Time stops on new dialog, all dialog must be dismissed by user

main
parent 3081391c62
commit f8e9bb9143

@ -2,6 +2,10 @@
{
filepath: "shifted_farmer.png",
}
@image unread_triangle:
{
filepath: "unread_triangle.png",
}
@image loading:
{
filepath: "loading.png",

BIN
assets/unread_triangle.png (Stored with Git LFS)

Binary file not shown.

118
main.c

@ -328,6 +328,9 @@ typedef struct {
} ItemgridState;
ItemgridState item_grid_state = {0};
// set to true when should receive text input from the web input box
// or desktop text input
bool receiving_text_input = false;
@ -1394,6 +1397,16 @@ float flycam_speed = 1.0f;
Mat4 view = {0};
Mat4 projection = {0};
typedef struct ListOfEntities {
struct ListOfEntities *next;
struct ListOfEntities *prev;
EntityRef referring_to;
} ListOfEntities;
ListOfEntities *unread_first = 0;
ListOfEntities *unread_last = 0;
ListOfEntities *unread_free_list = 0;
Vec4 IsPoint(Vec3 point)
{
return V4(point.x, point.y, point.z, 1.0f);
@ -1571,9 +1584,9 @@ Entity *gete(EntityRef ref)
}
}
void push_memory(Entity *e, Memory new_memory)
void push_memory(GameState *gs, Entity *e, Memory new_memory)
{
new_memory.tick_happened = gs.tick;
new_memory.tick_happened = gs->tick;
Memory *memory_allocated = 0;
if(memories_free_list)
@ -1596,6 +1609,9 @@ void push_memory(Entity *e, Memory new_memory)
MD_StackPush(memories_free_list, freed);
count -= 1;
}
if(gs->stopped_time)
MD_StackPush(e->memories_added_while_time_stopped, memory_allocated);
else
MD_DblPushBack(e->memories_first, e->memories_last, memory_allocated);
if(!new_memory.context.i_said_this)
@ -1630,7 +1646,7 @@ Entity *get_targeted(Entity *from, NpcKind targeted)
return 0;
}
void remember_action(Entity *to_modify, Action a, MemoryContext context)
void remember_action(GameState *gs, Entity *to_modify, Action a, MemoryContext context)
{
Memory new_memory = {0};
memcpy(new_memory.speech, a.speech, a.speech_length);
@ -1642,7 +1658,7 @@ void remember_action(Entity *to_modify, Action a, MemoryContext context)
new_memory.context = context;
new_memory.action_argument = a.argument;
push_memory(to_modify, new_memory);
push_memory(gs, to_modify, new_memory);
if(context.i_said_this)
{
@ -1857,7 +1873,7 @@ float propagating_radius(PropagatingAction *p)
// of the action physically and through the party
// If the action is invalid, remembers the error if it's an NPC, and does nothing else
// Returns if the action was valid or not
bool perform_action(Entity *from, Action a)
bool perform_action(GameState *gs, Entity *from, Action a)
{
MD_ArenaTemp scratch = MD_GetScratch(0, 0);
@ -1867,7 +1883,7 @@ bool perform_action(Entity *from, Action a)
if(a.speech_length > 0)
from->dialog_fade = 2.5f;
if(from == gs.player && gete(from->talking_to))
if(from == gs->player && gete(from->talking_to))
{
context.was_talking_to_somebody = true;
context.talking_to_kind = gete(from->talking_to)->npc_kind;
@ -1906,13 +1922,13 @@ bool perform_action(Entity *from, Action a)
{
MemoryContext my_context = context;
my_context.i_said_this = true;
remember_action(from, a, my_context);
remember_action(gs, from, a, my_context);
}
// memory of target
if(targeted)
{
remember_action(targeted, a, context);
remember_action(gs, targeted, a, context);
}
// propagate physically
@ -2217,7 +2233,7 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
{
this_context.i_said_this = true;
}
remember_action(it, current_action, this_context);
remember_action(gs, it, current_action, this_context);
it->words_said = 999; // prevent the animating in sound effects of words said in drama document
found = true;
break;
