You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

3669 lines
96 KiB
C

// you will die someday
#define CURRENT_VERSION 8 // wehenver you change Entity increment this boz
#define SOKOL_IMPL
#if defined(WIN32) || defined(_WIN32)
#define DESKTOP
#define SOKOL_D3D11
#endif
#if defined(__EMSCRIPTEN__)
#define WEB
#define SOKOL_GLES2
#endif
#include "buff.h"
#include "sokol_app.h"
#include "sokol_gfx.h"
#include "sokol_time.h"
#include "sokol_audio.h"
#include "sokol_log.h"
#include "sokol_glue.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define STB_TRUETYPE_IMPLEMENTATION
#include "stb_truetype.h"
#include "HandmadeMath.h"
#define DR_WAV_IMPLEMENTATION
#include "dr_wav.h"
#pragma warning(disable : 4996) // fopen is safe. I don't care about fopen_s
#include <math.h>
#ifdef DEVTOOLS
#ifdef DESKTOP
#define PROFILING
#define PROFILING_IMPL
#endif
#endif
#include "profiling.h"
#define ENTITIES_ITER(ents) for(Entity *it = ents; it < ents + ARRLEN(ents); it++) if(it->exists)
double clamp(double d, double min, double max)
{
const double t = d < min ? min : d;
return t > max ? max : t;
}
float clampf(float d, float min, float max)
{
const float t = d < min ? min : d;
return t > max ? max : t;
}
float clamp01(float f)
{
return clampf(f, 0.0f, 1.0f);
}
#ifdef min
#undef min
#endif
int min(int a, int b)
{
if(a < b) return a;
else return b;
}
// so can be grep'd and removed
#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
Vec2 RotateV2(Vec2 v, float theta)
{
return V2(
v.X * cosf(theta) - v.Y * sinf(theta),
v.X * sinf(theta) + v.Y * cosf(theta)
);
}
Vec2 ReflectV2(Vec2 v, Vec2 normal)
{
assert(fabsf(LenV2(normal) - 1.0f) < 0.01f); // must be normalized
Vec2 to_return = SubV2(v, MulV2F(normal, 2.0f * DotV2(v, normal)));
assert(!isnan(to_return.x));
assert(!isnan(to_return.y));
return to_return;
}
typedef struct AABB
{
Vec2 upper_left;
Vec2 lower_right;
} AABB;
typedef struct Quad
{
union
{
struct
{
Vec2 ul; // upper left
Vec2 ur; // upper right
Vec2 lr; // lower right
Vec2 ll; // lower left
};
Vec2 points[4];
};
} Quad;
typedef struct TileInstance
{
uint16_t kind;
} TileInstance;
typedef struct AnimatedTile
{
uint16_t id_from;
bool exists;
int num_frames;
uint16_t frames[32];
} AnimatedTile;
typedef struct TileSet
{
sg_image *img;
uint16_t first_gid;
AnimatedTile animated[128];
} TileSet;
typedef struct AnimatedSprite
{
sg_image *img;
double time_per_frame;
int num_frames;
Vec2 start;
Vec2 offset;
float horizontal_diff_btwn_frames;
Vec2 region_size;
bool no_wrap; // does not wrap when playing
} AnimatedSprite;
#ifdef DEVTOOLS
#define SERVER_URL "http://localhost:8090"
#else
#define SERVER_URL "https://rpgpt.duckdns.org"
#endif
#include "makeprompt.h"
Sentence from_str(char *s)
{
Sentence to_return = {0};
while(*s != '\0')
{
BUFF_APPEND(&to_return, *s);
s++;
}
return to_return;
}
typedef struct Overlap
{
bool is_tile; // in which case e will be null, naturally
TileInstance t;
Entity *e;
} Overlap;
typedef BUFF(Overlap, 16) Overlapping;
#define LEVEL_TILES 150
#define LAYERS 3
#define TILE_SIZE 32 // in pixels
#define MAX_ENTITIES 128
#define PLAYER_SPEED 3.5f // in meters per second
#define PLAYER_ROLL_SPEED 7.0f
typedef struct Level
{
TileInstance tiles[LAYERS][LEVEL_TILES][LEVEL_TILES];
Entity initial_entities[MAX_ENTITIES]; // shouldn't be directly modified, only used to initialize gs.entities on loading of level
} Level;
typedef struct TileCoord
{
int x; // column
int y; // row
} TileCoord;
// no alignment etc because lazy
typedef struct Arena
{
char *data;
size_t data_size;
size_t cur;
} Arena;
Entity *player = NULL; // up here, used in text backend callback
typedef struct AudioSample
{
float *pcm_data; // allocated by loader, must be freed
uint64_t pcm_data_length;
} AudioSample;
typedef struct AudioPlayer
{
AudioSample *sample; // if not 0, exists
double volume; // ZII, 1.0 + this again
double pitch; // zero initialized, the pitch used to play is 1.0 + this
double cursor_time; // in seconds, current audio sample is cursor_time * sample_rate
} AudioPlayer;
AudioPlayer playing_audio[128] = {0};
#define SAMPLE_RATE 44100
AudioSample load_wav_audio(const char *path)
{
unsigned int channels;
unsigned int sampleRate;
AudioSample to_return = {0};
to_return.pcm_data = drwav_open_file_and_read_pcm_frames_f32(path, &channels, &sampleRate, &to_return.pcm_data_length, 0);
assert(channels == 1);
assert(sampleRate == SAMPLE_RATE);
return to_return;
}
uint64_t cursor_pcm(AudioPlayer *p)
{
return (uint64_t)(p->cursor_time * SAMPLE_RATE);
}
float float_rand( float min, float max )
{
float scale = rand() / (float) RAND_MAX; /* [0, 1.0] */
return min + scale * ( max - min ); /* [min, max] */
}
void play_audio(AudioSample *sample, float volume)
{
AudioPlayer *to_use = 0;
for(int i = 0; i < ARRLEN(playing_audio); i++)
{
if(playing_audio[i].sample == 0)
{
to_use = &playing_audio[i];
break;
}
}
assert(to_use);
*to_use = (AudioPlayer){0};
to_use->sample = sample;
to_use->volume = volume;
to_use->pitch = float_rand(0.9f, 1.1f);
}
// keydown needs to be referenced when begin text input,
// on web it disables event handling so the button up event isn't received
bool keydown[SAPP_KEYCODE_MENU] = {0};
bool in_dialog()
{
return player->state == CHARACTER_TALKING;
}
#ifdef DESKTOP
bool receiving_text_input = false;
Sentence text_input_buffer = {0};
#else
#ifdef WEB
EMSCRIPTEN_KEEPALIVE
void stop_controlling_input()
{
_sapp_emsc_unregister_eventhandlers(); // stop getting input, hand it off to text input
}
EMSCRIPTEN_KEEPALIVE
void start_controlling_input()
{
memset(keydown, 0, ARRLEN(keydown));
_sapp_emsc_register_eventhandlers();
}
#else
#error "No platform defined for text input!
#endif // web
#endif // desktop
Vec2 FloorV2(Vec2 v)
{
return V2(floorf(v.x), floorf(v.y));
}
Arena make_arena(size_t max_size)
{
return (Arena)
{
.data = calloc(max_size, 1),
.data_size = max_size,
.cur = 0,
};
}
void reset(Arena *a)
{
memset(a->data, 0, a->data_size);
a->cur = 0;
}
char *get(Arena *a, size_t of_size)
{
assert(a->data != NULL);
char *to_return = a->data + a->cur;
a->cur += of_size;
assert(a->cur < a->data_size);
return to_return;
}
Arena scratch = {0};
char *tprint(const char *format, ...)
