + PROFILE_SCOPE("entity rendering") + ENTITIES_ITER(gs.entities) + { #ifdef WEB - if (it->gen_request_id != 0) - { - draw_quad((DrawParams) { true, quad_centered(AddV2(it->pos, V2(0.0, 50.0)), V2(100.0, 100.0)), IMG(image_thinking), WHITE }); - } + if (it->gen_request_id != 0) + { + draw_quad((DrawParams) { true, quad_centered(AddV2(it->pos, V2(0.0, 50.0)), V2(100.0, 100.0)), IMG(image_thinking), WHITE }); + } #endif - Color col = LerpV4(WHITE, it->damage, RED); - if (it->is_npc) + Color col = LerpV4(WHITE, it->damage, RED); + if (it->is_npc) + { + // health bar { - // health bar - { - Vec2 health_bar_size = V2(TILE_SIZE, 0.1f * TILE_SIZE); - float health_bar_progress = 1.0f - (it->damage / entity_max_damage(it)); - Vec2 health_bar_center = AddV2(it->pos, V2(0.0f, -entity_aabb_size(it).y)); - Vec2 bar_upper_left = AddV2(health_bar_center, MulV2F(health_bar_size, -0.5f)); - draw_quad((DrawParams) { true, quad_at(bar_upper_left, health_bar_size), IMG(image_white_square), BROWN }); - draw_quad((DrawParams) { true, quad_at(bar_upper_left, V2(health_bar_size.x * health_bar_progress, health_bar_size.y)), IMG(image_white_square), GREEN }); - } + Vec2 health_bar_size = V2(TILE_SIZE, 0.1f * TILE_SIZE); + float health_bar_progress = 1.0f - (it->damage / entity_max_damage(it)); + Vec2 health_bar_center = AddV2(it->pos, V2(0.0f, -entity_aabb_size(it).y)); + Vec2 bar_upper_left = AddV2(health_bar_center, MulV2F(health_bar_size, -0.5f)); + draw_quad((DrawParams) { true, quad_at(bar_upper_left, health_bar_size), IMG(image_white_square), BROWN }); + draw_quad((DrawParams) { true, quad_at(bar_upper_left, V2(health_bar_size.x * health_bar_progress, health_bar_size.y)), IMG(image_white_square), GREEN }); + } - float dist = LenV2(SubV2(it->pos, player->pos)); - dist -= 10.0f; // radius around point where dialog is completely opaque - float max_dist = dialog_interact_size / 2.0f; - float alpha = 1.0f - (float)clamp(dist / max_dist, 0.0, 1.0); - if (gete(player->talking_to) == it && player->state == CHARACTER_TALKING) alpha = 0.0f; - if (it->being_hovered) - { - draw_quad((DrawParams) { true, quad_centered(it->pos, V2(TILE_SIZE, TILE_SIZE)), IMG(image_hovering_circle), WHITE }); - alpha = 1.0f; - } + float dist = LenV2(SubV2(it->pos, player->pos)); + dist -= 10.0f; // radius around point where dialog is completely opaque + float max_dist = dialog_interact_size / 2.0f; + float alpha = 1.0f - (float)clamp(dist / max_dist, 0.0, 1.0); + if (gete(player->talking_to) == it && player->state == CHARACTER_TALKING) alpha = 0.0f; + if (it->being_hovered) + { + draw_quad((DrawParams) { true, quad_centered(it->pos, V2(TILE_SIZE, TILE_SIZE)), IMG(image_hovering_circle), WHITE }); + alpha = 1.0f; + } - it->dialog_panel_opacity = Lerp(it->dialog_panel_opacity, unwarped_dt*10.0f, alpha); - draw_dialog_panel(it, it->dialog_panel_opacity); + it->dialog_panel_opacity = Lerp(it->dialog_panel_opacity, unwarped_dt*10.0f, alpha); + draw_dialog_panel(it, it->dialog_panel_opacity); - if (it->npc_kind == NPC_OldMan) + if (it->npc_kind == NPC_OldMan) + { + bool face_left = SubV2(player->pos, it->pos).x < 0.0f; + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_old_man_idle, elapsed_time, face_left, it->pos, col }); + } + else if (npc_is_skeleton(it)) + { + Color col = WHITE; + if (it->dead) { - bool face_left = SubV2(player->pos, it->pos).x < 0.0f; - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_old_man_idle, elapsed_time, face_left, it->pos, col }); + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_die, it->dead_time, it->facing_left, it->pos, col }); } - else if (npc_is_skeleton(it)) + else { - Color col = WHITE; - if (it->dead) + if (it->swing_timer > 0.0) { - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_die, it->dead_time, it->facing_left, it->pos, col }); + // swinging sword + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_swing_sword, it->swing_timer, it->facing_left, it->pos, col }); } else { - if (it->swing_timer > 0.0) + if (it->walking) { - // swinging sword - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_swing_sword, it->swing_timer, it->facing_left, it->pos, col }); + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_run, elapsed_time, it->facing_left, it->pos, col }); } else { - if (it->walking) - { - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_run, elapsed_time, it->facing_left, it->pos, col }); - } - else - { - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_idle, elapsed_time, it->facing_left, it->pos, col }); - } + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_skeleton_idle, elapsed_time, it->facing_left, it->pos, col }); } } } - else if (it->npc_kind == NPC_Death) - { - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col }); - } - else if (it->npc_kind == NPC_GodRock) - { - Vec2 prop_size = V2(46.0f, 40.0f); - DrawParams d = (DrawParams) { true, quad_centered(AddV2(it->pos, V2(-0.0f, 0.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(15.0f, 219.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f, .layer = LAYER_WORLD, }; - draw_shadow_for(d); - draw_quad(d); - } - else if (npc_is_knight_sprite(it)) - { - Color tint = WHITE; - if (it->npc_kind == NPC_TheGuard) - { - tint = colhex(0xa84032); - } - else if (it->npc_kind == NPC_Edeline) - { - tint = colhex(0x8c34eb); - } - else if (it->npc_kind == NPC_TheKing) - { - tint = colhex(0xf0be1d); - } - else if (it->npc_kind == NPC_TheBlacksmith) - { - tint = colhex(0x5c5c5c); - } - else if (it->npc_kind == NPC_Red) - { - tint = colhex(0xf56f42); - } - else if (it->npc_kind == NPC_Blue) - { - tint = colhex(0x1153d6); - } - else if (it->npc_kind == NPC_Davis) - { - tint = colhex(0x8f8f8f); - } - else - { - assert(false); - } - draw_animated_sprite((DrawnAnimatedSprite) { ANIM_knight_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), tint }); - } - else - { - assert(false); - } - } - else if (it->is_item) - { - draw_item(true, it->item_kind, centered_aabb(it->pos, V2(15.0f, 15.0f)), 1.0f); } - else if (it->is_bullet) + else if (it->npc_kind == NPC_Death) { - AABB normal_aabb = entity_aabb(it); - Quad drawn = quad_centered(aabb_center(normal_aabb), MulV2F(aabb_size(normal_aabb), 1.5f)); - draw_quad((DrawParams) { true, drawn, IMG(image_bullet), WHITE }); + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col }); } - else if (it->is_character) + else if (it->npc_kind == NPC_GodRock) { + Vec2 prop_size = V2(46.0f, 40.0f); + DrawParams d = (DrawParams) { true, quad_centered(AddV2(it->pos, V2(-0.0f, 0.