@ -2598,7 +2614,7 @@ void end_text_input(char *what_player_said_cstr)
memcpy(to_perform.speech, what_player_said.str, what_player_said.size);
to_perform.speech_length = (int)what_player_said.size;
perform_action(gs.player, to_perform);
perform_action(&gs, gs.player, to_perform);
}
MD_ReleaseScratch(scratch);
}
@ -5892,6 +5908,8 @@ void frame(void)
static bool player_in_combat = false;
float speed_target = 1.0f;
gs.stopped_time = unread_first != 0;
if(gs.stopped_time) speed_target = 0.0f;
// pausing the game
speed_factor = Lerp(speed_factor, unwarped_dt*10.0f, speed_target);
if (fabsf(speed_factor - speed_target) <= 0.05f)
@ -5933,7 +5951,7 @@ void frame(void)
if(!cur->already_propagated_to[frome(it).index])
{
cur->already_propagated_to[frome(it).index] = true;
remember_action(it, cur->a, cur->context);
remember_action(&gs, it, cur->a, cur->context);
}
}
}
@ -6012,7 +6030,21 @@ ISANERROR("Don't know how to do this stuff on this platform.")
if (parse_response.size == 0)
{
Log("Performing action %s!\n", actions[out.kind].name);
perform_action(it, out);
perform_action(&gs, it, out);
ListOfEntities *new_unread = 0;
if(unread_free_list)
{
new_unread = unread_free_list;
*new_unread = (ListOfEntities){0};
MD_StackPop(unread_free_list);
}
else
{
new_unread = MD_PushArray(persistent_arena, ListOfEntities, 1);
}
new_unread->referring_to = frome(it);
MD_DblPushBack(unread_first, unread_last, new_unread);
}
else
{
@ -6041,7 +6073,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
MD_String8 speech_mdstring = MD_S8Lit("I'm not sure...");
memcpy(to_perform.speech, speech_mdstring.str, speech_mdstring.size);
to_perform.speech_length = (int)speech_mdstring.size;
perform_action(it, to_perform);
perform_action(&gs, it, to_perform);
}
else if (status == -1)
{
@ -6483,6 +6515,16 @@ ISANERROR("Don't know how to do this stuff on this platform.")
Entity *it = &gs.entities[i];
if (it->destroy)
{
// add all memories to memory free list
for(Memory *cur = it->memories_first; cur;)
{
Memory *prev = cur;
cur = cur->next;
MD_StackPush(memories_free_list, prev);
}
it->memories_first = 0;
it->memories_last = 0;
int gen = it->generation;
*it = (Entity) { 0 };
it->generation = gen;
@ -6501,6 +6543,8 @@ ISANERROR("Don't know how to do this stuff on this platform.")
it->perceptions_dirty = false;
}
else if(it->is_npc)
{
if (!gs.stopped_time)
{
it->perceptions_dirty = false; // needs to be in beginning because they might be redirtied by the new perception
MD_String8 prompt_str = {0};
@ -6515,9 +6559,10 @@ ISANERROR("Don't know how to do this stuff on this platform.")
// fire off generation request, save id
MD_ArenaTemp scratch = MD_GetScratch(0, 0);
MD_String8 terminated_completion_url = nullterm(scratch.arena, FmtWithLint(scratch.arena, "%s://%s:%d/completion", IS_SERVER_SECURE ? "https" : "http", SERVER_DOMAIN, SERVER_PORT));
int req_id = EM_ASM_INT( {
int req_id = EM_ASM_INT({
return make_generation_request(UTF8ToString($0, $1), UTF8ToString($2, $3));
}, prompt_str.str, (int)prompt_str.size, terminated_completion_url.str, (int)terminated_completion_url.size);
},
prompt_str.str, (int)prompt_str.size, terminated_completion_url.str, (int)terminated_completion_url.size);
it->gen_request_id = req_id;
MD_ReleaseScratch(scratch);
#endif
@ -6534,12 +6579,12 @@ ISANERROR("Don't know how to do this stuff on this platform.")
#endif
#endif
bool succeeded = true; // couldn't get AI response if false
if(mocking_the_ai_response)
if (mocking_the_ai_response)
{
if (it->memories_last->context.talking_to_kind == it->npc_kind)
{
const char *action = "none";