{
va_list argptr;
va_start(argptr, format);
int size = vsnprintf(NULL, 0, format, argptr) + 1; // for null terminator
char *to_return = get(&scratch, size);
vsnprintf(to_return, size, format, argptr);
va_end(argptr);
return to_return;
}
AABB entity_sword_aabb(Entity *e, float width, float height)
{
if(e->facing_left)
{
return (AABB){
.upper_left = AddV2(e->pos, V2(-width, height)),
.lower_right = AddV2(e->pos, V2(0.0, -height)),
};
}
else
{
return (AABB){
.upper_left = AddV2(e->pos, V2(0.0, height)),
.lower_right = AddV2(e->pos, V2(width, -height)),
};
}
}
// aabb advice by iRadEntertainment
Vec2 entity_aabb_size(Entity *e)
{
if(e->is_character)
{
return V2(TILE_SIZE*0.9f, TILE_SIZE*0.5f);
}
else if(e->is_npc)
{
if(npc_is_knight_sprite(e))
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == NPC_GodRock)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == NPC_OldMan)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->npc_kind == NPC_Death)
{
return V2(TILE_SIZE*1.10f, TILE_SIZE*1.10f);
}
else if(e->npc_kind == NPC_Skeleton)
{
return V2(TILE_SIZE*1.0f, TILE_SIZE*1.0f);
}
else if(e->npc_kind == NPC_MOOSE)
{
return V2(TILE_SIZE*1.0f, TILE_SIZE*1.0f);
}
else if(e->npc_kind == NPC_TheGuard)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else
{
assert(false);
return (Vec2){0};
}
}
else if(e->is_bullet)
{
return V2(TILE_SIZE*0.25f, TILE_SIZE*0.25f);
}
else if(e->is_prop)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->is_item)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else
{
assert(false);
return (Vec2){0};
}
}
bool is_tile_solid(TileInstance t)
{
uint16_t tile_id = t.kind;
uint16_t collideable[] = {
57 , 58 , 59 ,
121, 122, 123,
185, 186, 187,
249, 250, 251,
313, 314, 315,
377, 378, 379,
};
for(int i = 0; i < ARRLEN(collideable); i++)
{
if(tile_id == collideable[i]+1) return true;
}
return false;
//return tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366 || tile_id == 368;
}
// tilecoord is integer tile position, not like tile coord
Vec2 tilecoord_to_world(TileCoord t)
{
return V2( (float)t.x * (float)TILE_SIZE * 1.0f, -(float)t.y * (float)TILE_SIZE * 1.0f );
}
// points from tiled editor have their own strange and alien coordinate system (local to the tilemap Y+ down)
Vec2 tilepoint_to_world(Vec2 tilepoint)
{
Vec2 tilecoord = MulV2F(tilepoint, 1.0/TILE_SIZE);
return tilecoord_to_world((TileCoord){(int)tilecoord.X, (int)tilecoord.Y});
}
TileCoord world_to_tilecoord(Vec2 w)
{
// world = V2(tilecoord.x * tile_size, -tilecoord.y * tile_size)
// world.x = tilecoord.x * tile_size
// world.x / tile_size = tilecoord.x
// world.y = -tilecoord.y * tile_size
// - world.y / tile_size = tilecoord.y
return (TileCoord){ (int)floorf(w.X / TILE_SIZE), (int)floorf(-w.Y / TILE_SIZE) };
}
AABB tile_aabb(TileCoord t)
{
return (AABB)
{
.upper_left = tilecoord_to_world(t),
.lower_right = AddV2(tilecoord_to_world(t), V2(TILE_SIZE, -TILE_SIZE)),
};
}
Vec2 rotate_counter_clockwise(Vec2 v)
{
return V2(-v.Y, v.X);
}
Vec2 rotate_clockwise(Vec2 v)
{
return V2(v.y, -v.x);
}
Vec2 aabb_center(AABB aabb)
{
return MulV2F(AddV2(aabb.upper_left, aabb.lower_right), 0.5f);
}
AABB centered_aabb(Vec2 at, Vec2 size)
{
return (AABB){
.upper_left = AddV2(at, V2(-size.X/2.0f, size.Y/2.0f)),
.lower_right = AddV2(at, V2( size.X/2.0f, -size.Y/2.0f)),
};
}
AABB entity_aabb(Entity *e)
{
Vec2 at = e->pos;
/* following doesn't work because in move_and_slide I'm not using this function
if(e->is_character) // aabb near feet
{
at = AddV2(at, V2(0.0f, -50.0f));
}
*/
return centered_aabb(at, entity_aabb_size(e));
}
TileInstance get_tile_layer(Level *l, int layer, TileCoord t)
{
bool out_of_bounds = false;
out_of_bounds |= t.x < 0;
out_of_bounds |= t.x >= LEVEL_TILES;
out_of_bounds |= t.y < 0;
out_of_bounds |= t.y >= LEVEL_TILES;
//assert(!out_of_bounds);
if(out_of_bounds) return (TileInstance){0};
return l->tiles[layer][t.y][t.x];
}
TileInstance get_tile(Level *l, TileCoord t)
{
return get_tile_layer(l, 0, t);
}
sg_image load_image(const char *path)
{
sg_image to_return = {0};
int png_width, png_height, num_channels;
const int desired_channels = 4;
stbi_uc* pixels = stbi_load(
path,
&png_width, &png_height,
&num_channels, 0);
assert(pixels);
Log("Pah %s | Loading image with dimensions %d %d\n", path, png_width, png_height);
to_return = sg_make_image(&(sg_image_desc)
{
.width = png_width,
.height = png_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_NEAREST,
.num_mipmaps = 0,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE,
.mag_filter = SG_FILTER_NEAREST,
.data.subimage[0][0] =
{
.ptr = pixels,
.size = (size_t)(png_width * png_height * 4),
}
});
stbi_image_free(pixels);
return to_return;
}
#include "quad-sapp.glsl.h"
#include "assets.gen.c"
AABB level_aabb = { .upper_left = {0.0f, 0.0f}, .lower_right = {TILE_SIZE * LEVEL_TILES, -(TILE_SIZE * LEVEL_TILES)} };
typedef struct GameState {
int version;
Entity entities[MAX_ENTITIES];
} GameState;
GameState gs = {0};
double unprocessed_gameplay_time = 0.0;
#define MINIMUM_TIMESTEP (1.0/60.0)
EntityRef frome(Entity *e)
{
EntityRef to_return = {
.index = (int)(e - gs.entities),
.generation = e->generation,
};
assert(to_return.index >= 0);
assert(to_return.index < ARRLEN(gs.entities));
return to_return;
}
Entity *gete(EntityRef ref)
{
if(ref.generation == 0) return 0;
Entity *to_return = &gs.entities[ref.index];
if(!to_return->exists || to_return->generation != ref.generation)
{
return 0;
}
else
{
return to_return;
}
}
bool eq(EntityRef ref1, EntityRef ref2)
{
return ref1.index == ref2.index && ref1.generation == ref2.generation;
}
Entity *new_entity()
{
for(int i = 0; i < ARRLEN(gs.entities); i++)
{
if(!gs.entities[i].exists)
{
Entity *to_return = &gs.entities[i];
int gen = to_return->generation;
*to_return = (Entity){0};
to_return->exists = true;
to_return->generation = gen + 1;
return to_return;
}
}
assert(false);
return NULL;
}
void update_player_from_entities()
{
player = 0;
ENTITIES_ITER(gs.entities)
{
if(it->is_character)
{
assert(player == 0);
player = it;
}
}
assert(player != 0);
}
void reset_level()
{
// load level
Level *to_load = &level_level0;
{
assert(ARRLEN(to_load->initial_entities) == ARRLEN(gs.entities));
memcpy(gs.entities, to_load->initial_entities, sizeof(Entity) * MAX_ENTITIES);
gs.version = CURRENT_VERSION;
ENTITIES_ITER(gs.entities)
{
if(it->generation == 0) it->generation = 1; // zero value generation means doesn't exist
}
}
update_player_from_entities();
}
#ifdef WEB
EMSCRIPTEN_KEEPALIVE
void dump_save_data()
{
EM_ASM({
