From fc4b41597038fd0c21f63ccf057b69b61f4c55ee Mon Sep 17 00:00:00 2001 From: Cameron Reikes Date: Tue, 29 Aug 2023 00:21:28 -0700 Subject: [PATCH] More devtools, entities not in room still simulated and held in memory --- main.c | 127 ++++++++++++++++++++++++++++----------------------- makeprompt.h | 4 +- 2 files changed, 71 insertions(+), 60 deletions(-) diff --git a/main.c b/main.c index ba8628f..d48a8cb 100644 --- a/main.c +++ b/main.c @@ -1277,7 +1277,7 @@ Room *get_cur_room(GameState *gs, ThreeDeeLevel *level) Room *in_room = 0; for(Room *cur = level->room_list; cur; cur = cur->next) { - if(MD_S8Match(cur->name, gs->current_room_name, 0)) + if(MD_S8Match(cur->name, gs->player->current_room_name, 0)) { in_room = cur; break; @@ -2153,42 +2153,36 @@ void transition_to_room(GameState *gs, ThreeDeeLevel *level, MD_String8 new_room { Log("Transitioning to %.*s...\n", MD_S8VArg(new_room_name)); assert(gs); + (void)level; - bool already_player_in_gamestate = gs->player != 0; - Entity player_entity = {0}; - if(already_player_in_gamestate) - { - player_entity = *(gs->player); - } + gs->player->current_room_name = new_room_name; +} - gs->current_room_name = new_room_name; - memset(gs->entities, 0, sizeof(gs->entities)); - - Room *in_room = get_cur_room(gs, level); +void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *level) +{ + memset(gs, 0, sizeof(GameState)); + rnd_gamerand_seed(&gs->random, RANDOM_SEED); + + // make entities for all rooms bool found_player = false; - for(PlacedEntity *cur = in_room->placed_entity_list; cur; cur = cur->next) + for(Room *cur_room = level->room_list; cur_room; cur_room = cur_room->next) { - Entity *cur_entity = new_entity(gs); - cur_entity->npc_kind = cur->npc_kind; - cur_entity->pos = point_plane(cur->t.offset); - cur_entity->is_npc = true; - if(cur_entity->npc_kind == NPC_Player) + for (PlacedEntity *cur = cur_room->placed_entity_list; cur; cur = cur->next) { - found_player = true; - gs->player = cur_entity; + Entity *cur_entity = new_entity(gs); + cur_entity->npc_kind = cur->npc_kind; + cur_entity->pos = point_plane(cur->t.offset); + cur_entity->is_npc = true; + cur_entity->current_room_name = cur_room->name; + if (cur_entity->npc_kind == NPC_Player) + { + assert(!found_player); + found_player = true; + gs->player = cur_entity; + } } } - if(already_player_in_gamestate) - { - assert(!found_player); - gs->player = new_entity(gs); - *(gs->player) = player_entity; - } - else - { - assert(found_player); - } gs->world_entity = new_entity(gs); gs->world_entity->is_world = true; @@ -2391,32 +2385,9 @@ void transition_to_room(GameState *gs, ThreeDeeLevel *level, MD_String8 new_room } -} - - -void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *level) -{ - memset(gs, 0, sizeof(GameState)); - rnd_gamerand_seed(&gs->random, RANDOM_SEED); - - // the target room will be whichever room has the player - MD_String8 target_room_name = {0}; - for(Room *cur_room = level->room_list; cur_room; cur_room = cur_room->next) - { - for(PlacedEntity *cur = cur_room->placed_entity_list; cur; cur = cur->next) - { - if(cur->npc_kind == NPC_Player) - { - target_room_name = cur_room->name; - break; - } - } - if(target_room_name.size > 0) break; - } - assert(target_room_name.size > 0); - transition_to_room(gs, &level_threedee, target_room_name); + transition_to_room(gs, &level_threedee, gs->player->current_room_name); } @@ -3342,6 +3313,7 @@ MD_String8 make_devtools_help(MD_Arena *arena) P("9 - instantly wins the game\n"); P("P - toggles spall profiling on/off, don't leave on for very long as it consumes a lot of storage if you do that. The resulting spall trace is saved to the file '%s'\n", PROFILING_SAVE_FILENAME); P("If you hover over somebody it will display some parts of their memories, can be somewhat helpful\n"); + P("P - immediately kills %s\n", characters[NPC_Raphael].name); #undef P MD_String8 to_return = MD_S8ListJoin(arena, list, &(MD_StringJoin){0}); @@ -4680,7 +4652,7 @@ Vec2 move_and_slide(MoveSlideParams p) { ENTITIES_ITER(gs.entities) { - if (it != p.from && !