//if(it->standing != STANDING_JOINED) action = "joins_player";
// if(it->standing != STANDING_JOINED) action = "joins_player";
// @Place(more trailer jank)
char *rigged_dialog[] = {
/*
@ -6571,21 +6616,21 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
// something to mock
if(ai_response.size > 0)
if (ai_response.size > 0)
{
Log("Mocking...\n");
Action a = {0};
MD_String8 error_message = MD_S8Lit("Something really bad happened bro. File " STRINGIZE(__FILE__) " Line " STRINGIZE(__LINE__));
if(succeeded)
if (succeeded)
{
error_message = parse_chatgpt_response(scratch.arena, it, ai_response, &a);
}
if(mocking_the_ai_response)
if (mocking_the_ai_response)
{
assert(succeeded);
assert(error_message.size == 0);
perform_action(it, a);
perform_action(&gs, it, a);
}
else
{
@ -6593,7 +6638,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
{
if (error_message.size == 0)
{
perform_action(it, a);
perform_action(&gs, it, a);
}
else
{
@ -6604,9 +6649,11 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
}
MD_ReleaseScratch(scratch);
#undef SAY
#endif
#endif }
}
}
else
{
@ -6888,15 +6935,34 @@ ISANERROR("Don't know how to do this stuff on this platform.")
Vec2 size = V2(400.0f,400.0f);
Vec2 bubble_center = AddV2(screen_pos, V2(-10.0f,55.0f));
float dialog_alpha = clamp01(bubble_factor * it->dialog_fade);
bool unread = false;
if(unread_first && gete(unread_first->referring_to) == it)
{
dialog_alpha = 1.0f;
unread = true;
}
draw_quad((DrawParams){
quad_centered(bubble_center, size),
IMG(image_dialog_bubble),
blendalpha(WHITE, dialog_alpha),
.layer = LAYER_UI_FG,
});
it->loading_anim_in = Lerp(it->loading_anim_in, dt*5.0f, it->gen_request_id != 0 ? 1.0f : 0.0f);
if(unread)
{
draw_quad((DrawParams){
quad_centered(AddV2(bubble_center, V2(size.x*0.4f, -32.0f + (float)sin(unwarped_elapsed_time*2.0)*10.0f)), V2(32,32)),
IMG(image_unread_triangle),
blendalpha(WHITE, 0.8f),
.layer = LAYER_UI_FG,
});
if(keypressed[SAPP_KEYCODE_E])
{
MD_DblRemove(unread_first, unread_last, unread_first);
}
}
it->loading_anim_in = Lerp(it->loading_anim_in, unwarped_dt*5.0f, it->gen_request_id != 0 ? 1.0f : 0.0f);
draw_quad((DrawParams){
quad_rotated_centered(head_pos, V2(40,40), (float)elapsed_time*2.0f),
quad_rotated_centered(head_pos, V2(40,40), (float)unwarped_elapsed_time*2.0f),
IMG(image_loading),
blendalpha(WHITE, it->loading_anim_in),
.layer = LAYER_UI_FG,
@ -7189,7 +7255,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
assert(to);
Action give_action = {.kind = ACT_gift_item_to_targeting, .argument = { .item_to_give = selected_item }, .talking_to_somebody = true, .talking_to_kind = to->npc_kind};
perform_action(gs.player, give_action);
perform_action(&gs, gs.player, give_action);
}
else
{

@ -290,6 +290,7 @@ typedef struct Entity
bool gave_away_sword;
Memory *memories_first;
Memory *memories_last;
Memory *memories_added_while_time_stopped;
bool direction_of_spiral_pattern;
float dialog_panel_opacity;
int words_said;
@ -352,6 +353,9 @@ typedef struct GameState {
uint64_t tick;
bool won;
// processing may still occur after time has stopped on the gamestate,
bool stopped_time;
// these must point entities in its own array.
Entity *player;
Entity *world_entity;

@ -2,8 +2,11 @@
echo Running codegen...
rmdir /S /q gen
mkdir gen
if exist gen\ (
echo "Codegen folder already exists, not deleting because that messes with vscode intellisense..."
) else (
mkdir gen
)
@REM shaders
thirdparty\sokol-shdc.exe --input threedee.glsl --output gen\threedee.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error

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