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(15.0f, 219.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f, .layer = LAYER_WORLD, }; + draw_shadow_for(d); + draw_quad(d); } - else if (it->is_prop) + else if (npc_is_knight_sprite(it)) { - DrawParams d = { 0 }; - if (it->prop_kind == TREE0) + Color tint = WHITE; + if (it->npc_kind == NPC_TheGuard) { - Vec2 prop_size = V2(74.0f, 122.0f); - d = (DrawParams) { true, quad_centered(AddV2(it->pos, V2(-5.0f, 45.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(2.0f, 4.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f }; + tint = colhex(0xa84032); } - else if (it->prop_kind == TREE1) + else if (it->npc_kind == NPC_Edeline) { - Vec2 prop_size = V2(94.0f, 120.0f); - d = ((DrawParams) { true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(105.0f, 4.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f }); + tint = colhex(0x8c34eb); } - else if (it->prop_kind == TREE2) + else if (it->npc_kind == NPC_TheKing) { - Vec2 prop_size = V2(128.0f, 192.0f); - d = ((DrawParams) { true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f }); + tint = colhex(0xf0be1d); } - else if (it->prop_kind == ROCK0) + else if (it->npc_kind == NPC_TheBlacksmith) { - Vec2 prop_size = V2(30.0f, 22.0f); - d = (DrawParams) { true, quad_centered(AddV2(it->pos, V2(0.0f, 25.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(66.0f, 235.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 0.0f))), .alpha_clip_threshold = 0.7f }; + tint = colhex(0x5c5c5c); + } + else if (it->npc_kind == NPC_Red) + { + tint = colhex(0xf56f42); + } + else if (it->npc_kind == NPC_Blue) + { + tint = colhex(0x1153d6); + } + else if (it->npc_kind == NPC_Davis) + { + tint = colhex(0x8f8f8f); } else { assert(false); } - draw_shadow_for(d); - draw_quad(d); + draw_animated_sprite((DrawnAnimatedSprite) { ANIM_knight_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), tint }); + } + else + { + assert(false); + } + } + else if (it->is_item) + { + draw_item(true, it->item_kind, centered_aabb(it->pos, V2(15.0f, 15.0f)), 1.0f); + } + else if (it->is_bullet) + { + AABB normal_aabb = entity_aabb(it); + Quad drawn = quad_centered(aabb_center(normal_aabb), MulV2F(aabb_size(normal_aabb), 1.5f)); + draw_quad((DrawParams) { true, drawn, IMG(image_bullet), WHITE }); + } + else if (it->is_character) + { + } + else if (it->is_prop) + { + DrawParams d = { 0 }; + if (it->prop_kind == TREE0) + { + Vec2 prop_size = V2(74.0f, 122.0f); + d = (DrawParams) { true, quad_centered(AddV2(it->pos, V2(-5.0f, 45.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(2.0f, 4.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f }; + } + else if (it->prop_kind == TREE1) + { + Vec2 prop_size = V2(94.0f, 120.0f); + d = ((DrawParams) { true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(105.0f, 4.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f }); + } + else if (it->prop_kind == TREE2) + { + Vec2 prop_size = V2(128.0f, 192.0f); + d = ((DrawParams) { true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f }); + } + else if (it->prop_kind == ROCK0) + { + Vec2 prop_size = V2(30.0f, 22.0f); + d = (DrawParams) { true, quad_centered(AddV2(it->pos, V2(0.0f, 25.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(66.0f, 235.0f), prop_size), WHITE, .sorting_key = sorting_key_at(AddV2(it->pos, V2(0.0f, 0.0f))), .alpha_clip_threshold = 0.7f }; } else { assert(false); } + draw_shadow_for(d); + draw_quad(d); + } + else + { + assert(false); } + } - PROFILE_SCOPE("dialog menu") // big dialog panel draw big dialog panel + PROFILE_SCOPE("dialog menu") // big dialog panel draw big dialog panel + { + static float on_screen = 0.0f; + Entity *talking_to = gete(player->talking_to); + on_screen = Lerp(on_screen, unwarped_dt*9.0f, talking_to ? 1.0f : 0.0f); { - static float on_screen = 0.0f; - Entity *talking_to = gete(player->talking_to); - on_screen = Lerp(on_screen, unwarped_dt*9.0f, talking_to ? 1.0f : 0.0f); - { - float panel_width = screen_size().x * 0.4f * on_screen; - AABB panel_aabb = (AABB) { .upper_left = V2(0.0f, screen_size().y), .lower_right = V2(panel_width, 0.0f) }; - float alpha = 1.0f; + float panel_width = screen_size().x * 0.4f * on_screen; + AABB panel_aabb = (AABB) { .upper_left = V2(0.0f, screen_size().y), .lower_right = V2(panel_width, 0.0f) }; + float alpha = 1.0f; - if (aabb_is_valid(panel_aabb)) + if (aabb_is_valid(panel_aabb)) + { + if (!choosing_item_grid && pressed.mouse_down && !has_point(panel_aabb, mouse_pos)) { - if (!choosing_item_grid && pressed.mouse_down && !has_point(panel_aabb, mouse_pos)) - { - player->state = CHARACTER_IDLE; - } - draw_quad((DrawParams) { false, quad_aabb(panel_aabb), IMG(image_white_square), blendalpha(BLACK, 0.7f) }); - - // apply padding - float padding = 0.1f * screen_size().y; - panel_width -= padding * 2.0f; - panel_aabb.upper_left = AddV2(panel_aabb.upper_left, V2(padding, -padding)); - panel_aabb.lower_right = AddV2(panel_aabb.lower_right, V2(-padding, padding)); - - // draw button - float space_btwn_buttons = 20.0f; - float text_scale = 1.0f; - const float num_buttons = 2.0f; - Vec2 button_size = V2( - (panel_width - (num_buttons - 1.0f)*space_btwn_buttons) / num_buttons, - (panel_aabb.upper_left.y - panel_aabb.lower_right.y)*0.2f - ); - float button_grid_width = button_size.x*num_buttons + space_btwn_buttons * (num_buttons - 1.0f); - Vec2 cur_upper_left = V2((panel_aabb.upper_left.x + panel_aabb.lower_right.x) / 2.0f - button_grid_width / 2.0f, panel_aabb.lower_right.y + button_size.y); - if(receiving_text_input && pressed.speak_shortcut) - { - end_text_input(""); - pressed.speak_shortcut = false; - } - if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, MD_S8Lit("Speak"), __LINE__, unwarped_dt, receiving_text_input) || (talking_to && pressed.speak_shortcut)) - { - begin_text_input(); - } + player->state = CHARACTER_IDLE; + } + draw_quad((DrawParams) { false, quad_aabb(panel_aabb), IMG(image_white_square), blendalpha(BLACK, 0.7f) }); + + // apply padding + float padding = 0.1f * screen_size().y; + panel_width -= padding * 2.0f; + panel_aabb.upper_left = AddV2(panel_aabb.upper_left, V2(padding, -padding)); + panel_aabb.lower_right = AddV2(panel_aabb.lower_right, V2(-padding, padding)); + + // draw button + float space_btwn_buttons = 20.0f; + float text_scale = 1.0f; + const float num_buttons = 2.0f; + Vec2 button_size = V2( + (panel_width - (num_buttons - 1.0f)*space_btwn_buttons) / num_buttons, + (panel_aabb.upper_left.y - panel_aabb.lower_right.y)*0.2f + ); + float button_grid_width = button_size.x*num_buttons + space_btwn_buttons * (num_buttons - 1.0f); + Vec2 cur_upper_left = V2((panel_aabb.upper_left.x + panel_aabb.lower_right.x) / 2.0f - button_grid_width / 2.0f, panel_aabb.lower_right.y + button_size.y); + if(receiving_text_input && pressed.speak_shortcut) + { + end_text_input(""); + pressed.speak_shortcut = false; + } + if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, MD_S8Lit("Speak"), __LINE__, unwarped_dt, receiving_text_input) || (talking_to && pressed.speak_shortcut)) + { + begin_text_input(); + } - // draw keyboard hint - { - Vec2 keyboard_helper_at = V2(cur_upper_left.x + button_size.x*0.5f, cur_upper_left.y - button_size.y*0.75f); - draw_quad((DrawParams){false, centered_quad(keyboard_helper_at, V2(40.0f, 40.0f)), IMG(image_white_square), blendalpha(GREY, 0.4f)}); - draw_centered_text((TextParams){false, false, MD_S8Lit("S"), keyboard_helper_at, BLACK, 1.5f}); - } + // draw keyboard hint + { + Vec2 keyboard_helper_at = V2(cur_upper_left.x + button_size.x*0.5f, cur_upper_left.y - button_size.y*0.75f); + draw_quad((DrawParams){false, centered_quad(keyboard_helper_at, V2(40.0f, 40.0f)), IMG(image_white_square), blendalpha(GREY, 0.4f)}); + draw_centered_text((TextParams){false, false, MD_S8Lit("S"), keyboard_helper_at, BLACK, 1.5f}); + } - cur_upper_left.x += button_size.x + space_btwn_buttons; + cur_upper_left.x += button_size.x + space_btwn_buttons; - if(choosing_item_grid && pressed.give_shortcut) - { - pressed.give_shortcut = false; - choosing_item_grid = false; - } + if(choosing_item_grid && pressed.give_shortcut) + { + pressed.give_shortcut = false; + choosing_item_grid = false; + } - if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, MD_S8Lit("Give Item"), __LINE__, unwarped_dt, choosing_item_grid) || (talking_to && pressed.give_shortcut)) - { - choosing_item_grid = true; - } + if (imbutton_key(aabb_at(cur_upper_left, button_size), text_scale, MD_S8Lit("Give Item"), __LINE__, unwarped_dt, choosing_item_grid) || (talking_to && pressed.give_shortcut)) + { + choosing_item_grid = true; + } - - // draw keyboard hint - { - Vec2 keyboard_helper_at = V2(cur_upper_left.x + button_size.x*0.5f, cur_upper_left.y - button_size.y*0.75f); - draw_quad((DrawParams){false, centered_quad(keyboard_helper_at, V2(40.0f, 40.0f)), IMG(image_white_square), blendalpha(GREY, 0.4f)}); - draw_centered_text((TextParams){false, false, MD_S8Lit("G"), keyboard_helper_at, BLACK, 1.5f}); - } - const float dialog_text_scale = 1.0f; - float button_grid_height = button_size.y; - AABB dialog_text_aabb = panel_aabb; - dialog_text_aabb.lower_right.y += button_grid_height + 20.0f; // a little bit of padding because the buttons go up - float new_line_height = dialog_text_aabb.lower_right.y; + // draw keyboard hint + { + Vec2 keyboard_helper_at = V2(cur_upper_left.x + button_size.x*0.5f, cur_upper_left.y - button_size.y*0.75f); + draw_quad((DrawParams){false, centered_quad(keyboard_helper_at, V2(40.0f, 40.0f)), IMG(image_white_square), blendalpha(GREY, 0.4f)}); + draw_centered_text((TextParams){false, false, MD_S8Lit("G"), keyboard_helper_at, BLACK, 1.5f}); + } + + const float dialog_text_scale = 1.0f; + float button_grid_height = button_size.y; + AABB dialog_text_aabb = panel_aabb; + dialog_text_aabb.lower_right.y += button_grid_height + 20.0f; // a little bit of padding because the buttons go up + float new_line_height = dialog_text_aabb.lower_right.y; - if (talking_to) + if (talking_to) + { + Dialog dialog = produce_dialog(talking_to, true); { - Dialog dialog = produce_dialog(talking_to, true); + for (int i = dialog.cur_index - 1; i >= 0; i--) { - for (int i = dialog.cur_index - 1; i >= 0; i--) + DialogElement *it = &dialog.data[i]; { - DialogElement *it = &dialog.data[i]; + Color *colors = calloc(sizeof(*colors), it->s.cur_index); + for (int char_i = 0; char_i < it->s.cur_index; char_i++) { - Color *colors = calloc(sizeof(*colors), it->s.cur_index); - for (int char_i = 0; char_i < it->s.cur_index; char_i++) + if(it->was_eavesdropped) + { + colors[char_i] = colhex(0xcb40e6); + } + else { - if(it->was_eavesdropped) + if (it->kind == DELEM_PLAYER) { - colors[char_i] = colhex(0xcb40e6); + colors[char_i] = WHITE; + } + else if (it->kind == DELEM_NPC) + { + colors[char_i] = colhex(0x34e05c); + } + else if (it->kind == DELEM_ACTION_DESCRIPTION) + { + colors[char_i] = colhex(0xebc334); } else { - if (it->kind == DELEM_PLAYER) - { - colors[char_i] = WHITE; - } - else if (it->kind == DELEM_NPC) - { - colors[char_i] = colhex(0x34e05c); - } - else if (it->kind == DELEM_ACTION_DESCRIPTION) - { - colors[char_i] = colhex(0xebc334); - } - else - { - assert(false); - } + assert(false); } - colors[char_i] = blendalpha(colors[char_i], alpha); } - float measured_line_height = draw_wrapped_text((WrappedTextParams) { true, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true, .do_clipping = true}); - new_line_height += (new_line_height - measured_line_height); - draw_wrapped_text((WrappedTextParams) { false, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true, .do_clipping = true}); - - free(colors); + colors[char_i] = blendalpha(colors[char_i], alpha); } + float measured_line_height = draw_wrapped_text((WrappedTextParams) { true, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true, .do_clipping = true}); + new_line_height += (new_line_height - measured_line_height); + draw_wrapped_text((WrappedTextParams) { false, V2(dialog_text_aabb.upper_left.X, new_line_height), dialog_text_aabb.lower_right.X - dialog_text_aabb.upper_left.X, it->s.data, colors, dialog_text_scale, dialog_text_aabb, .screen_space = true, .do_clipping = true}); + + free(colors); } } } } } } + } + + // item grid modal draw item grid choose item pick item give item + { + static float visible = 0.0f; + static float hovered_state[ARRLEN(player->held_items.data)] = { 0 }; + float target = 0.0f; + if (choosing_item_grid) target = 1.0f; + visible = Lerp(visible, unwarped_dt*9.0f, target); - // item grid modal draw item grid choose item pick item give item + if (player->state != CHARACTER_TALKING) { - static float visible = 0.0f; - static float hovered_state[ARRLEN(player->held_items.data)] = { 0 }; - float target = 0.0f; - if (choosing_item_grid) target = 1.0f; - visible = Lerp(visible, unwarped_dt*9.0f, target); + choosing_item_grid = false; + } - if (player->state != CHARACTER_TALKING) - { - choosing_item_grid = false; - } + draw_quad((DrawParams) { false, quad_at(V2(0.0, screen_size().y), screen_size()), IMG(image_white_square), blendalpha(oflightness(0.2f), visible*0.4f), .layer = LAYER_UI }); - draw_quad((DrawParams) { false, quad_at(V2(0.0, screen_size().y), screen_size()), IMG(image_white_square), blendalpha(oflightness(0.2f), visible*0.4f), .layer = LAYER_UI }); + Vec2 grid_panel_size = LerpV2(V2(0.0f, 0.0f), visible, V2(screen_size().x*0.75f, screen_size().y * 0.75f)); + AABB grid_aabb = centered_aabb(MulV2F(screen_size(), 0.5f), grid_panel_size); + if (choosing_item_grid && pressed.mouse_down && !has_point(grid_aabb, mouse_pos)) + { + choosing_item_grid = false; + } + if (aabb_is_valid(grid_aabb)) + { + draw_quad((DrawParams) { false, quad_aabb(grid_aabb), IMG(image_white_square), blendalpha(BLACK, visible * 0.7f), .layer = LAYER_UI }); - Vec2 grid_panel_size = LerpV2(V2(0.0f, 0.0f), visible, V2(screen_size().x*0.75f, screen_size().y * 0.75f)); - AABB grid_aabb = centered_aabb(MulV2F(screen_size(), 0.5f), grid_panel_size); - if (choosing_item_grid && pressed.mouse_down && !has_point(grid_aabb, mouse_pos)) + if (imbutton(centered_aabb(AddV2(grid_aabb.upper_left, V2(aabb_size(grid_aabb).x / 2.0f, -aabb_size(grid_aabb).y)), V2(100.f*visible, 50.0f*visible)), 1.0f, MD_S8Lit("Cancel"))) { choosing_item_grid = false; } - if (aabb_is_valid(grid_aabb)) - { - draw_quad((DrawParams) { false, quad_aabb(grid_aabb), IMG(image_white_square), blendalpha(BLACK, visible * 0.7f), .layer = LAYER_UI }); - - if (imbutton(centered_aabb(AddV2(grid_aabb.upper_left, V2(aabb_size(grid_aabb).x / 2.0f, -aabb_size(grid_aabb).y)), V2(100.f*visible, 50.0f*visible)), 1.0f, MD_S8Lit("Cancel"))) - { - choosing_item_grid = false; - } - const float padding = 30.0f; // between border of panel and the items - const float padding_btwn_items = 10.0f; + const float padding = 30.0f; // between border of panel and the items + const float padding_btwn_items = 10.0f; - const int horizontal_item_count = 10; - const int vertical_item_count = 6; - assert(ARRLEN(player->held_items.data) < horizontal_item_count * vertical_item_count); + const int horizontal_item_count = 10; + const int vertical_item_count = 6; + assert(ARRLEN(player->held_items.data) < horizontal_item_count * vertical_item_count); - Vec2 space_for_items = SubV2(aabb_size(grid_aabb), V2(padding*2.0f, padding*2.0f)); - float item_icon_width = (space_for_items.x - (horizontal_item_count - 1)*padding_btwn_items) / horizontal_item_count; - Vec2 item_icon_size = V2(item_icon_width, item_icon_width); + Vec2 space_for_items = SubV2(aabb_size(grid_aabb), V2(padding*2.0f, padding*2.0f)); + float item_icon_width = (space_for_items.x - (horizontal_item_count - 1)*padding_btwn_items) / horizontal_item_count; + Vec2 item_icon_size = V2(item_icon_width, item_icon_width); - Vec2 cursor = AddV2(grid_aabb.upper_left, V2(padding, -padding)); - int to_give = -1; // don't modify the item array while iterating - BUFF_ITER_I(ItemKind, &player->held_items, i) - { - Vec2 real_size = LerpV2(item_icon_size, hovered_state[i], MulV2F(item_icon_size, 1.25f)); - Vec2 item_center = AddV2(cursor, MulV2F(V2(item_icon_size.x, -item_icon_size.y), 0.5f)); - AABB item_icon = centered_aabb(item_center, real_size); + Vec2 cursor = AddV2(grid_aabb.upper_left, V2(padding, -padding)); + int to_give = -1; // don't modify the item array while iterating + BUFF_ITER_I(ItemKind, &player->held_items, i) + { + Vec2 real_size = LerpV2(item_icon_size, hovered_state[i], MulV2F(item_icon_size, 1.25f)); + Vec2 item_center = AddV2(cursor, MulV2F(V2(item_icon_size.x, -item_icon_size.y), 0.5f)); + AABB item_icon = centered_aabb(item_center, real_size); - float target = 0.0f; - if (aabb_is_valid(item_icon)) + float target = 0.0f; + if (aabb_is_valid(item_icon)) + { + draw_quad((DrawParams) { false, quad_aabb(item_icon), IMG(image_white_square), blendalpha(WHITE, Lerp(0.0f, hovered_state[i], 0.4f)), .layer = LAYER_UI_FG }); + bool hovered = has_point(item_icon, mouse_pos); + if (hovered) { - draw_quad((DrawParams) { false, quad_aabb(item_icon), IMG(image_white_square), blendalpha(WHITE, Lerp(0.0f, hovered_state[i], 0.4f)), .layer = LAYER_UI_FG }); - bool hovered = has_point(item_icon, mouse_pos); - if (hovered) + target = 1.0f; + if (pressed.mouse_down) { - target = 1.0f; - if (pressed.mouse_down) + if (gete(player->talking_to)) { - if (gete(player->talking_to)) - { - to_give = i; - } + to_give = i; } } - - in_screen_space = true; - dbgrect(item_icon); - in_screen_space = false; - draw_item(false, *it, item_icon, clamp01(visible*visible)); } - hovered_state[i] = Lerp(hovered_state[i], dt*12.0f, target); - - cursor.x += item_icon_size.x + padding_btwn_items; - if ((i + 1) % horizontal_item_count == 0 && i != 0) - { - cursor.y -= item_icon_size.y + padding_btwn_items; - cursor.x = grid_aabb.upper_left.x + padding; - } + in_screen_space = true; + dbgrect(item_icon); + in_screen_space = false; + draw_item(false, *it, item_icon, clamp01(visible*visible)); } - if (to_give > -1) - { - choosing_item_grid = false; - Entity *to = gete(player->talking_to); - assert(to); + hovered_state[i] = Lerp(hovered_state[i], dt*12.0f, target); - ItemKind given_item_kind = player->held_items.data[to_give]; - BUFF_REMOVE_AT_INDEX(&player->held_items, to_give); - - process_perception(to, (Perception) { .type = PlayerAction, .player_action_type = ACT_give_item, .given_item = given_item_kind }, player, &gs); + cursor.x += item_icon_size.x + padding_btwn_items; + if ((i + 1) % horizontal_item_count == 0 && i != 0) + { + cursor.y -= item_icon_size.y + padding_btwn_items; + cursor.x = grid_aabb.upper_left.x + padding; } + } + if (to_give > -1) + { + choosing_item_grid = false; + + Entity *to = gete(player->talking_to); + assert(to); + ItemKind given_item_kind = player->held_items.data[to_give]; + BUFF_REMOVE_AT_INDEX(&player->held_items, to_give); + + process_perception(to, (Perception) { .type = PlayerAction, .player_action_type = ACT_give_item, .given_item = given_item_kind }, player, &gs); } + } + } - // win screen + // win screen + { + static float visible = 0.0f; + float target = 0.0f; + if(gs.won) { - static float visible = 0.0f; - float target = 0.0f; - if(gs.won) - { - target = 1.0f; - } - visible = Lerp(visible, unwarped_dt*9.0f, target); + target = 1.0f; + } + visible = Lerp(visible, unwarped_dt*9.0f, target); - draw_quad((DrawParams) {false, quad_at(V2(0,screen_size().y), screen_size()), IMG(image_white_square), blendalpha(BLACK, visible*0.7f), .layer = LAYER_UI}); - float shake_speed = 9.0f; - Vec2 