(it->is_npc && it->dead) && !it->is_world) + if (it != p.from && !(it->is_npc && it->dead) && !it->is_world && MD_S8Match(it->current_room_name, p.from->current_room_name, 0)) { BUFF_APPEND(&to_check, ((CollisionObj){.circle.center = it->pos, .circle.radius = entity_radius(it), it})); } @@ -5913,7 +5885,7 @@ void frame(void) ENTITIES_ITER(gs.entities) { - if(it->is_npc) + if(it->is_npc && MD_S8Match(it->current_room_name, gs.player->current_room_name, 0)) { Transform draw_with = entity_transform(it); @@ -6042,7 +6014,7 @@ void frame(void) Entity *angel_entity = 0; ENTITIES_ITER(gs.entities) { - if (it->is_npc && it->npc_kind == NPC_Angel) + if (it->is_npc && it->npc_kind == NPC_Angel && MD_S8Match(it->current_room_name, gs.player->current_room_name, 0)) { assert(!angel_entity); angel_entity = it; @@ -6185,7 +6157,7 @@ void frame(void) { ENTITIES_ITER(gs.entities) { - if (it->is_npc && it->npc_kind != NPC_Player) + if (it->is_npc && it->npc_kind != NPC_Player && MD_S8Match(it->current_room_name, gs.player->current_room_name, 0)) { if(it->undismissed_action) { @@ -6955,7 +6927,7 @@ ISANERROR("Don't know how to do this stuff on this platform.") else if(it->npc_kind == NPC_Angel) { action = "assign_gameplay_objective"; - action_argument = "KILL Daniel"; + action_argument = "KILL Raphael"; } char *rigged_dialog[] = { "Repeated amounts of testing dialog overwhelmingly in support of the mulaney brothers", @@ -7027,6 +6999,7 @@ ISANERROR("Don't know how to do this stuff on this platform.") bool entity_talkable = true; if (entity_talkable) entity_talkable = entity_talkable && (*it)->is_npc; if (entity_talkable) entity_talkable = entity_talkable && (*it)->npc_kind != NPC_Player; + if (entity_talkable) entity_talkable = entity_talkable && !(*it)->killed; #ifdef WEB if (entity_talkable) entity_talkable = entity_talkable && (*it)->gen_request_id == 0; #endif @@ -7127,7 +7100,45 @@ ISANERROR("Don't know how to do this stuff on this platform.") pressed = before_gameplay_loops; + // check if game objective has been fulfilled + { + if(gs.no_angel_screen) + { + bool fulfilled = false; + assert(gs.assigned_objective); + switch(gs.objective.verb) + { + case KILL: + ENTITIES_ITER(gs.entities) + { + if(it->npc_kind == gs.objective.who_to_kill && it->killed) + { + fulfilled = true; + break; + } + } + break; + } + if(fulfilled) + { + gs.assigned_objective = false; + transition_to_room(&gs, &level_threedee, MD_S8Lit("StartingRoom")); + } + } + } + + #ifdef DEVTOOLS + if(keypressed[SAPP_KEYCODE_P]) + { + ENTITIES_ITER(gs.entities) + { + if(it->npc_kind == NPC_Raphael) + { + it->killed = true; + } + } + } if(flycam) { Basis basis = flycam_basis(); diff --git a/makeprompt.h b/makeprompt.h index e04e20e..e3fd8fe 100644 --- a/makeprompt.h +++ b/makeprompt.h @@ -238,6 +238,7 @@ typedef struct Entity Vec2 vel; // only used sometimes, like in old man and bullet float damage; // at 1.0, dead! zero initialized bool dead; + MD_String8 current_room_name; // npcs NpcKind npc_kind; @@ -291,12 +292,11 @@ typedef struct GameState { uint64_t tick; bool won; - MD_String8 current_room_name; // the string is allocated on the level that is currently loaded bool finished_reading_dying_dialog; bool no_angel_screen; bool assigned_objective; GameplayObjective objective; - + // processing may still occur after time has stopped on the gamestate, bool stopped_time;