@ -2390,8 +2390,6 @@ void ser_entity(SerState *ser, Entity *e)
// character
ser_bool ( ser , & e - > is_character ) ;
ser_bool ( ser , & e - > knighted ) ;
ser_bool ( ser , & e - > in_conversation_mode ) ;
ser_Vec2 ( ser , & e - > to_throw_direction ) ;
SER_BUFF ( ser , Vec2 , & e - > position_history ) ;
@ -5889,16 +5887,8 @@ void frame(void)
static Entity * interacting_with = 0 ; // used by rendering to figure out who to draw dialog box on
static bool player_in_combat = false ;
float speed_target ;
float speed_target = 1.0f ;
// pausing the game
if ( gs . player - > in_conversation_mode | | gs . won )
{
speed_target = 0.0f ;
}
else
{
speed_target = 1.0f ;
}
speed_factor = Lerp ( speed_factor , unwarped_dt * 10.0f , speed_target ) ;
if ( fabsf ( speed_factor - speed_target ) < = 0.05f )
{
@ -5951,10 +5941,6 @@ void frame(void)
player_in_combat = false ; // in combat set by various enemies when they fight the player
PROFILE_SCOPE ( " entity processing " )
{
if ( gs . player - > knighted )
{
gs . won = true ;
}
ENTITIES_ITER ( gs . entities )
{
assert ( ! ( it - > exists & & it - > generation = = 0 ) ) ;
@ -6656,77 +6642,19 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
// maybe get rid of talking to
if ( gs . player - > state = = CHARACTER_TALKING )
if ( gs . player - > waiting_on_speech_with_somebody )
{
if ( gete ( gs . player - > talking_to ) = = 0 )
{
gs . player - > state = CHARACTER_IDLE ;
}
}
else
{
gs . player - > talking_to = ( EntityRef ) { 0 } ;
gs . player - > state = CHARACTER_IDLE ;
}
interacting_with = closest_interact_with ;
if ( gs . player - > state = = CHARACTER_TALKING )
{
interacting_with = gete ( gs . player - > talking_to ) ;
assert ( interacting_with ) ;
}
gs . player - > interacting_with = frome ( interacting_with ) ;
}
// @Place(more trailer nonsense)
if ( keypressed [ SAPP_KEYCODE_K ] & & closest_interact_with )
{
if ( closest_interact_with - > standing = = STANDING_INDIFFERENT )
{
closest_interact_with - > standing = STANDING_JOINED ;
}
else
{
closest_interact_with - > standing = STANDING_INDIFFERENT ;
}
}
if ( keypressed [ SAPP_KEYCODE_L ] | | keypressed [ SAPP_KEYCODE_M ] )
{
gs . player - > state = CHARACTER_TALKING ;
Entity * shifted = 0 ;
ENTITIES_ITER ( gs . entities )
{
if ( it - > npc_kind = = NPC_ShiftedFarmer )
{
shifted = it ;
break ;
}
}
assert ( shifted ) ;
gs . player - > talking_to = frome ( shifted ) ;
if ( keypressed [ SAPP_KEYCODE_M ] )
{
begin_text_input ( ) ;
}
else
{
shifted - > perceptions_dirty = true ;
}
}
if ( interact )
{
if ( gs . 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
gs . player - > state = CHARACTER_IDLE ;
}
else if ( closest_interact_with )
if ( closest_interact_with )
{
if ( closest_interact_with - > is_machine )
{
@ -6748,7 +6676,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
else if ( closest_interact_with - > is_npc )
{
// begin dialog with closest npc
gs . player - > state = CHARACTER_TALKING ;
gs . player - > talking_to = frome ( closest_interact_with ) ;
begin_text_input ( ) ;
}
@ -6793,9 +6720,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
{
if ( LenV2 ( movement ) > 0.01 ) gs . player - > state = CHARACTER_WALKING ;
}
else if ( gs . player - > state = = CHARACTER_TALKING )
{
}
else
{
assert ( false ) ; // unknown character state? not defined how to process
@ -6907,9 +6831,6 @@ ISANERROR("Don't know how to do this stuff on this platform.")
else if ( gs . player - > state = = CHARACTER_IDLE )
{
}
else if ( gs . player - > state = = CHARACTER_TALKING )
{
}
else
{
assert ( false ) ; // unknown character state? not defined how to draw
@ -6974,70 +6895,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
}
// 2d rendering
if ( 0 )
PROFILE_SCOPE ( " entity rendering " )
ENTITIES_ITER ( gs . entities )
{
if ( it - > gen_request_id ! = 0 )
{
draw_quad ( ( DrawParams ) { quad_centered ( AddV2 ( it - > pos , V2 ( 0.0 , 50.0 ) ) , V2 ( 100.0 , 100.0 ) ) , IMG ( image_thinking ) , WHITE } ) ;
}
if ( it - > is_npc )
{
float dist = LenV2 ( SubV2 ( it - > pos , gs . 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 ( gs . player - > talking_to ) = = it & & gs . player - > state = = CHARACTER_TALKING ) alpha = 0.0f ;
if ( it - > being_hovered )
{
draw_quad ( ( DrawParams ) { 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 ) ;
}
else if ( it - > is_item )
{
draw_item ( it - > item_kind , aabb_centered ( it - > pos , V2 ( 15.0f , 15.0f ) ) , 1.0f ) ;
}
else if ( it - > is_character )
{
}
else if ( it - > is_prop )
{
}
else if ( it - > is_machine )
{
if ( it - > machine_kind = = MACH_idol_dispenser )
{
it - > idol_reminder_opacity = Lerp ( it - > idol_reminder_opacity , dt * 0.5f , 0.0 ) ;
sg_image to_draw = it - > has_given_idol ? image_idol_machine_no_idol : image_idol_machine_has_idol ;
DrawParams d = ( DrawParams ) { quad_centered ( it - > pos , V2 ( TILE_SIZE * 3.0 , TILE_SIZE * 3.0 ) ) , to_draw , full_region ( to_draw ) , WHITE , . layer = LAYER_WORLD , . sorting_key = sorting_key_at ( it - > pos ) } ;
draw_centered_text ( ( TextParams ) { false , MD_S8Lit ( " Needs 3 party members " ) , AddV2 ( it - > pos , V2 ( 0.0 , 100.0 ) ) , blendalpha ( WHITE , it - > idol_reminder_opacity ) , 1.0f } ) ;
draw_quad ( d ) ;
}
else if ( it - > machine_kind = = MACH_arrow_shooter )
{
DrawParams d = ( DrawParams ) { quad_centered ( it - > pos , V2 ( TILE_SIZE , TILE_SIZE ) ) , IMG ( image_arrow_shooter ) , WHITE , . layer = LAYER_WORLD , . sorting_key = sorting_key_at ( it - > pos ) } ;
draw_quad ( d ) ;
}
}
else
{
assert ( false ) ;
}
}
// @Place(UI rendering)
PROFILE_SCOPE ( " propagating " )
{
for ( PropagatingAction * cur = propagating ; cur ; cur = cur - > next )
@ -7297,7 +7155,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
item_grid_state . open = false ;
ItemKind selected_item = gs . player - > held_items . data [ pressed_index ] ;
if ( item_grid_state . for_giving & & gs . player - > state = = CHARACTER_TALKING )
if ( item_grid_state . for_giving )
{
Entity * to = gete ( gs . player - > talking_to ) ;
assert ( to ) ;