From 89aec2e4081b0239c7ac7a4feda89fd12fad97a6 Mon Sep 17 00:00:00 2001 From: Cameron Reikes Date: Sun, 23 Apr 2023 22:50:39 -0700 Subject: [PATCH] Include npc names in dialog and fix msvc error --- main.c | 82 +++++++++++++++++++++++++++++++++++++--------------------- 1 file changed, 52 insertions(+), 30 deletions(-) diff --git a/main.c b/main.c index c094613..f794c79 100644 --- a/main.c +++ b/main.c @@ -2122,7 +2122,6 @@ typedef struct char *text; Color *colors; float text_scale; - bool going_up; AABB clip_to; bool screen_space; @@ -2202,28 +2201,45 @@ typedef struct } DialogElement; typedef BUFF(DialogElement, REMEMBERED_PERCEPTIONS) Dialog; -Dialog produce_dialog(Entity *talking_to) +Dialog produce_dialog(Entity *talking_to, bool character_names) { + assert(talking_to->is_npc); Dialog to_return = {0}; BUFF_ITER(Perception, &talking_to->remembered_perceptions) { if(it->type == NPCDialog) { - Sentence to_say = it->npc_dialog; + Sentence to_say = (Sentence){0}; + + if(character_names) + { + append_str(&to_say, characters[talking_to->npc_kind].name); + append_str(&to_say, ": "); + } + Sentence *last_said = last_said_sentence(talking_to); if(last_said == &it->npc_dialog) { - to_say = (Sentence){0}; for(int i = 0; i < min(it->npc_dialog.cur_index, (int)talking_to->characters_said); i++) { BUFF_APPEND(&to_say, it->npc_dialog.data[i]); } } + else + { + append_str(&to_say, it->npc_dialog.data); + } BUFF_APPEND(&to_return, ((DialogElement){ .s = to_say, .is_player = false }) ); } else if(it->type == PlayerDialog) { - BUFF_APPEND(&to_return, ((DialogElement){ .s = it->player_dialog, .is_player = true }) ); + Sentence to_say = (Sentence){0}; + if(character_names) + { + append_str(&to_say, "Player: "); + } + append_str(&to_say, it->player_dialog.data); + BUFF_APPEND(&to_return, ((DialogElement){ .s = to_say, .is_player = true }) ); } } return to_return; @@ -2272,7 +2288,7 @@ void draw_dialog_panel(Entity *talking_to, float alpha) { float new_line_height = dialog_panel.lower_right.Y; - Dialog dialog = produce_dialog(talking_to); + Dialog dialog = produce_dialog(talking_to, false); if(dialog.cur_index > 0) { for(int i = dialog.cur_index - 1; i >= 0; i--) @@ -3492,7 +3508,6 @@ F cost: G + H { player->state = CHARACTER_IDLE; } - float new_line_height = panel_aabb.lower_right.Y; draw_quad((DrawParams){false, quad_aabb(panel_aabb), IMG(image_white_square), blendalpha(BLACK, 0.7f)}); // apply padding @@ -3501,9 +3516,34 @@ F cost: G + H 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 = 1.5f; + 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(imbutton_key(cur_upper_left, button_size, text_scale, "Speak", __LINE__, dt, receiving_text_input)) + { + begin_text_input(); + } + float button_grid_height = button_size.y; + + cur_upper_left.x += button_size.x + space_btwn_buttons; + imbutton(cur_upper_left, button_size, text_scale, "Give Item"); + + const float dialog_text_scale = 1.0f; + + 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) { - Dialog dialog = produce_dialog(talking_to); + Dialog dialog = produce_dialog(talking_to, true); if(dialog.cur_index > 0) { for(int i = dialog.cur_index - 1; i >= 0; i--) @@ -3515,41 +3555,23 @@ F cost: G + H { if(it->is_player) { - colors[char_i] = BLACK; + colors[char_i] = WHITE; } else { - colors[char_i] = colhex(0x345e22); + colors[char_i] = colhex(0x34e05c); } colors[char_i] = blendalpha(colors[char_i], alpha); } - float measured_line_height = draw_wrapped_text((WrappedTextParams){true, V2(panel_aabb.upper_left.X, new_line_height), panel_aabb.lower_right.X - panel_aabb.upper_left.X, it->s.data, colors, 0.5f, panel_aabb, .screen_space = true}); + 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}); new_line_height += (new_line_height - measured_line_height); - draw_wrapped_text((WrappedTextParams){false, V2(panel_aabb.upper_left.X, new_line_height), panel_aabb.lower_right.X - panel_aabb.upper_left.X, it->s.data, colors, 0.5f, panel_aabb}); + 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}); free(colors); } } } } - - // draw button - float space_btwn_buttons = 20.0f; - float text_scale = 1.5f; - 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(imbutton_key(cur_upper_left, button_size, text_scale, "Speak", __LINE__, dt, receiving_text_input)) - { - begin_text_input(); - } - - cur_upper_left.x += button_size.x + space_btwn_buttons; - imbutton(cur_upper_left, button_size, text_scale, "Give Item"); } } }