save_game_data = new Int8Array(Module.HEAP8.buffer, $0, $1);
}, (char*)(&gs), sizeof(gs));
}
EMSCRIPTEN_KEEPALIVE
void read_from_save_data(char *data, size_t length)
{
GameState read_data = {0};
memcpy((char*)(&read_data), data, length);
if(read_data.version != CURRENT_VERSION)
{
Log("Bad gamestate, has version %d expected version %d\n", read_data.version, CURRENT_VERSION);
}
else
{
gs = read_data;
update_player_from_entities();
}
}
#endif
// a callback, when 'text backend' has finished making text. End dialog
void end_text_input(char *what_player_said)
{
// avoid double ending text input
if(player->state != CHARACTER_TALKING)
{
return;
}
player->state = CHARACTER_IDLE;
size_t player_said_len = strlen(what_player_said);
int actual_len = 0;
for(int i = 0; i < player_said_len; i++) if(what_player_said[i] != '\n') actual_len++;
if(actual_len == 0)
{
// this just means cancel the dialog
}
else
{
Sentence what_player_said_sentence = {0};
assert(player_said_len < ARRLEN(what_player_said_sentence.data));
for(int i = 0; i < player_said_len; i++)
{
char c = what_player_said[i];
if(c == '\n') break;
BUFF_APPEND(&what_player_said_sentence, c);
}
Entity *talking = gete(player->talking_to);
assert(talking);
ItemKind player_holding = ITEM_none;
if(gete(player->holding_item) != 0)
{
player_holding = gete(player->holding_item)->item_kind;
}
if(talking->last_seen_holding_kind != player_holding)
{
process_perception(talking, (Perception){.type = PlayerHeldItemChanged, .holding = player_holding,});
}
process_perception(talking, (Perception){.type = PlayerDialog, .player_dialog = what_player_said_sentence,});
}
}
AnimatedSprite knight_idle =
{
.img = &image_new_knight_idle,
.time_per_frame = 0.4,
.num_frames = 6,
.start = {0.0f, 0.0f},
.horizontal_diff_btwn_frames = 64.0,
.region_size = {64.0f, 64.0f},
};
AnimatedSprite knight_running =
{
.img = &image_new_knight_run,
.time_per_frame = 0.1,
.num_frames = 7,
.start = {64.0f*10, 0.0f},
.horizontal_diff_btwn_frames = 64.0,
.region_size = {64.0f, 64.0f},
};
AnimatedSprite knight_rolling =
{
.img = &image_knight_roll,
.time_per_frame = 0.04,
.num_frames = 12,
.start = {19.0f, 0.0f},
.horizontal_diff_btwn_frames = 120.0,
.region_size = {80.0f, 80.0f},
.no_wrap = true,
};
AnimatedSprite knight_attack =
{
.img = &image_new_knight_attack,
.time_per_frame = 0.06,
.num_frames = 7,
.start = {0.0f, 0.0f},
.horizontal_diff_btwn_frames = 64.0,
.region_size = {64.0f, 64.0f},
.no_wrap = true,
};
AnimatedSprite old_man_idle =
{
.img = &image_old_man,
.time_per_frame = 0.4,
.num_frames = 4,
.start = {0.0, 0.0},
.horizontal_diff_btwn_frames = 16.0f,
.region_size = {16.0f, 16.0f},
};
AnimatedSprite death_idle =
{
.img = &image_death,
.time_per_frame = 0.15,
.num_frames = 10,
.start = {0.0, 0.0},
.horizontal_diff_btwn_frames = 100.0f,
.region_size = {100.0f, 100.0f},
};
AnimatedSprite skeleton_idle =
{
.img = &image_skeleton,
.time_per_frame = 0.15,
.num_frames = 6,
.start = {0.0f, 0.0f},
.horizontal_diff_btwn_frames = 80.0,
.offset = {0.0f, 20.0f},
.region_size = {80.0f, 80.0f},
};
AnimatedSprite skeleton_swing_sword =
{
.img = &image_skeleton,
.time_per_frame = 0.10,
.num_frames = 6,
.start = {0.0f, 240.0f},
.horizontal_diff_btwn_frames = 80.0,
.offset = {0.0f, 20.0f},
.region_size = {80.0f, 80.0f},
.no_wrap = true,
};
AnimatedSprite skeleton_run =
{
.img = &image_skeleton,
.time_per_frame = 0.07,
.num_frames = 8,
.start = {0.0f, 160.0f},
.horizontal_diff_btwn_frames = 80.0,
.offset = {0.0f, 20.0f},
.region_size = {80.0f, 80.0f},
};
AnimatedSprite skeleton_die =
{
.img = &image_skeleton,
.time_per_frame = 0.10,
.num_frames = 13,
.start = {0.0f, 400.0f},
.horizontal_diff_btwn_frames = 80.0,
.offset = {0.0f, 20.0f},
.region_size = {80.0f, 80.0f},
.no_wrap = true,
};
AnimatedSprite merchant_idle =
{
.img = &image_merchant,
.time_per_frame = 0.15,
.num_frames = 8,
.start = {0.0, 0.0},
.horizontal_diff_btwn_frames = 110.0f,
.region_size = {110.0f, 110.0f},
.offset = {0.0f, -20.0f},
};
/*
AnimatedSprite moose_idle =
{
.img = &image_moose,
.time_per_frame = 0.15,
.num_frames = 8,
.start = {0.0, 0.0},
.horizontal_diff_btwn_frames = 347.0f,
.region_size = {347.0f, 160.0f},
.offset = {-1.5f, -10.0f},
};
*/
sg_image image_font = {0};
float font_line_advance = 0.0f;
const float font_size = 32.0;
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
static struct
{
sg_pass_action pass_action;
sg_pipeline pip;
sg_bindings bind;
} state;
void audio_stream_callback(float *buffer, int num_frames, int num_channels)
{
assert(num_channels == 1);
const int num_samples = num_frames * num_channels;
double time_to_play = (double)num_frames / (double)SAMPLE_RATE;
double time_per_sample = 1.0 / (double)SAMPLE_RATE;
for(int i = 0; i < num_samples; i++)
{
float output_frame = 0.0f;
for(int audio_i = 0; audio_i < ARRLEN(playing_audio); audio_i++)
{
AudioPlayer *it = &playing_audio[audio_i];
if(it->sample != 0)
{
if(cursor_pcm(it) >= it->sample->pcm_data_length)
{
it->sample = 0;
}
else
{
output_frame += it->sample->pcm_data[cursor_pcm(it)]*(float)(it->volume + 1.0);
it->cursor_time += time_per_sample*(it->pitch + 1.0);
}
}
}
buffer[i] = output_frame;
}
}
typedef BUFF(Entity*, 16) SwordToDamage;
SwordToDamage entity_sword_to_do_damage(Entity *from, Overlapping o)
{
SwordToDamage to_return = {0};
BUFF_ITER(Overlap, &o)
{
if(!it->is_tile && it->e != from)
{
bool done_damage = false;
Entity *looking_for = it->e;
BUFF_ITER(EntityRef, &from->done_damage_to_this_swing)
{
EntityRef ref = *it;
Entity *it = gete(ref);
if(it == looking_for) done_damage = true;
}
if(!done_damage)
{
if(!BUFF_HAS_SPACE(&from->done_damage_to_this_swing))
{
BUFF_REMOVE_FRONT(&from->done_damage_to_this_swing);
Log("Too many things to do damage to...\n");
assert(false);
}
BUFF_APPEND(&to_return, looking_for);
BUFF_APPEND(&from->done_damage_to_this_swing, frome(looking_for));
}
}
}
return to_return;
}
#define WHITE ((Color){1.0f, 1.0f, 1.0f, 1.0f})
#define BLACK ((Color){0.0f, 0.0f, 0.0f, 1.0f})
#define RED ((Color){1.0f, 0.0f, 0.0f, 1.0f})
#define PINK ((Color){1.0f, 0.0f, 1.0f, 1.0f})
#define BLUE ((Color){0.0f, 0.0f, 1.0f, 1.0f})
#define GREEN ((Color){0.0f, 1.0f, 0.0f, 1.0f})
Color colhex(uint32_t hex)
{
int r = (hex & 0xff0000) >> 16;
int g = (hex & 0x00ff00) >> 8;
int b = (hex & 0x0000ff) >> 0;
return (Color){ (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0f };
}
Color blendalpha(Color c, float alpha)
{
Color to_return = c;
to_return.a = alpha;
return to_return;
}
void init(void)
{
#ifdef WEB
EM_ASM({
