Memory introspection in cli, because no text scrolling in gui yet. Several minor tweaks, and don't insert no-ops conversationally when the drama line is referring to the npc in question

main
parent 7441a44866
commit c0f39d1bb9

@ -2114,8 +2114,7 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
if(drama_errors.node_count == 0) if(drama_errors.node_count == 0)
{ {
memcpy(current_action.speech.text, dialog.str, dialog.size); chunk_from_s8(&current_action.speech, dialog);
current_action.speech.text_length = (int)dialog.size;
} }
} }
@ -2137,7 +2136,7 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
this_context.i_said_this = true; this_context.i_said_this = true;
} }
remember_action(gs, it, current_action, this_context); remember_action(gs, it, current_action, this_context);
if(it->npc_kind != current_context.author_npc_kind) if(it->npc_kind != current_context.author_npc_kind && it->npc_kind != current_context.talking_to_kind)
{ {
// it's good for NPC health that they have examples of not saying anything in response to others speaking, // it's good for NPC health that they have examples of not saying anything in response to others speaking,
// so that they do the same when it's unlikely for them to talk. // so that they do the same when it's unlikely for them to talk.
@ -2158,7 +2157,7 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
PushWithLint(scratch.arena, &drama_errors, "Couldn't find NPC of kind %s in the current map", characters[want].enum_name); PushWithLint(scratch.arena, &drama_errors, "Couldn't find NPC of kind %s in the current map", characters[want].enum_name);
} }
} }
Log("Propagated to %.s...\n", characters[want].name); Log("Propagated to %d name '%s'...\n", want, characters[want].name);
} }
} }
} }
@ -5669,7 +5668,7 @@ void frame(void)
// draw the 3d render // draw the 3d render
draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.threedee_pass_image), WHITE, .layer = LAYER_WORLD, .custom_pipeline = state.twodee_colorcorrect_pip }); draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.threedee_pass_image), WHITE, .layer = LAYER_WORLD, .custom_pipeline = state.twodee_colorcorrect_pip });
draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.outline_pass_image), WHITE, .layer = LAYER_UI_FG, .custom_pipeline = state.twodee_outline_pip, .layer = LAYER_UI}); draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.outline_pass_image), WHITE, .layer = LAYER_UI_FG, .custom_pipeline = state.twodee_outline_pip, .layer = LAYER_UI});
// 2d drawing TODO move this to when the drawing is flushed. // 2d drawing TODO move this to when the drawing is flushed.
sg_begin_default_pass(&state.clear_depth_buffer_pass_action, sapp_width(), sapp_height()); sg_begin_default_pass(&state.clear_depth_buffer_pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.twodee_pip); sg_apply_pipeline(state.twodee_pip);
@ -7038,10 +7037,24 @@ ISANERROR("Don't know how to do this stuff on this platform.")
AABB bounds = draw_text((TextParams){false, text, cur_pos, WHITE, 1.0}); AABB bounds = draw_text((TextParams){false, text, cur_pos, WHITE, 1.0});
cur_pos.y -= aabb_size(bounds).y; cur_pos.y -= aabb_size(bounds).y;
} }
if(keypressed[SAPP_KEYCODE_Q] && !receiving_text_input)
{
Log("-- Printing debug memories for %s --\n", characters[to_view->npc_kind].name);
int mem_idx = 0;
for(Memory *cur = to_view->memories_first; cur; cur = cur->next)
{
MD_String8 to_text = cur->context.talking_to_kind != NPC_nobody ? MD_S8Fmt(frame_arena, " to %s ", characters[cur->context.talking_to_kind].name) : MD_S8Lit("");
MD_String8 text = MD_S8Fmt(frame_arena, "%s%s%.*s: %.*s", to_view->npc_kind == cur->context.author_npc_kind ? "(Me) " : "", characters[cur->context.author_npc_kind].name, MD_S8VArg(to_text), cur->speech.text_length, cur->speech);
printf("Memory %d: %.*s\n", mem_idx, MD_S8VArg(text));
mem_idx++;
}
} }
break; break;
} }
} }
}
Vec2 pos = V2(0.0, screen_size().Y); Vec2 pos = V2(0.0, screen_size().Y);
int num_entities = 0; int num_entities = 0;

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