Speech directly talks instead of being a state, fix asset bug

main
parent dc03b984b4
commit ecf5308389

BIN
art/art.blend (Stored with Git LFS)

Binary file not shown.

@ -26,10 +26,6 @@
{ {
filepath: "grunt_3.wav", filepath: "grunt_3.wav",
} }
@image gigatexture:
{
filepath: "exported_3d/gigatexture.png",
}
@image sword: @image sword:
{ {
filepath: "sword_of_nazareth.png", filepath: "sword_of_nazareth.png",

152
main.c

@ -2390,8 +2390,6 @@ void ser_entity(SerState *ser, Entity *e)
// character // character
ser_bool(ser, &e->is_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_Vec2(ser, &e->to_throw_direction);
SER_BUFF(ser, Vec2, &e->position_history); 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 Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on
static bool player_in_combat = false; static bool player_in_combat = false;
float speed_target; float speed_target = 1.0f;
// pausing the game // 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); speed_factor = Lerp(speed_factor, unwarped_dt*10.0f, speed_target);
if (fabsf(speed_factor - speed_target) <= 0.05f) 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 player_in_combat = false; // in combat set by various enemies when they fight the player
PROFILE_SCOPE("entity processing") PROFILE_SCOPE("entity processing")
{ {
if(gs.player->knighted)
{
gs.won = true;
}
ENTITIES_ITER(gs.entities) ENTITIES_ITER(gs.entities)
{ {
assert(!(it->exists && it->generation == 0)); 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 // 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;
{
gs.player->state = CHARACTER_IDLE;
}
}
else
{
gs.player->talking_to = (EntityRef) { 0 };
} }
interacting_with = closest_interact_with; 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); 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 (interact)
{ {
if (gs.player->state == CHARACTER_TALKING) if (closest_interact_with)
{
// 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->is_machine) 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) else if (closest_interact_with->is_npc)
{ {
// begin dialog with closest npc // begin dialog with closest npc
gs.player->state = CHARACTER_TALKING;
gs.player->talking_to = frome(closest_interact_with); gs.player->talking_to = frome(closest_interact_with);
begin_text_input(); 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; if (LenV2(movement) > 0.01) gs.player->state = CHARACTER_WALKING;
} }
else if (gs.player->state == CHARACTER_TALKING)
{
}
else else
{ {
assert(false); // unknown character state? not defined how to process 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_IDLE)
{ {
} }
else if (gs.player->state == CHARACTER_TALKING)
{
}
else else
{ {
assert(false); // unknown character state? not defined how to draw 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) // @Place(UI rendering)
PROFILE_SCOPE("propagating") PROFILE_SCOPE("propagating")
{ {
for(PropagatingAction *cur = propagating; cur; cur = cur->next) 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; item_grid_state.open = false;
ItemKind selected_item = gs.player->held_items.data[pressed_index]; 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); Entity *to = gete(gs.player->talking_to);
assert(to); assert(to);

@ -159,7 +159,6 @@ typedef enum CharacterState
{ {
CHARACTER_WALKING, CHARACTER_WALKING,
CHARACTER_IDLE, CHARACTER_IDLE,
CHARACTER_TALKING,
} CharacterState; } CharacterState;
typedef enum typedef enum
@ -306,8 +305,7 @@ typedef struct Entity
double swing_timer; double swing_timer;
// character // character
bool knighted; bool waiting_on_speech_with_somebody;
bool in_conversation_mode;
EntityRef interacting_with; // for drawing outline on maybe interacting with somebody EntityRef interacting_with; // for drawing outline on maybe interacting with somebody
Vec2 to_throw_direction; Vec2 to_throw_direction;
BUFF(Vec2, 8) position_history; // so npcs can follow behind the player BUFF(Vec2, 8) position_history; // so npcs can follow behind the player

Loading…
Cancel
Save