set_server_url(UTF8ToString($0));
}, SERVER_URL);
#endif
Log("Size of entity struct: %zu\n", sizeof(Entity));
Log("Size of %d gs.entities: %zu kb\n", (int)ARRLEN(gs.entities), sizeof(gs.entities)/1024);
sg_setup(&(sg_desc){
.context = sapp_sgcontext(),
});
stm_setup();
saudio_setup(&(saudio_desc){
.stream_cb = audio_stream_callback,
.logger.func = slog_func,
});
scratch = make_arena(1024 * 10);
load_assets();
reset_level();
#ifdef WEB
EM_ASM({
load_all();
});
#endif
// load font
{
FILE* fontFile = fopen("assets/orange kid.ttf", "rb");
fseek(fontFile, 0, SEEK_END);
size_t size = ftell(fontFile); /* how long is the file ? */
fseek(fontFile, 0, SEEK_SET); /* reset */
unsigned char *fontBuffer = malloc(size);
fread(fontBuffer, size, 1, fontFile);
fclose(fontFile);
unsigned char *font_bitmap = calloc(1, 512*512);
stbtt_BakeFontBitmap(fontBuffer, 0, font_size, font_bitmap, 512, 512, 32, 96, cdata);
unsigned char *font_bitmap_rgba = malloc(4 * 512 * 512); // stack would be too big if allocated on stack (stack overflow)
for(int i = 0; i < 512 * 512; i++)
{
font_bitmap_rgba[i*4 + 0] = 255;
font_bitmap_rgba[i*4 + 1] = 255;
font_bitmap_rgba[i*4 + 2] = 255;
font_bitmap_rgba[i*4 + 3] = font_bitmap[i];
}
image_font = sg_make_image( &(sg_image_desc){
.width = 512,
.height = 512,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_NEAREST,
.mag_filter = SG_FILTER_NEAREST,
.data.subimage[0][0] =
{
.ptr = font_bitmap_rgba,
.size = (size_t)(512 * 512 * 4),
}
} );
stbtt_fontinfo font;
stbtt_InitFont(&font, fontBuffer, 0);
int ascent = 0;
int descent = 0;
int lineGap = 0;
float scale = stbtt_ScaleForPixelHeight(&font, font_size);
stbtt_GetFontVMetrics(&font, &ascent, &descent, &lineGap);
font_line_advance = (float)(ascent - descent + lineGap) * scale * 0.75f;
free(font_bitmap_rgba);
free(fontBuffer);
}
state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc)
{
.usage = SG_USAGE_STREAM,
//.data = SG_RANGE(vertices),
.size = 1024*500,
.label = "quad-vertices"
});
const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend());
assert(desc);
sg_shader shd = sg_make_shader(desc);
Color clearcol = colhex(0x98734c);
state.pip = sg_make_pipeline(&(sg_pipeline_desc)
{
.shader = shd,
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true
},
.layout = {
.attrs =
{
[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
}
},
.colors[0].blend = (sg_blend_state) { // allow transparency
.enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_rgb = SG_BLENDOP_ADD,
.src_factor_alpha = SG_BLENDFACTOR_ONE,
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_alpha = SG_BLENDOP_ADD,
},
.label = "quad-pipeline",
});
state.pass_action = (sg_pass_action)
{
//.colors[0] = { .action=SG_ACTION_CLEAR, .value={12.5f/255.0f, 12.5f/255.0f, 12.5f/255.0f, 1.0f } }
//.colors[0] = { .action=SG_ACTION_CLEAR, .value={255.5f/255.0f, 255.5f/255.0f, 255.5f/255.0f, 1.0f } }
// 0x898989 is the color in tiled
.colors[0] =
{ .action=SG_ACTION_CLEAR, .value={clearcol.r, clearcol.g, clearcol.b, 1.0f } }
};
}
Vec2 screen_size()
{
return V2((float)sapp_width(), (float)sapp_height());
}
typedef struct Camera
{
Vec2 pos;
float scale;
} Camera;
bool mobile_controls = false;
Vec2 thumbstick_base_pos = {0};
Vec2 thumbstick_nub_pos = {0};
typedef struct TouchMemory
{
// need this because uintptr_t = 0 *doesn't* mean no touching!
bool active;
uintptr_t identifier;
} TouchMemory;
TouchMemory activate(uintptr_t by)
{
//Log("Activating %ld\n", by);
return (TouchMemory){.active = true, .identifier = by};
}
// returns if deactivated
bool maybe_deactivate(TouchMemory *memory, uintptr_t ended_identifier)
{
if(memory->active)
{
if(memory->identifier == ended_identifier)
{
//Log("Deactivating %ld\n", memory->identifier);
*memory = (TouchMemory){0};
return true;
}
}
else
{
return false;
}
return false;
}
TouchMemory movement_touch = {0};
TouchMemory roll_pressed_by = {0};
TouchMemory attack_pressed_by = {0};
TouchMemory interact_pressed_by = {0};
bool mobile_roll_pressed = false;
bool mobile_attack_pressed = false;
bool mobile_interact_pressed = false;
float thumbstick_base_size()
{
if(screen_size().x < screen_size().y)
{
return screen_size().x * 0.24f;
}
else
{
return screen_size().x * 0.14f;
}
}
float mobile_button_size()
{
if(screen_size().x < screen_size().y)
{
return screen_size().x * 0.2f;
}
else
{
return screen_size().x * 0.09f;
}
}
Vec2 roll_button_pos()
{
return V2(screen_size().x - mobile_button_size(), screen_size().y * 0.4f);
}
Vec2 interact_button_pos()
{
return V2(screen_size().x - mobile_button_size()*2.0f, screen_size().y * (0.4f + (0.4f - 0.25f)));
}
Vec2 attack_button_pos()
{
return V2(screen_size().x - mobile_button_size()*2.0f, screen_size().y * 0.25f);
}
// everything is in pixels in world space, 43 pixels is approx 1 meter measured from
// merchant sprite being 5'6"
const float pixels_per_meter = 43.0f;
Camera cam = {.scale = 2.0f };
Vec2 cam_offset()
{
Vec2 to_return = AddV2(cam.pos, MulV2F(screen_size(), 0.5f));
to_return = FloorV2(to_return); // avoid pixel glitching on tilemap atlas
return to_return;
}
// in pixels
Vec2 img_size(sg_image img)
{
sg_image_info info = sg_query_image_info(img);
return V2((float)info.width, (float)info.height);
}
#define IMG(img) img, full_region(img)
// full region in pixels
AABB full_region(sg_image img)
{
return (AABB)
{
.upper_left = V2(0.0f, 0.0f),
.lower_right = img_size(img),
};
}
// screen coords are in pixels counting from bottom left as (0,0), Y+ is up
Vec2 world_to_screen(Vec2 world)
{
Vec2 to_return = world;
to_return = MulV2F(to_return, cam.scale);
to_return = AddV2(to_return, cam_offset());
return to_return;
}
Vec2 screen_to_world(Vec2 screen)
{
Vec2 to_return = screen;
to_return = SubV2(to_return, cam_offset());
to_return = MulV2F(to_return, 1.0f/cam.scale);
return to_return;
}
AABB aabb_at(Vec2 at, Vec2 size)
{
return (AABB){
.upper_left = at,
.lower_right = AddV2(at, V2(size.x, -size.y)),
};
}
AABB aabb_at_yplusdown(Vec2 at, Vec2 size)
{
return (AABB){
.upper_left = at,
.lower_right = AddV2(at, V2(size.x, size.y)),
};
}
Quad quad_at(Vec2 at, Vec2 size)
{
Quad to_return;
to_return.points[0] = V2(0.0, 0.0);
to_return.points[1] = V2(size.X, 0.0);
to_return.points[2] = V2(size.X, -size.Y);
to_return.points[3] = V2(0.0, -size.Y);
for(int i = 0; i < 4; i++)
{
to_return.points[i] = AddV2(to_return.points[i], at);
}
return to_return;
}
Quad tile_quad(TileCoord coord)
{
Quad to_return = quad_at(tilecoord_to_world(coord), V2(TILE_SIZE, TILE_SIZE));
return to_return;
}
// out must be of at least length 4
