@ -980,7 +980,8 @@ void remember_action(Entity *to_modify, Action a, MemoryContext context)
push_memory ( to_modify , MD_S8 ( a . speech , a . speech_length ) , a . kind , ( ActionArgument ) { 0 } , context , false ) ;
if ( context . i_said_this )
{
to_modify - > words_said = 0.0 ;
to_modify - > words_said = 0 ;
to_modify - > word_anim_in = 0 ;
}
}
@ -2633,6 +2634,29 @@ typedef struct
bool was_last_said ;
} DialogElement ;
MD_String8List last_said_without_unsaid_words ( MD_Arena * arena , Entity * it )
{
MD_ArenaTemp scratch = MD_GetScratch ( & arena , 1 ) ;
MD_String8List by_word = split_by_word ( scratch . arena , last_said_sentence ( it ) ) ;
MD_String8Node * cur = by_word . first ;
MD_String8List without_unsaid_words = { 0 } ;
for ( int i = 0 ; i < by_word . node_count ; i + + )
{
if ( i > = it - > words_said )
{
break ;
}
else
{
assert ( cur ) ;
MD_S8ListPush ( arena , & without_unsaid_words , cur - > string ) ;
cur = cur - > next ;
}
}
MD_ReleaseScratch ( scratch ) ;
return without_unsaid_words ;
}
// Some perceptions can have multiple dialog elements.
// Like item give perceptions that have an action with both dialog
// and an argument. So worst case every perception has 2 dialog
@ -2655,23 +2679,7 @@ Dialog produce_dialog(Entity *talking_to, bool character_names)
if ( last_said_sentence ( talking_to ) . str = = it - > speech )
{
new_element . was_last_said = true ;
MD_String8List by_word = split_by_word ( scratch . arena , MD_S8 ( it - > speech , it - > speech_length ) ) ;
MD_String8Node * cur = by_word . first ;
MD_String8List without_unsaid_words = { 0 } ;
for ( int i = 0 ; i < by_word . node_count ; i + + )
{
if ( i > = ( int ) talking_to - > words_said )
{
break ;
}
else
{
assert ( cur ) ;
MD_S8ListPush ( scratch . arena , & without_unsaid_words , cur - > string ) ;
cur = cur - > next ;
}
}
my_speech = MD_S8ListJoin ( scratch . arena , without_unsaid_words , & ( MD_StringJoin ) { . mid = MD_S8Lit ( " " ) } ) ;
my_speech = MD_S8ListJoin ( scratch . arena , last_said_without_unsaid_words ( scratch . arena , talking_to ) , & ( MD_StringJoin ) { . mid = MD_S8Lit ( " " ) } ) ;
}
MD_String8 dialog_speech = MD_S8Fmt ( scratch . arena , " %s: %.*s " , characters [ it - > context . author_npc_kind ] . name , MD_S8VArg ( my_speech ) ) ;
@ -3282,19 +3290,33 @@ void frame(void)
// character speech animation text input
if ( true )
{
int before = ( int ) it - > words_said ;
it - > word_anim_in = Lerp ( ( float ) it - > word_anim_in , unwarped_dt * 15.0f , 1.0f ) ;
MD_ArenaTemp scratch = MD_GetScratch ( 0 , 0 ) ;
if ( before < split_by_word ( scratch . arena , last_said_sentence ( it ) ) . node_count )
MD_String8List split = split_by_word ( scratch . arena , last_said_sentence ( it ) ) ;
if ( it - > words_said < = split . node_count )
{
it - > word_anim_in + = CHARACTERS_PER_SEC * unwarped_dt ;
int characters_in_animating_word = 0 ;
MD_String8Node * cur = split . first ;
for ( int i = 0 ; i < it - > words_said + 1 ; i + + )
{
if ( cur )
{
if ( i > = it - > words_said - 1 )
{
it - > words_said + = WORDS_PER_SEC * unwarped_dt ;
characters_in_animating_word = ( int ) cur - > string . size ;
break ;
}
MD_ReleaseScratch ( scratch ) ;
if ( ( int ) it - > words_said > before )
cur = cur - > next ;
}
}
if ( ( int ) it - > word_anim_in + 1 > characters_in_animating_word )
{
it - > words_said + = 1 ;
if ( it - > words_said < split . node_count )
{
it - > word_anim_in = 0 ;
}
float dist = LenV2 ( SubV2 ( it - > pos , player - > pos ) ) ;
float volume = Lerp ( - 0.6f , clamp01 ( dist / 70.0f ) , - 1.0f ) ;
AudioSample * possible_grunts [ ] = {
@ -3304,7 +3326,7 @@ void frame(void)
& sound_grunt_3 ,
} ;
play_audio ( possible_grunts [ rand ( ) % ARRLEN ( possible_grunts ) ] , volume ) ;
it - > word_anim_in = 0.0 ;
}
}
}
@ -3764,7 +3786,12 @@ void frame(void)
MD_ArenaTemp scratch = MD_GetScratch ( 0 , 0 ) ;
MD_String8 ai_response = { 0 } ;
bool mocking_the_ai_response = true ;
bool mocking_the_ai_response = false ;
# ifdef DEVTOOLS
# ifdef MOCK_AI_RESPONSE
mocking_the_ai_response = true ;
# endif
# endif
bool succeeded = true ; // couldn't get AI response if false
if ( mocking_the_ai_response )
{
@ -3804,7 +3831,7 @@ void frame(void)
}
else
{
ai_response = MD_S8Lit ( " Within the player's party, while the player is talking to Meld, you hear: ACT_none \" Better have a good reason for bothering me. \" " ) ;
ai_response = MD_S8Lit ( " Within the player's party, while the player is talking to Meld, you hear: ACT_none \" Better have a good reason for bothering me. fjdskfjdsakfjsdakf \" " ) ;
}
}
else
@ -4384,7 +4411,7 @@ void frame(void)
float this_text_scale = text_scale ;
if ( it - > was_last_said & & cur - > next = = 0 )
{
this_text_scale * = talking_to - > word_anim_in ;
this_text_scale * = clamp01 ( talking_to - > word_anim_in / ( float ) cur - > text . size ) ;
}
AABB clipping_aabb = dialog_panel ;
clipping_aabb . lower_right . y - = 50.0f ;