diff --git a/art/art.blend b/art/art.blend index 9f09c48..c543055 100644 --- a/art/art.blend +++ b/art/art.blend @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:391c02908d60b00ea67049f0125a6ab22db9604b2cb25f73bc6517f7c5c594e8 -size 25678300 +oid sha256:b1f3ebf23d240b3f6f764e8543575989291dffc9a8f21468dc1146955460a959 +size 25678376 diff --git a/assets.mdesk b/assets.mdesk index f3b39af..13ec773 100644 --- a/assets.mdesk +++ b/assets.mdesk @@ -26,10 +26,6 @@ { filepath: "grunt_3.wav", } -@image gigatexture: -{ - filepath: "exported_3d/gigatexture.png", -} @image sword: { filepath: "sword_of_nazareth.png", diff --git a/main.c b/main.c index fd57743..bcafaa5 100644 --- a/main.c +++ b/main.c @@ -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); diff --git a/makeprompt.h b/makeprompt.h index afe6a9c..30edf69 100644 --- a/makeprompt.h +++ b/makeprompt.h @@ -159,7 +159,6 @@ typedef enum CharacterState { CHARACTER_WALKING, CHARACTER_IDLE, - CHARACTER_TALKING, } CharacterState; typedef enum @@ -306,8 +305,7 @@ typedef struct Entity double swing_timer; // character - bool knighted; - bool in_conversation_mode; + bool waiting_on_speech_with_somebody; EntityRef interacting_with; // for drawing outline on maybe interacting with somebody Vec2 to_throw_direction; BUFF(Vec2, 8) position_history; // so npcs can follow behind the player