Quad quad_centered(Vec2 at, Vec2 size)
{
Quad to_return = quad_at(at, size);
for(int i = 0; i < 4; i++)
{
to_return.points[i] = AddV2(to_return.points[i], V2(-size.X*0.5f, size.Y*0.5f));
}
return to_return;
}
bool aabb_is_valid(AABB aabb)
{
Vec2 size_vec = SubV2(aabb.lower_right, aabb.upper_left); // negative in vertical direction
return size_vec.Y < 0.0f && size_vec.X > 0.0f;
}
// positive in both directions
Vec2 aabb_size(AABB aabb)
{
assert(aabb_is_valid(aabb));
Vec2 size_vec = SubV2(aabb.lower_right, aabb.upper_left); // negative in vertical direction
size_vec.y *= -1.0;
return size_vec;
}
Quad quad_aabb(AABB aabb)
{
Vec2 size_vec = SubV2(aabb.lower_right, aabb.upper_left); // negative in vertical direction
assert(aabb_is_valid(aabb));
return (Quad) {
.ul = aabb.upper_left,
.ur = AddV2(aabb.upper_left, V2(size_vec.X, 0.0f)),
.lr = AddV2(aabb.upper_left, size_vec),
.ll = AddV2(aabb.upper_left, V2(0.0f, size_vec.Y)),
};
}
// both segment_a and segment_b must be arrays of length 2
bool segments_overlapping(float *a_segment, float *b_segment)
{
assert(a_segment[1] >= a_segment[0]);
assert(b_segment[1] >= b_segment[0]);
float total_length = (a_segment[1] - a_segment[0]) + (b_segment[1] - b_segment[0]);
float farthest_to_left = fminf(a_segment[0], b_segment[0]);
float farthest_to_right = fmaxf(a_segment[1], b_segment[1]);
if (farthest_to_right - farthest_to_left < total_length)
{
return true;
} else
{
return false;
}
}
bool overlapping(AABB a, AABB b)
{
// x axis
{
float a_segment[2] =
{ a.upper_left.X, a.lower_right.X };
float b_segment[2] =
{ b.upper_left.X, b.lower_right.X };
if(segments_overlapping(a_segment, b_segment))
{
} else
{
return false;
}
}
// y axis
{
float a_segment[2] =
{ a.lower_right.Y, a.upper_left.Y };
float b_segment[2] =
{ b.lower_right.Y, b.upper_left.Y };
if(segments_overlapping(a_segment, b_segment))
{
} else
{
return false;
}
}
return true; // both segments overlapping
}
bool has_point(AABB aabb, Vec2 point)
{
return
(aabb.upper_left.X < point.X && point.X < aabb.lower_right.X) &&
(aabb.upper_left.Y > point.Y && point.Y > aabb.lower_right.Y);
}
AABB screen_cam_aabb()
{
return (AABB){ .upper_left = V2(0.0, screen_size().Y), .lower_right = V2(screen_size().X, 0.0) };
}
AABB world_cam_aabb()
{
AABB to_return = screen_cam_aabb();
to_return.upper_left = screen_to_world(to_return.upper_left);
to_return.lower_right = screen_to_world(to_return.lower_right);
return to_return;
}
int num_draw_calls = 0;
#define FLOATS_PER_VERTEX (3 + 2)
float cur_batch_data[1024*10] = {0};
int cur_batch_data_index = 0;
// @TODO check last tint as well, do this when factor into drawing parameters
sg_image cur_batch_image = {0};
quad_fs_params_t cur_batch_params = {0};
void flush_quad_batch()
{
if(cur_batch_image.id == 0 || cur_batch_data_index == 0) return; // flush called when image changes, image starts out null!
state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &(sg_range){cur_batch_data, cur_batch_data_index*sizeof(*cur_batch_data)});
state.bind.fs_images[SLOT_quad_tex] = cur_batch_image;
sg_apply_bindings(&state.bind);
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(cur_batch_params));
assert(cur_batch_data_index % FLOATS_PER_VERTEX == 0);
sg_draw(0, cur_batch_data_index/FLOATS_PER_VERTEX, 1);
num_draw_calls += 1;
memset(cur_batch_data, 0, cur_batch_data_index*sizeof(*cur_batch_data));
cur_batch_data_index = 0;
}
#define Y_COORD_IN_BACK (-1.0f)
#define Y_COORD_IN_FRONT (3.0f)
typedef struct DrawParams
{
bool world_space;
Quad quad;
sg_image image;
AABB image_region;
Color tint;
AABB clip_to; // if world space is in world space, if screen space is in screen space - Lao Tzu
float y_coord_sorting; // Y_COORD_IN_BACK, or the smallest value, is all the way in the back, Y_COORD_IN_FRONT is in the front
float alpha_clip_threshold;
bool queue_for_translucent;
} DrawParams;
BUFF(DrawParams, 1024*2) translucent_queue = {0};
Vec2 into_clip_space(Vec2 screen_space_point)
{
Vec2 zero_to_one = DivV2(screen_space_point, screen_size());
Vec2 in_clip_space = SubV2(MulV2F(zero_to_one, 2.0), V2(1.0, 1.0));
return in_clip_space;
}
// The image region is in pixel space of the image
void draw_quad(DrawParams d)
{
quad_fs_params_t params = {0};
params.tint[0] = d.tint.R;
params.tint[1] = d.tint.G;
params.tint[2] = d.tint.B;
params.tint[3] = d.tint.A;
params.alpha_clip_threshold = d.alpha_clip_threshold;
if(aabb_is_valid(d.clip_to) && LenV2(aabb_size(d.clip_to)) > 0.1)
{
if(d.world_space)
{
d.clip_to.upper_left = world_to_screen(d.clip_to.upper_left);
d.clip_to.lower_right = world_to_screen(d.clip_to.lower_right);
}
Vec2 aabb_clip_ul = into_clip_space(d.clip_to.upper_left);
Vec2 aabb_clip_lr = into_clip_space(d.clip_to.lower_right);
params.clip_ul[0] = aabb_clip_ul.x;
params.clip_ul[1] = aabb_clip_ul.y;
params.clip_lr[0] = aabb_clip_lr.x;
params.clip_lr[1] = aabb_clip_lr.y;
}
else
{
params.clip_ul[0] = -1.0;
params.clip_ul[1] = 1.0;
params.clip_lr[0] = 1.0;
params.clip_lr[1] = -1.0;
}
Vec2 *points = d.quad.points;
if(d.world_space)
{
for(int i = 0; i < 4; i++)
{
points[i] = world_to_screen(points[i]);
}
}
// we've aplied the world space transform
d.world_space = false;
if(d.queue_for_translucent)
{
BUFF_APPEND(&translucent_queue, d);
return;
}
PROFILE_SCOPE("Draw quad")
{
// if the rendering call is different, and the batch must be flushed
if(d.image.id != cur_batch_image.id || memcmp(&params,&cur_batch_params,sizeof(params)) != 0 )
{
flush_quad_batch();
cur_batch_image = d.image;
cur_batch_params = params;
}
AABB cam_aabb = screen_cam_aabb();
AABB points_bounding_box = { .upper_left = V2(INFINITY, -INFINITY), .lower_right = V2(-INFINITY, INFINITY) };
for(int i = 0; i < 4; i++)
{
points_bounding_box.upper_left.X = fminf(points_bounding_box.upper_left.X, points[i].X);
points_bounding_box.upper_left.Y = fmaxf(points_bounding_box.upper_left.Y, points[i].Y);
points_bounding_box.lower_right.X = fmaxf(points_bounding_box.lower_right.X, points[i].X);
points_bounding_box.lower_right.Y = fminf(points_bounding_box.lower_right.Y, points[i].Y);
}
if(!overlapping(cam_aabb, points_bounding_box))
{
//dbgprint("Out of screen, cam aabb %f %f %f %f\n", cam_aabb.upper_left.X, cam_aabb.upper_left.Y, cam_aabb.lower_right.X, cam_aabb.lower_right.Y);
//dbgprint("Points boundig box %f %f %f %f\n", points_bounding_box.upper_left.X, points_bounding_box.upper_left.Y, points_bounding_box.lower_right.X, points_bounding_box.lower_right.Y);
continue; // cull out of screen quads
}
float new_vertices[ FLOATS_PER_VERTEX*4 ] = {0};