win_offset = V2(sinf((float)unwarped_elapsed_time * shake_speed * 1.5f + 0.1f), sinf((float)unwarped_elapsed_time * shake_speed + 0.3f)); - win_offset = MulV2F(win_offset, 10.0f); - draw_centered_text((TextParams){false, false, MD_S8Lit("YOU WON"), AddV2(MulV2F(screen_size(), 0.5f), win_offset), WHITE, 9.0f*visible}); + draw_quad((DrawParams) {false, quad_at(V2(0,screen_size().y), screen_size()), IMG(image_white_square), blendalpha(BLACK, visible*0.7f), .layer = LAYER_UI}); + float shake_speed = 9.0f; + Vec2 win_offset = V2(sinf((float)unwarped_elapsed_time * shake_speed * 1.5f + 0.1f), sinf((float)unwarped_elapsed_time * shake_speed + 0.3f)); + win_offset = MulV2F(win_offset, 10.0f); + draw_centered_text((TextParams){false, false, MD_S8Lit("YOU WON"), AddV2(MulV2F(screen_size(), 0.5f), win_offset), WHITE, 9.0f*visible}); - if(imbutton(centered_aabb(V2(screen_size().x/2.0f, screen_size().y*0.25f), MulV2F(V2(170.0f, 60.0f), visible)), 1.5f*visible, MD_S8Lit("Restart"))) - { - reset_level(); - } + if(imbutton(centered_aabb(V2(screen_size().x/2.0f, screen_size().y*0.25f), MulV2F(V2(170.0f, 60.0f), visible)), 1.5f*visible, MD_S8Lit("Restart"))) + { + reset_level(); } + } - // ui + // ui #define HELPER_SIZE 250.0f - if (!mobile_controls) - { - float total_height = HELPER_SIZE * 2.0f; - float vertical_spacing = HELPER_SIZE / 2.0f; - total_height -= (total_height - (vertical_spacing + HELPER_SIZE)); - const float padding = 50.0f; - float y = screen_size().y / 2.0f + total_height / 2.0f; - float x = screen_size().x - padding - HELPER_SIZE; - draw_quad((DrawParams) { false, quad_at(V2(x, y), V2(HELPER_SIZE, HELPER_SIZE)), IMG(image_shift_icon), (Color) { 1.0f, 1.0f, 1.0f, fmaxf(0.0f, 1.0f-learned_shift) }, .layer = LAYER_UI_FG }); - y -= vertical_spacing; - draw_quad((DrawParams) { false, quad_at(V2(x, y), V2(HELPER_SIZE, HELPER_SIZE)), IMG(image_space_icon), (Color) { 1.0f, 1.0f, 1.0f, fmaxf(0.0f, 1.0f-learned_space) }, .layer = LAYER_UI_FG }); - } + if (!mobile_controls) + { + float total_height = HELPER_SIZE * 2.0f; + float vertical_spacing = HELPER_SIZE / 2.0f; + total_height -= (total_height - (vertical_spacing + HELPER_SIZE)); + const float padding = 50.0f; + float y = screen_size().y / 2.0f + total_height / 2.0f; + float x = screen_size().x - padding - HELPER_SIZE; + draw_quad((DrawParams) { false, quad_at(V2(x, y), V2(HELPER_SIZE, HELPER_SIZE)), IMG(image_shift_icon), (Color) { 1.0f, 1.0f, 1.0f, fmaxf(0.0f, 1.0f-learned_shift) }, .layer = LAYER_UI_FG }); + y -= vertical_spacing; + draw_quad((DrawParams) { false, quad_at(V2(x, y), V2(HELPER_SIZE, HELPER_SIZE)), IMG(image_space_icon), (Color) { 1.0f, 1.0f, 1.0f, fmaxf(0.0f, 1.0f-learned_space) }, .layer = LAYER_UI_FG }); + } - if (mobile_controls) - { - float thumbstick_nub_size = (img_size(image_mobile_thumbstick_nub).x / img_size(image_mobile_thumbstick_base).x) * thumbstick_base_size(); - draw_quad((DrawParams) { false, quad_centered(thumbstick_base_pos, V2(thumbstick_base_size(), thumbstick_base_size())), IMG(image_mobile_thumbstick_base), WHITE, .layer = LAYER_UI_FG }); - draw_quad((DrawParams) { false, quad_centered(thumbstick_nub_pos, V2(thumbstick_nub_size, thumbstick_nub_size)), IMG(image_mobile_thumbstick_nub), WHITE, .layer = LAYER_UI_FG }); + if (mobile_controls) + { + float thumbstick_nub_size = (img_size(image_mobile_thumbstick_nub).x / img_size(image_mobile_thumbstick_base).x) * thumbstick_base_size(); + draw_quad((DrawParams) { false, quad_centered(thumbstick_base_pos, V2(thumbstick_base_size(), thumbstick_base_size())), IMG(image_mobile_thumbstick_base), WHITE, .layer = LAYER_UI_FG }); + draw_quad((DrawParams) { false, quad_centered(thumbstick_nub_pos, V2(thumbstick_nub_size, thumbstick_nub_size)), IMG(image_mobile_thumbstick_nub), WHITE, .layer = LAYER_UI_FG }); - if (interacting_with || gete(player->holding_item)) - { - draw_quad((DrawParams) { false, quad_centered(interact_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .layer = LAYER_UI_FG }); - } - draw_quad((DrawParams) { false, quad_centered(roll_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .layer = LAYER_UI_FG }); - draw_quad((DrawParams) { false, quad_centered(attack_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .layer = LAYER_UI_FG }); + if (interacting_with || gete(player->holding_item)) + { + draw_quad((DrawParams) { false, quad_centered(interact_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .layer = LAYER_UI_FG }); } + draw_quad((DrawParams) { false, quad_centered(roll_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .layer = LAYER_UI_FG }); + draw_quad((DrawParams) { false, quad_centered(attack_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .layer = LAYER_UI_FG }); + } #ifdef DEVTOOLS - dbgsquare(screen_to_world(mouse_pos)); + dbgsquare(screen_to_world(mouse_pos)); - // tile coord - if (show_devtools) - { - TileCoord hovering = world_to_tilecoord(screen_to_world(mouse_pos)); - Vec2 points[4] = { 0 }; - AABB q = tile_aabb(hovering); - dbgrect(q); - draw_text((TextParams) { false, false, tprint("%d", get_tile(&level_level0, hovering).kind), world_to_screen(tilecoord_to_world(hovering)), BLACK, 1.0f }); - } + // tile coord + if (show_devtools) + { + TileCoord hovering = world_to_tilecoord(screen_to_world(mouse_pos)); + Vec2 points[4] = { 0 }; + AABB q = tile_aabb(hovering); + dbgrect(q); + draw_text((TextParams) { false, false, tprint("%d", get_tile(&level_level0, hovering).kind), world_to_screen(tilecoord_to_world(hovering)), BLACK, 1.0f }); + } - // debug draw font image + // debug draw font image + { + draw_quad((DrawParams) { true, quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font, full_region(image_font), WHITE }); + } + + // statistics + if (show_devtools) + PROFILE_SCOPE("statistics") { - draw_quad((DrawParams) { true, quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font, full_region(image_font), WHITE }); + Vec2 pos = V2(0.0, screen_size().Y); + int num_entities = 0; + ENTITIES_ITER(gs.entities) num_entities++; + MD_String8 stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\nDraw calls: %d\nProfiling: %s\nNumber gameplay processing loops: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities, num_draw_calls, profiling ? "yes" : "no", num_timestep_loops); + AABB bounds = draw_text((TextParams) { false, true, stats, pos, BLACK, 1.0f }); + pos.Y -= bounds.upper_left.Y - screen_size().Y; + bounds = draw_text((TextParams) { false, true, stats, pos, BLACK, 1.0f }); + // background panel + colorquad(false, quad_aabb(bounds), (Color) { 1.0, 1.0, 1.0, 0.3f }); + draw_text((TextParams) { false, false, stats, pos, BLACK, 1.0f }); + num_draw_calls = 0; } - - // statistics - if (show_devtools) - PROFILE_SCOPE("statistics") - { - Vec2 pos = V2(0.0, screen_size().Y); - int num_entities = 0; - ENTITIES_ITER(gs.entities) num_entities++; - MD_String8 stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\nDraw calls: %d\nProfiling: %s\nNumber gameplay processing loops: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities, num_draw_calls, profiling ? "yes" : "no", num_timestep_loops); - AABB bounds = draw_text((TextParams) { false, true, stats, pos, BLACK, 1.0f }); - pos.Y -= bounds.upper_left.Y - screen_size().Y; - bounds = draw_text((TextParams) { false, true, stats, pos, BLACK, 1.0f }); - // background panel - colorquad(false, quad_aabb(bounds), (Color) { 1.0, 1.0, 1.0, 0.3f }); - draw_text((TextParams) { false, false, stats, pos, BLACK, 1.0f }); - num_draw_calls = 0; - } #endif // devtools - // update camera position + // update camera position + { + Vec2 target = MulV2F(player->pos, -1.0f * cam.scale); + if (LenV2(SubV2(target, cam.pos)) <= 0.2) { - Vec2 target = MulV2F(player->pos, -1.0f * cam.scale); - if (LenV2(SubV2(target, cam.pos)) <= 0.2) - { - cam.pos = target; - } - else - { - cam.pos = LerpV2(cam.pos, unwarped_dt*8.0f, target); - } + cam.pos = target; + } + else + { + cam.pos = LerpV2(cam.pos, unwarped_dt*8.0f, target); } + } - PROFILE_SCOPE("flush rendering") + PROFILE_SCOPE("flush rendering") + { + ARR_ITER_I(RenderingQueue, rendering_queues, i) { - ARR_ITER_I(RenderingQueue, rendering_queues, i) - { - Layer layer = (Layer)i; - RenderingQueue *rendering_queue = it; - qsort(&rendering_queue->data[0], rendering_queue->cur_index, sizeof(rendering_queue->data[0]), rendering_compare); + Layer layer = (Layer)i; + RenderingQueue *rendering_queue = it; + qsort(&rendering_queue->data[0], rendering_queue->cur_index, sizeof(rendering_queue->data[0]), rendering_compare); - BUFF_ITER(DrawParams, rendering_queue) + BUFF_ITER(DrawParams, rendering_queue) + { + DrawParams d = *it; + PROFILE_SCOPE("Draw quad") { - DrawParams d = *it; - PROFILE_SCOPE("Draw quad") + assert(!d.world_space); // world space already applied when queued for drawing + Vec2 *points = d.quad.points; + quad_fs_params_t params = { 0 }; + params.tint[0] = d.tint.R; + params.tint[1] = d.tint.G; + params.tint[2] = d.tint.B; + params.tint[3] = d.tint.A; + params.alpha_clip_threshold = d.alpha_clip_threshold; + if (d.do_clipping) { - assert(!d.world_space); // world space already applied when queued for drawing - Vec2 *points = d.quad.points; - quad_fs_params_t params = { 0 }; - params.tint[0] = d.tint.R; - params.tint[1] = d.tint.G; - params.tint[2] = d.tint.B; - params.tint[3] = d.tint.A; - params.alpha_clip_threshold = d.alpha_clip_threshold; - if (d.do_clipping) - { - Vec2 aabb_clip_ul = into_clip_space(d.clip_to.upper_left); - Vec2 aabb_clip_lr = into_clip_space(d.clip_to.lower_right); - params.clip_ul[0] = aabb_clip_ul.x; - params.clip_ul[1] = aabb_clip_ul.y; - params.clip_lr[0] = aabb_clip_lr.x; - params.clip_lr[1] = aabb_clip_lr.y; - } - else - { - params.clip_ul[0] = -1.0; - params.clip_ul[1] = 1.0; - params.clip_lr[0] = 1.0; - params.clip_lr[1] = -1.0; - } - // if the rendering call is different, and the batch must be flushed - if (d.image.id != cur_batch_image.id || memcmp(¶ms, &cur_batch_params, sizeof(params)) != 0) - { - flush_quad_batch(); - cur_batch_image = d.image; - cur_batch_params = params; - } + Vec2 aabb_clip_ul = into_clip_space(d.clip_to.upper_left); + Vec2 aabb_clip_lr = into_clip_space(d.clip_to.lower_right); + params.clip_ul[0] = aabb_clip_ul.x; + params.clip_ul[1] = aabb_clip_ul.y; + params.clip_lr[0] = aabb_clip_lr.x; + params.clip_lr[1] = aabb_clip_lr.y; + } + else + { + params.clip_ul[0] = -1.0; + params.clip_ul[1] = 1.0; + params.clip_lr[0] = 1.0; + params.clip_lr[1] = -1.0; + } + // if the rendering call is different, and the batch must be flushed + if (d.image.id != cur_batch_image.id || memcmp(¶ms, &cur_batch_params, sizeof(params)) != 0) + { + flush_quad_batch(); + cur_batch_image = d.image; + cur_batch_params = params; + } - float new_vertices[ FLOATS_PER_VERTEX*4 ] = { 0 }; - Vec2 region_size = SubV2(d.image_region.lower_right, d.image_region.upper_left); - assert(region_size.X > 0.0); - assert(region_size.Y > 0.0); - Vec2 tex_coords[4] = - { - AddV2(d.image_region.upper_left, V2(0.0, 0.0)), - AddV2(d.image_region.upper_left, V2(region_size.X, 0.0)), - AddV2(d.image_region.upper_left, V2(region_size.X, region_size.Y)), - AddV2(d.image_region.upper_left, V2(0.0, region_size.Y)), - }; - - // convert to uv space - sg_image_info info = sg_query_image_info(d.image); - for (int i = 0; i < 4; i++) - { - tex_coords[i] = DivV2(tex_coords[i], V2((float)info.width, (float)info.height)); - } - for (int i = 0; i < 4; i++) - { - Vec2 in_clip_space = into_clip_space(points[i]); - new_vertices[i*FLOATS_PER_VERTEX + 0] = in_clip_space.X; - new_vertices[i*FLOATS_PER_VERTEX + 1] = in_clip_space.Y; - // update Y_COORD_IN_BACK, Y_COORD_IN_FRONT when this changes - /* - float unmapped = (clampf(d.y_coord_sorting, -1.0f, 2.0f)); - float mapped = (unmapped + 1.0f)/3.0f; - new_vertices[i*FLOATS_PER_VERTEX + 2] = 1.0f - (float)clamp(mapped, 0.0, 1.0); - */ - new_vertices[i*FLOATS_PER_VERTEX + 2] = 0.0f; - new_vertices[i*FLOATS_PER_VERTEX + 3] = tex_coords[i].X; - new_vertices[i*FLOATS_PER_VERTEX + 4] = tex_coords[i].Y; - } + float new_vertices[ FLOATS_PER_VERTEX*4 ] = { 0 }; + Vec2 region_size = SubV2(d.image_region.lower_right, d.image_region.upper_left); + assert(region_size.X > 0.0); + assert(region_size.Y > 0.0); + Vec2 tex_coords[4] = + { + AddV2(d.image_region.upper_left, V2(0.0, 0.0)), + AddV2(d.image_region.upper_left, V2(region_size.X, 0.0)), + AddV2(d.image_region.upper_left, V2(region_size.X, region_size.Y)), + AddV2(d.image_region.upper_left, V2(0.0, region_size.Y)), + }; + + // convert to uv space + sg_image_info info = sg_query_image_info(d.image); + for (int i = 0; i < 4; i++) + { + tex_coords[i] = DivV2(tex_coords[i], V2((float)info.width, (float)info.height)); + } + for (int i = 0; i < 4; i++) + { + Vec2 in_clip_space = into_clip_space(points[i]); + new_vertices[i*FLOATS_PER_VERTEX + 0] = in_clip_space.X; + new_vertices[i*FLOATS_PER_VERTEX + 1] = in_clip_space.Y; + // update Y_COORD_IN_BACK, Y_COORD_IN_FRONT when this changes + /* + float unmapped = (clampf(d.y_coord_sorting, -1.0f, 