Vec2 region_size = SubV2(d.image_region.lower_right, d.image_region.upper_left);
assert(region_size.X > 0.0);
assert(region_size.Y > 0.0);
Vec2 tex_coords[4] =
{
AddV2(d.image_region.upper_left, V2(0.0, 0.0)),
AddV2(d.image_region.upper_left, V2(region_size.X, 0.0)),
AddV2(d.image_region.upper_left, V2(region_size.X, region_size.Y)),
AddV2(d.image_region.upper_left, V2(0.0, region_size.Y)),
};
// convert to uv space
sg_image_info info = sg_query_image_info(d.image);
for(int i = 0; i < 4; i++)
{
tex_coords[i] = DivV2(tex_coords[i], V2((float)info.width, (float)info.height));
}
for(int i = 0; i < 4; i++)
{
Vec2 in_clip_space = into_clip_space(points[i]);
new_vertices[i*FLOATS_PER_VERTEX + 0] = in_clip_space.X;
new_vertices[i*FLOATS_PER_VERTEX + 1] = in_clip_space.Y;
// update Y_COORD_IN_BACK, Y_COORD_IN_FRONT when this changes
float unmapped = (clampf(d.y_coord_sorting, -1.0f, 2.0f));
float mapped = (unmapped + 1.0f)/3.0f;
new_vertices[i*FLOATS_PER_VERTEX + 2] = 1.0f - (float)clamp(mapped, 0.0, 1.0);
new_vertices[i*FLOATS_PER_VERTEX + 3] = tex_coords[i].X;
new_vertices[i*FLOATS_PER_VERTEX + 4] = tex_coords[i].Y;
}
// two triangles drawn, six vertices
size_t total_size = 6*FLOATS_PER_VERTEX;
// batched a little too close to the sun
if(cur_batch_data_index + total_size >= ARRLEN(cur_batch_data))
{
flush_quad_batch();
cur_batch_image = d.image;
cur_batch_params = params;
}
#define PUSH_VERTEX(vert) { memcpy(&cur_batch_data[cur_batch_data_index], &vert, FLOATS_PER_VERTEX*sizeof(float)); cur_batch_data_index += FLOATS_PER_VERTEX; }
PUSH_VERTEX(new_vertices[0*FLOATS_PER_VERTEX]);
PUSH_VERTEX(new_vertices[1*FLOATS_PER_VERTEX]);
PUSH_VERTEX(new_vertices[2*FLOATS_PER_VERTEX]);
PUSH_VERTEX(new_vertices[0*FLOATS_PER_VERTEX]);
PUSH_VERTEX(new_vertices[2*FLOATS_PER_VERTEX]);
PUSH_VERTEX(new_vertices[3*FLOATS_PER_VERTEX]);
#undef PUSH_VERTEX
}
}
int translucent_compare(const void *a, const void *b)
{
DrawParams *a_draw = (DrawParams*)a;
DrawParams *b_draw = (DrawParams*)b;
return (int)((a_draw->y_coord_sorting - b_draw->y_coord_sorting)*1000.0f);
}
void draw_all_translucent()
{
qsort(&translucent_queue.data[0], translucent_queue.cur_index, sizeof(translucent_queue.data[0]), translucent_compare);
BUFF_ITER(DrawParams, &translucent_queue)
{
it->queue_for_translucent = false;
draw_quad(*it);
}
BUFF_CLEAR(&translucent_queue);
}
void swap(Vec2 *p1, Vec2 *p2)
{
Vec2 tmp = *p1;
*p1 = *p2;
*p2 = tmp;
}
double anim_sprite_duration(AnimatedSprite *s)
{
return s->num_frames * s->time_per_frame;
}
Vec2 tile_id_to_coord(sg_image tileset_image, Vec2 tile_size, uint16_t tile_id)
{
int tiles_per_row = (int)(img_size(tileset_image).X / tile_size.X);
int tile_index = tile_id - 1;
int tile_image_row = tile_index / tiles_per_row;
int tile_image_col = tile_index - tile_image_row*tiles_per_row;
Vec2 tile_image_coord = V2((float)tile_image_col * tile_size.X, (float)tile_image_row*tile_size.Y);
return tile_image_coord;
}
void colorquad(bool world_space, Quad q, Color col)
{
bool queue = false;
if(col.A < 1.0f)
{
queue = true;
}
// y coord sorting for colorquad puts it below text for dialog panel
draw_quad((DrawParams){world_space, q, image_white_square, full_region(image_white_square), col, .y_coord_sorting = Y_COORD_IN_FRONT - 0.05f, .queue_for_translucent = queue});
}
// in world coordinates
void line(Vec2 from, Vec2 to, float line_width, Color color)
{
Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
Quad line_quad = {
.points = {
AddV2(from, MulV2F(normal, line_width)), // upper left
AddV2(to, MulV2F(normal, line_width)), // upper right
AddV2(to, MulV2F(normal, -line_width)), // lower right
AddV2(from, MulV2F(normal, -line_width)), // lower left
}
};
colorquad(true, line_quad, color);
}
#ifdef DEVTOOLS
bool show_devtools = true;
#ifdef PROFILING
extern bool profiling;
#else
bool profiling;
#endif
#endif
Color debug_color = {1.0f, 0.0f, 0.0f, 0.0f};
#define dbgcol(col) DeferLoop(debug_color = col, debug_color = RED)
void dbgsquare(Vec2 at)
{
#ifdef DEVTOOLS
if(!show_devtools) return;
colorquad(true, quad_centered(at, V2(10.0, 10.0)), debug_color);
#else
(void)at;
#endif
}
void dbgline(Vec2 from, Vec2 to)
{
#ifdef DEVTOOLS
if(!show_devtools) return;
line(from, to, 0.5f, debug_color);
#else
(void)from;
(void)to;
#endif
}
void dbgvec(Vec2 from, Vec2 vec)
{
Vec2 to = AddV2(from, vec);
dbgline(from, to);
}
// in world space
void dbgrect(AABB rect)
{
#ifdef DEVTOOLS
if(!show_devtools) return;
if(!aabb_is_valid(rect))
{
dbgsquare(rect.upper_left);
}
else
{
const float line_width = 0.5;
Color col = debug_color;
Quad q = quad_aabb(rect);
line(q.ul, q.ur, line_width, col);
line(q.ur, q.lr, line_width, col);
line(q.lr, q.ll, line_width, col);
line(q.ll, q.ul, line_width, col);
}
#else
(void)rect;
#endif
}
// from_point is for knockback
void request_do_damage(Entity *to, Entity *from, float damage)
{
Vec2 from_point = from->pos;
if(to == NULL) return;
if(to->is_bullet)
{
Vec2 norm = NormV2(SubV2(to->pos, from_point));
dbgvec(from_point, norm);
to->vel = ReflectV2(to->vel, norm);
dbgprint("deflecitng\n");
}
else if(true)
{
// damage processing is done in process perception so in training, has accurate values for
// NPC health
if(to->is_character)
{
to->damage += damage;
}
else
{
if(from->is_character)
{
process_perception(to, (Perception){.type = PlayerAction, .player_action_type = ACT_hits_npc, .damage_done = damage,});
}
else
{
process_perception(to, (Perception){.type = EnemyAction, .enemy_action_type = ACT_hits_npc, .damage_done = damage,});
}
}
to->vel = MulV2F(NormV2(SubV2(to->pos, from_point)), 15.0f);
}
else
{
Log("Can't do damage to npc...\n");
}
}
typedef struct TextParams
{
bool world_space;
bool dry_run;
const char *text;
Vec2 pos;
Color color;
float scale;
AABB clip_to; // if in world space, in world space. In space of pos given
Color *colors; // color per character, if not null must be array of same length as text
} TextParams;
// returns bounds. To measure text you can set dry run to true and get the bounds
AABB draw_text(TextParams t)
{
size_t text_len = strlen(t.text);
AABB bounds = {0};
float y = 0.0;
float x = 0.0;
for(int i = 0; i < text_len; i++)
{
stbtt_aligned_quad q;
float old_y = y;
stbtt_GetBakedQuad(cdata, 512, 512, t.text[i]-32, &x, &y, &q, 1);
float difference = y - old_y;
y = old_y + difference;
Vec2 size = V2(q.x1 - q.x0, q.y1 - q.y0);
if(t.text[i] == '\n')
{
#ifdef DEVTOOLS
y += font_size*0.75f; // arbitrary, only debug t.text has newlines
x = 0.0;
#else
assert(false);
#endif
}
if(size.Y > 0.0 && size.X > 0.0)
{ // spaces (and maybe other characters) produce quads of size 0
Quad to_draw = {
.points = {
AddV2(V2(q.x0, -q.y0), V2(0.0f, 0.0f)),
AddV2(V2(q.x0, -q.y0), V2(size.X, 0.0f)),
AddV2(V2(q.x0, -q.y0), V2(size.X, -size.Y)),
AddV2(V2(q.x0, -q.y0), V2(0.0f, -size.Y)),
},
};
for(int i = 0; i < 4; i++)
{
to_draw.points[i] = MulV2F(to_draw.points[i], t.scale);
}
AABB font_atlas_region = (AABB)
{
.upper_left = V2(q.s0, q.t0),
.lower_right = V2(q.s1, q.t1),
};
font_atlas_region.upper_left.X *= img_size(image_font).X;
font_atlas_region.lower_right.X *= img_size(image_font).X;
font_atlas_region.upper_left.Y *= img_size(image_font).Y;
font_atlas_region.lower_right.Y *= img_size(image_font).Y;
for(int i = 0; i < 4; i++)
{
bounds.upper_left.X = fminf(bounds.upper_left.X, to_draw.points[i].X);
bounds.upper_left.Y = fmaxf(bounds.upper_left.Y, to_draw.points[i].Y);
bounds.lower_right.X = fmaxf(bounds.lower_right.X, to_draw.points[i].X);
bounds.lower_right.Y = fminf(bounds.lower_right.Y, to_draw.points[i].Y);
}
for(int i = 0; i < 4; i++)
{
to_draw.points[i] = AddV2(to_draw.points[i], t.pos);
}
if(!t.dry_run)
{
Color col = t.color;
if(t.colors)
{
col = t.colors[i];
}
if(false) // drop shadow, don't really like it
if(t.world_space)
{
Quad shadow_quad = to_draw;
for(int i = 0; i < 4; i++)
{
shadow_quad.points[i] = AddV2(shadow_quad.points[i], V2(0.0, -1.0));
}
draw_quad((DrawParams){t.world_space, shadow_quad, image_font, font_atlas_region, (Color){0.0f,0.0f,0.0f,0.4f}, t.clip_to, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
}
draw_quad((DrawParams){t.world_space, to_draw, image_font, font_atlas_region, col, t.clip_to, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
}
}
}
bounds.upper_left = AddV2(bounds.upper_left, t.pos);
bounds.lower_right = AddV2(bounds.lower_right, t.pos);
return bounds;
}
float y_coord_sorting_at(Vec2 pos)
{
float y_coord_sorting = world_to_screen(pos).y / screen_size().y;
y_coord_sorting = 1.0f - y_coord_sorting;
// debug draw the y cord sorting value
#if 0
char *to_draw = tprint("%f", y_coord_sorting);
draw_text((TextParams){true, false, to_draw, pos, BLACK, 1.0f});
#endif
return y_coord_sorting;
}
void draw_shadow_for(DrawParams d)
{
Quad sheared_quad = d.quad;
float height = d.quad.ur.y - d.quad.lr.y;
Vec2 shear_addition = V2(-height*0.35f, -height*0.2f);
sheared_quad.ul = AddV2(sheared_quad.ul, shear_addition);
sheared_quad.ur = AddV2(sheared_quad.ur, shear_addition);
d.quad = sheared_quad;
d.tint = (Color){0,0,0,0.2f};
d.y_coord_sorting -= 0.05f;
d.alpha_clip_threshold = 0.0f;
d.queue_for_translucent = true;
dbgline(sheared_quad.ul, sheared_quad.ur);
dbgline(sheared_quad.ur, sheared_quad.lr);
dbgline(sheared_quad.lr, sheared_quad.ll);
dbgline(sheared_quad.ll, sheared_quad.ul);
draw_quad(d);
}
//void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped, Vec2 pos, Color tint)
void draw_animated_sprite(DrawnAnimatedSprite d)
{
AnimatedSprite *s = d.anim;
float y_sort_pos = y_coord_sorting_at(d.pos);
d.pos = AddV2(d.pos, s->offset);
sg_image spritesheet_img = *s->img;
int index = (int)floor(d.elapsed_time/s->time_per_frame) % s->num_frames;
if(s->no_wrap)
{
index = (int)floor(d.elapsed_time/s->time_per_frame);
if(index >= s->num_frames) index = s->num_frames - 1;
}
Quad q = quad_centered(d.pos, s->region_size);
if(d.flipped)
{
swap(&q.points[0], &q.points[1]);
swap(&q.points[3], &q.points[2]);
}
AABB region;
region.upper_left = AddV2(s->start, V2(index * s->horizontal_diff_btwn_frames, 0.0f));
float width = img_size(spritesheet_img).X;
while(region.upper_left.X >= width)
{
region.upper_left.X -= width;
region.upper_left.Y += s->region_size.Y;
}
region.lower_right = AddV2(region.upper_left, s->region_size);
DrawParams drawn = (DrawParams){true, q, spritesheet_img, region, d.tint, .y_coord_sorting = y_sort_pos, .queue_for_translucent = true};
if(!d.no_shadow) draw_shadow_for(drawn);
draw_quad(drawn);
}
// gets aabbs overlapping the input aabb, including gs.entities and tiles
Overlapping get_overlapping(Level *l, AABB aabb)
{
Overlapping to_return = {0};
Quad q = quad_aabb(aabb);
// the corners, jessie
for(int i = 0; i < 4; i++)
{
TileInstance t = get_tile(l, world_to_tilecoord(q.points[i]));
if(is_tile_solid(t))
{
Overlap element = ((Overlap){.is_tile = true, .t = t});
//{ (&to_return)[(&to_return)->cur_index++] = element; assert((&to_return)->cur_index < ARRLEN((&to_return)->data)); }
BUFF_APPEND(&to_return, element);
}
}
// the gs.entities jessie
ENTITIES_ITER(gs.entities)
{
if(!(it->is_character && it->is_rolling) && overlapping(aabb, entity_aabb(it)))
{
BUFF_APPEND(&to_return, (Overlap){.e = it});
}
}
return to_return;
}
typedef struct CollisionInfo
{
bool happened;
Vec2 normal;
}CollisionInfo;
typedef struct MoveSlideParams
{
Entity *from;
Vec2 position;
Vec2 movement_this_frame;
// optional
bool dont_collide_with_entities;
CollisionInfo *col_info_out;
} MoveSlideParams;
// returns new pos after moving and sliding against collidable things
Vec2 move_and_slide(MoveSlideParams p)
{
Vec2 collision_aabb_size = entity_aabb_size(p.from);
Vec2 new_pos = AddV2(p.position, p.movement_this_frame);
assert(collision_aabb_size.x > 0.0f);
assert(collision_aabb_size.y > 0.0f);
AABB at_new = centered_aabb(new_pos, collision_aabb_size);
BUFF(AABB, 256) to_check = {0};
// add tilemap boxes
{
Vec2 at_new_size_vector = SubV2(at_new.lower_right, at_new.upper_left);
Vec2 points_to_check[] = {
AddV2(at_new.upper_left, V2(0.0, 0.0)),
AddV2(at_new.upper_left, V2(at_new_size_vector.X, 0.0)),
AddV2(at_new.upper_left, V2(at_new_size_vector.X, at_new_size_vector.Y)),
AddV2(at_new.upper_left, V2(0.0, at_new_size_vector.Y)),
};
for(int i = 0; i < ARRLEN(points_to_check); i++)
{
Vec2 *it = &points_to_check[i];
TileCoord tilecoord_to_check = world_to_tilecoord(*it);
if(is_tile_solid(get_tile_layer(&level_level0, 2, tilecoord_to_check)))
{
AABB t = tile_aabb(tilecoord_to_check);
BUFF_APPEND(&to_check, t);
}
}
}
// add entity boxes
if(!p.dont_collide_with_entities && !(p.from->is_character && p.from->is_rolling))
{
ENTITIES_ITER(gs.entities)
{
if(!(it->is_character && it->is_rolling) && it != p.from && !(it->is_npc && it->dead) && !it->is_item)
{
BUFF_APPEND(&to_check, centered_aabb(it->pos, entity_aabb_size(it)));
}
}
}
// here we do some janky C stuff to resolve collisions with the closest
// box first, because doing so is a simple heuristic to avoid depenetrating and losing
// sideways velocity. It's visual and I can't put diagrams in code so uh oh!