2.0f)); + float mapped = (unmapped + 1.0f)/3.0f; + new_vertices[i*FLOATS_PER_VERTEX + 2] = 1.0f - (float)clamp(mapped, 0.0, 1.0); + */ + new_vertices[i*FLOATS_PER_VERTEX + 2] = 0.0f; + new_vertices[i*FLOATS_PER_VERTEX + 3] = tex_coords[i].X; + new_vertices[i*FLOATS_PER_VERTEX + 4] = tex_coords[i].Y; + } - // two triangles drawn, six vertices - size_t total_size = 6*FLOATS_PER_VERTEX; + // two triangles drawn, six vertices + size_t total_size = 6*FLOATS_PER_VERTEX; - // batched a little too close to the sun - if (cur_batch_data_index + total_size >= ARRLEN(cur_batch_data)) - { - flush_quad_batch(); - cur_batch_image = d.image; - cur_batch_params = params; - } + // batched a little too close to the sun + if (cur_batch_data_index + total_size >= ARRLEN(cur_batch_data)) + { + flush_quad_batch(); + cur_batch_image = d.image; + cur_batch_params = params; + } #define PUSH_VERTEX(vert) { memcpy(&cur_batch_data[cur_batch_data_index], &vert, FLOATS_PER_VERTEX*sizeof(float)); cur_batch_data_index += FLOATS_PER_VERTEX; } - PUSH_VERTEX(new_vertices[0*FLOATS_PER_VERTEX]); - PUSH_VERTEX(new_vertices[1*FLOATS_PER_VERTEX]); - PUSH_VERTEX(new_vertices[2*FLOATS_PER_VERTEX]); - PUSH_VERTEX(new_vertices[0*FLOATS_PER_VERTEX]); - PUSH_VERTEX(new_vertices[2*FLOATS_PER_VERTEX]); - PUSH_VERTEX(new_vertices[3*FLOATS_PER_VERTEX]); + PUSH_VERTEX(new_vertices[0*FLOATS_PER_VERTEX]); + PUSH_VERTEX(new_vertices[1*FLOATS_PER_VERTEX]); + PUSH_VERTEX(new_vertices[2*FLOATS_PER_VERTEX]); + PUSH_VERTEX(new_vertices[0*FLOATS_PER_VERTEX]); + PUSH_VERTEX(new_vertices[2*FLOATS_PER_VERTEX]); + PUSH_VERTEX(new_vertices[3*FLOATS_PER_VERTEX]); #undef PUSH_VERTEX - } } - BUFF_CLEAR(rendering_queue); - } + BUFF_CLEAR(rendering_queue); - // end of rendering - flush_quad_batch(); - sg_end_pass(); - sg_commit(); } - last_frame_processing_time = stm_sec(stm_diff(stm_now(), time_start_frame)); + // end of rendering + flush_quad_batch(); + sg_end_pass(); + sg_commit(); + } - MD_ArenaClear(frame_arena); + last_frame_processing_time = stm_sec(stm_diff(stm_now(), time_start_frame)); - pressed = (PressedState) { 0 }; - } - } + MD_ArenaClear(frame_arena); - void cleanup(void) - { - sg_shutdown(); - hmfree(imui_state); - Log("Cleaning up\n"); + pressed = (PressedState) { 0 }; } +} + +void cleanup(void) +{ + sg_shutdown(); + hmfree(imui_state); + Log("Cleaning up\n"); +} - void event(const sapp_event *e) +void event(const sapp_event *e) +{ + if (e->key_repeat) return; + if (e->type == SAPP_EVENTTYPE_TOUCHES_BEGAN) { - if (e->key_repeat) return; - if (e->type == SAPP_EVENTTYPE_TOUCHES_BEGAN) + if (!mobile_controls) { - if (!mobile_controls) - { - thumbstick_base_pos = V2(screen_size().x * 0.25f, screen_size().y * 0.25f); - thumbstick_nub_pos = thumbstick_base_pos; - } - mobile_controls = true; + thumbstick_base_pos = V2(screen_size().x * 0.25f, screen_size().y * 0.25f); + thumbstick_nub_pos = thumbstick_base_pos; } + mobile_controls = true; + } #ifdef DESKTOP - // the desktop text backend, for debugging purposes - if (receiving_text_input) + // the desktop text backend, for debugging purposes + if (receiving_text_input) + { + if (e->type == SAPP_EVENTTYPE_CHAR) { - if (e->type == SAPP_EVENTTYPE_CHAR) + if (BUFF_HAS_SPACE(&text_input_buffer)) { - if (BUFF_HAS_SPACE(&text_input_buffer)) - { - BUFF_APPEND(&text_input_buffer, (char)e->char_code); - } - } - if (e->type == SAPP_EVENTTYPE_KEY_DOWN && e->key_code == SAPP_KEYCODE_ENTER) - { - end_text_input(text_input_buffer.data); + BUFF_APPEND(&text_input_buffer, (char)e->char_code); } } + if (e->type == SAPP_EVENTTYPE_KEY_DOWN && e->key_code == SAPP_KEYCODE_ENTER) + { + end_text_input(text_input_buffer.data); + } + } #endif - // mobile handling touch controls handling touch input - if (mobile_controls) + // mobile handling touch controls handling touch input + if (mobile_controls) + { + if (e->type == SAPP_EVENTTYPE_TOUCHES_BEGAN) { - if (e->type == SAPP_EVENTTYPE_TOUCHES_BEGAN) - { #define TOUCHPOINT_SCREEN(point) V2(point.pos_x, screen_size().y - point.pos_y) - for (int i = 0; i < e->num_touches; i++) + for (int i = 0; i < e->num_touches; i++) + { + sapp_touchpoint point = e->touches[i]; + Vec2 touchpoint_screen_pos = TOUCHPOINT_SCREEN(point); + if (touchpoint_screen_pos.x < screen_size().x*0.4f) { - sapp_touchpoint point = e->touches[i]; - Vec2 touchpoint_screen_pos = TOUCHPOINT_SCREEN(point); - if (touchpoint_screen_pos.x < screen_size().x*0.4f) + if (!movement_touch.active) { - if (!movement_touch.active) + //if(LenV2(SubV2(touchpoint_screen_pos, thumbstick_base_pos)) > 1.25f * thumbstick_base_size()) + if (true) { - //if(LenV2(SubV2(touchpoint_screen_pos, thumbstick_base_pos)) > 1.25f * thumbstick_base_size()) - if (true) - { - thumbstick_base_pos = touchpoint_screen_pos; - } - movement_touch = activate(point.identifier); - thumbstick_nub_pos = thumbstick_base_pos; + thumbstick_base_pos = touchpoint_screen_pos; } - } - if (LenV2(SubV2(touchpoint_screen_pos, roll_button_pos())) < mobile_button_size()*0.5f) - { - roll_pressed_by = activate(point.identifier); - mobile_roll_pressed = true; - } - if (LenV2(SubV2(touchpoint_screen_pos, interact_button_pos())) < mobile_button_size()*0.5f) - { - interact_pressed_by = activate(point.identifier); - mobile_interact_pressed = true; - pressed.interact = true; - } - if (LenV2(SubV2(touchpoint_screen_pos, attack_button_pos())) < mobile_button_size()*0.5f) - { - attack_pressed_by = activate(point.identifier); - mobile_attack_pressed = true; + movement_touch = activate(point.identifier); + thumbstick_nub_pos = thumbstick_base_pos; } } + if (LenV2(SubV2(touchpoint_screen_pos, roll_button_pos())) < mobile_button_size()*0.5f) + { + roll_pressed_by = activate(point.identifier); + mobile_roll_pressed = true; + } + if (LenV2(SubV2(touchpoint_screen_pos, interact_button_pos())) < mobile_button_size()*0.5f) + { + interact_pressed_by = activate(point.identifier); + mobile_interact_pressed = true; + pressed.interact = true; + } + if (LenV2(SubV2(touchpoint_screen_pos, attack_button_pos())) < mobile_button_size()*0.5f) + { + attack_pressed_by = activate(point.identifier); + mobile_attack_pressed = true; + } } - if (e->type == SAPP_EVENTTYPE_TOUCHES_MOVED) + } + if (e->type == SAPP_EVENTTYPE_TOUCHES_MOVED) + { + for (int i = 0; i < e->num_touches; i++) { - for (int i = 0; i < e->num_touches; i++) + if (movement_touch.active) { - if (movement_touch.active) + if (e->touches[i].identifier == movement_touch.identifier) { - if (e->touches[i].identifier == movement_touch.identifier) + thumbstick_nub_pos = TOUCHPOINT_SCREEN(e->touches[i]); + Vec2 move_vec = SubV2(thumbstick_nub_pos, thumbstick_base_pos); + float clampto_size = thumbstick_base_size() / 2.0f; + if (LenV2(move_vec) > clampto_size) { - thumbstick_nub_pos = TOUCHPOINT_SCREEN(e->touches[i]); - Vec2 move_vec = SubV2(thumbstick_nub_pos, thumbstick_base_pos); - float clampto_size = thumbstick_base_size() / 2.0f; - if (LenV2(move_vec) > clampto_size) - { - thumbstick_nub_pos = AddV2(thumbstick_base_pos, MulV2F(NormV2(move_vec), clampto_size)); - } + thumbstick_nub_pos = AddV2(thumbstick_base_pos, MulV2F(NormV2(move_vec), clampto_size)); } } } } - if (e->type == SAPP_EVENTTYPE_TOUCHES_ENDED) - { - for (int i = 0; i < e->num_touches; i++) - if (e->touches[i].changed) // only some of the touch events are released + } + if (e->type == SAPP_EVENTTYPE_TOUCHES_ENDED) + { + for (int i = 0; i < e->num_touches; i++) + if (e->touches[i].changed) // only some of the touch events are released + { + if (maybe_deactivate(&interact_pressed_by, e->touches[i].identifier)) { - if (maybe_deactivate(&interact_pressed_by, e->touches[i].identifier)) - { - mobile_interact_pressed = false; - } - if (maybe_deactivate(&roll_pressed_by, e->touches[i].identifier)) - { - mobile_roll_pressed = false; - } - if (maybe_deactivate(&attack_pressed_by, e->touches[i].identifier)) - { - mobile_attack_pressed = false; - } - if (maybe_deactivate(&movement_touch, e->touches[i].identifier)) - { - thumbstick_nub_pos = thumbstick_base_pos; - } + mobile_interact_pressed = false; } - } + if (maybe_deactivate(&roll_pressed_by, e->touches[i].identifier)) + { + mobile_roll_pressed = false; + } + if (maybe_deactivate(&attack_pressed_by, e->touches[i].identifier)) + { + mobile_attack_pressed = false; + } + if (maybe_deactivate(&movement_touch, e->touches[i].identifier)) + { + thumbstick_nub_pos = thumbstick_base_pos; + } + } } + } - if (e->type == SAPP_EVENTTYPE_MOUSE_DOWN) + if (e->type == SAPP_EVENTTYPE_MOUSE_DOWN) + { + if (e->mouse_button == SAPP_MOUSEBUTTON_LEFT) { - if (e->mouse_button == SAPP_MOUSEBUTTON_LEFT) - { - pressed.mouse_down = true; - mouse_down = true; - } + pressed.mouse_down = true; + mouse_down = true; } + } - if (e->type == SAPP_EVENTTYPE_MOUSE_UP) + if (e->type == SAPP_EVENTTYPE_MOUSE_UP) + { + if (e->mouse_button == SAPP_MOUSEBUTTON_LEFT) { - if (e->mouse_button == SAPP_MOUSEBUTTON_LEFT) - { - mouse_down = false; - pressed.mouse_up = true; - } + mouse_down = false; + pressed.mouse_up = true; } + } - if (e->type == SAPP_EVENTTYPE_KEY_DOWN) + if (e->type == SAPP_EVENTTYPE_KEY_DOWN) #ifdef DESKTOP - if (!receiving_text_input) + if (!receiving_text_input) #endif - { - mobile_controls = false; - assert(e->key_code < sizeof(keydown) / sizeof(*keydown)); - keydown[e->key_code] = true; + { + mobile_controls = false; + assert(e->key_code < sizeof(keydown) / sizeof(*keydown)); + keydown[e->key_code] = true; - if (e->key_code == SAPP_KEYCODE_E) - { - pressed.interact = true; - } + if (e->key_code == SAPP_KEYCODE_E) + { + pressed.interact = true; + } - if (e->key_code == SAPP_KEYCODE_S) - { - pressed.speak_shortcut = true; - } - if (e->key_code == SAPP_KEYCODE_G) - { - pressed.give_shortcut = true; - } + if (e->key_code == SAPP_KEYCODE_S) + { + pressed.speak_shortcut = true; + } + if (e->key_code == SAPP_KEYCODE_G) + { + pressed.give_shortcut = true; + } - if (e->key_code == SAPP_KEYCODE_LEFT_SHIFT) - { - learned_shift += 0.15f; - } - if (e->key_code == SAPP_KEYCODE_SPACE) - { - learned_space += 0.15f; - } - if (e->key_code == SAPP_KEYCODE_E) - { - learned_e += 0.15f; - } + if (e->key_code == SAPP_KEYCODE_LEFT_SHIFT) + { + learned_shift += 0.15f; + } + if (e->key_code == SAPP_KEYCODE_SPACE) + { + learned_space += 0.15f; + } + if (e->key_code == SAPP_KEYCODE_E) + { + learned_e += 0.15f; + } #ifdef DESKTOP // very nice for my run from cmdline workflow, escape to quit - if (e->key_code == SAPP_KEYCODE_ESCAPE) - { - sapp_quit(); - } + if (e->key_code == SAPP_KEYCODE_ESCAPE) + { + sapp_quit(); + } #endif #ifdef DEVTOOLS - if (e->key_code == SAPP_KEYCODE_T) - { - mouse_frozen = !mouse_frozen; - } - if (e->key_code == SAPP_KEYCODE_9) - { - gs.won = true; - } - if (e->key_code == SAPP_KEYCODE_M) - { - mobile_controls = true; - } - if (e->key_code == SAPP_KEYCODE_P) + if (e->key_code == SAPP_KEYCODE_T) + { + mouse_frozen = !mouse_frozen; + } + if (e->key_code == SAPP_KEYCODE_9) + { + gs.won = true; + } + if (e->key_code == SAPP_KEYCODE_M) + { + mobile_controls = true; + } + if (e->key_code == SAPP_KEYCODE_P) + { + profiling = !profiling; + if (profiling) { - profiling = !profiling; - if (profiling) - { - init_profiling("rpgpt.spall"); - init_profiling_mythread(0); - } - else - { - end_profiling_mythread(); - end_profiling(); - } + init_profiling("rpgpt.spall"); + init_profiling_mythread(0); } - if (e->key_code == SAPP_KEYCODE_7) + else { - show_devtools = !show_devtools; + end_profiling_mythread(); + end_profiling(); } -#endif } - if (e->type == SAPP_EVENTTYPE_KEY_UP) - { - keydown[e->key_code] = false; - } - if (e->type == SAPP_EVENTTYPE_MOUSE_MOVE) - { - bool ignore_movement = false; -#ifdef DEVTOOLS - if (mouse_frozen) ignore_movement = true; + if (e->key_code == SAPP_KEYCODE_7) + { + show_devtools = !show_devtools; + } #endif - if (!ignore_movement) mouse_pos = V2(e->mouse_x, (float)sapp_height() - e->mouse_y); } + if (e->type == SAPP_EVENTTYPE_KEY_UP) + { + keydown[e->key_code] = false; } - - sapp_desc sokol_main(int argc, char* argv[]) + if (e->type == SAPP_EVENTTYPE_MOUSE_MOVE) { - (void)argc; (void)argv; - return (sapp_desc) { - .init_cb = init, - .frame_cb = frame, - .cleanup_cb = cleanup, - .event_cb = event, - .width = 800, - .height = 600, - //.gl_force_gles2 = true, not sure why this was here in example, look into - .window_title = "RPGPT", - .win32_console_attach = true, - .win32_console_create = true, - .icon.sokol_default = true, - }; + bool ignore_movement = false; +#ifdef DEVTOOLS + if (mouse_frozen) ignore_movement = true; +#endif + if (!ignore_movement) mouse_pos = V2(e->mouse_x, (float)sapp_height() - e->mouse_y); } +} + +sapp_desc sokol_main(int argc, char* argv[]) +{ + (void)argc; (void)argv; + return (sapp_desc) { + .init_cb = init, + .frame_cb = frame, + .cleanup_cb = cleanup, + .event_cb = event, + .width = 800, + .height = 600, + //.gl_force_gles2 = true, not sure why this was here in example, look into + .window_title = "RPGPT", + .win32_console_attach = true, + .win32_console_create = true, + .icon.sokol_default = true, + }; +}