typedef BUFF(AABB, 32) OverlapBuff;
OverlapBuff actually_overlapping = {0};
dbgcol(PINK)
dbgrect(at_new);
BUFF_ITER(AABB, &to_check)
{
if(overlapping(at_new, *it))
{
BUFF_APPEND(&actually_overlapping, *it);
}
}
float smallest_distance = FLT_MAX;
int smallest_aabb_index = 0;
int i = 0;
BUFF_ITER(AABB, &actually_overlapping)
{
float cur_dist = LenV2(SubV2(aabb_center(at_new), aabb_center(*it)));
if(cur_dist < smallest_distance){
smallest_distance = cur_dist;
smallest_aabb_index = i;
}
i++;
}
OverlapBuff overlapping_smallest_first = {0};
if(actually_overlapping.cur_index > 0)
{
BUFF_APPEND(&overlapping_smallest_first, actually_overlapping.data[smallest_aabb_index]);
}
BUFF_ITER_I(AABB, &actually_overlapping, i)
{
if(i == smallest_aabb_index)
{
}
else
{
BUFF_APPEND(&overlapping_smallest_first, *it);
}
}
// overlapping
BUFF_ITER(AABB, &overlapping_smallest_first)
{
dbgcol(GREEN)
{
dbgrect(*it);
}
}
//overlapping_smallest_first = actually_overlapping;
BUFF_ITER(AABB, &actually_overlapping)
dbgcol(WHITE)
dbgrect(*it);
BUFF_ITER(AABB, &overlapping_smallest_first)
dbgcol(WHITE)
dbgsquare(aabb_center(*it));
CollisionInfo info = {0};
for(int col_iter_i = 0; col_iter_i < 1; col_iter_i++)
BUFF_ITER(AABB, &overlapping_smallest_first)
{
AABB to_depenetrate_from = *it;
int iters_tried_to_push_apart = 0;
while(overlapping(to_depenetrate_from, at_new) && iters_tried_to_push_apart < 500)
{
const float move_dist = 0.1f;
info.happened = true;
Vec2 from_point = aabb_center(to_depenetrate_from);
Vec2 to_player = NormV2(SubV2(aabb_center(at_new), from_point));
Vec2 compass_dirs[4] = {
V2( 1.0, 0.0),
V2(-1.0, 0.0),
V2(0.0, 1.0),
V2(0.0, -1.0),
};
int closest_index = -1;
float closest_dot = -99999999.0f;
for(int i = 0; i < 4; i++)
{
float dot = DotV2(compass_dirs[i], to_player);
if(dot > closest_dot)
{
closest_index = i;
closest_dot = dot;
}
}
assert(closest_index != -1);
Vec2 move_dir = compass_dirs[closest_index];
info.normal = move_dir;
dbgvec(from_point, MulV2F(move_dir, 30.0f));
Vec2 move = MulV2F(move_dir, move_dist);
at_new.upper_left = AddV2(at_new.upper_left,move);
at_new.lower_right = AddV2(at_new.lower_right,move);
iters_tried_to_push_apart++;
}
}
if(p.col_info_out) *p.col_info_out = info;
Vec2 result_pos = aabb_center(at_new);
dbgrect(centered_aabb(result_pos, collision_aabb_size));
return result_pos;
}
// returns next vertical cursor position
float draw_wrapped_text(bool dry_run, Vec2 at_point, float max_width, char *text, Color *colors, float text_scale, bool going_up, AABB clip_to)
{
char *sentence_to_draw = text;
size_t sentence_len = strlen(sentence_to_draw);
Vec2 cursor = at_point;
while(sentence_len > 0)
{
char line_to_draw[MAX_SENTENCE_LENGTH] = {0};
Color colors_to_draw[MAX_SENTENCE_LENGTH] = {0};
size_t chars_from_sentence = 0;
AABB line_bounds = {0};
while(chars_from_sentence <= sentence_len)
{
memset(line_to_draw, 0, MAX_SENTENCE_LENGTH);
memcpy(line_to_draw, sentence_to_draw, chars_from_sentence);
line_bounds = draw_text((TextParams){true, true, line_to_draw, cursor, BLACK, text_scale, clip_to});
if(line_bounds.lower_right.X > at_point.X + max_width)
{
// too big
assert(chars_from_sentence > 0);
chars_from_sentence -= 1;
break;
}
chars_from_sentence += 1;
}
if(chars_from_sentence > sentence_len) chars_from_sentence--;
memset(line_to_draw, 0, MAX_SENTENCE_LENGTH);
memcpy(line_to_draw, sentence_to_draw, chars_from_sentence);
memcpy(colors_to_draw, colors, chars_from_sentence*sizeof(Color));
//float line_height = line_bounds.upper_left.Y - line_bounds.lower_right.Y;
float line_height = font_line_advance * text_scale;
AABB drawn_bounds = draw_text((TextParams){true, dry_run, line_to_draw, AddV2(cursor, V2(0.0f, -line_height)), BLACK, text_scale, clip_to, colors_to_draw});
if(!dry_run) dbgrect(drawn_bounds);
// caught a random infinite loop in the debugger, this will stop it
assert(chars_from_sentence >= 0); // defensive programming
if(chars_from_sentence == 0)
{
break;
}
sentence_len -= chars_from_sentence;
sentence_to_draw += chars_from_sentence;
colors += chars_from_sentence;
cursor = V2(drawn_bounds.upper_left.X, drawn_bounds.lower_right.Y);
}
return cursor.Y;
}
Sentence *last_said_sentence(Entity *npc)
{
BUFF_ITER_I(Perception, &npc->remembered_perceptions, i)
{
bool is_last_said = i == npc->remembered_perceptions.cur_index - 1;
if(is_last_said && it->type == NPCDialog)
{
return &it->npc_dialog;
}
}
return 0;
}
void draw_dialog_panel(Entity *talking_to, float alpha)
{
float panel_width = 250.0f;
float panel_height = 150.0f;
float panel_vert_offset = 30.0f;
AABB dialog_panel = (AABB){
.upper_left = AddV2(talking_to->pos, V2(-panel_width/2.0f, panel_vert_offset+panel_height)),
.lower_right = AddV2(talking_to->pos, V2(panel_width/2.0f, panel_vert_offset)),
};
AABB constrict_to = world_cam_aabb();
dialog_panel.upper_left.x = fmaxf(constrict_to.upper_left.x, dialog_panel.upper_left.x);
dialog_panel.lower_right.y = fmaxf(constrict_to.lower_right.y, dialog_panel.lower_right.y);
dialog_panel.upper_left.y = fminf(constrict_to.upper_left.y, dialog_panel.upper_left.y);
dialog_panel.lower_right.x = fminf(constrict_to.lower_right.x, dialog_panel.lower_right.x);
if(aabb_is_valid(dialog_panel))
{
Quad dialog_quad = quad_aabb(dialog_panel);
float line_width = 2.0f;
Quad panel_quad = dialog_quad;
{
float inset = line_width;
panel_quad.ul = AddV2(panel_quad.ul, V2(inset, -inset));
panel_quad.ll = AddV2(panel_quad.ll, V2(inset, inset));
panel_quad.lr = AddV2(panel_quad.lr, V2(-inset, inset));
panel_quad.ur = AddV2(panel_quad.ur, V2(-inset, -inset));
}
colorquad(true, panel_quad, (Color){1.0f, 1.0f, 1.0f, 0.7f*alpha});
Color line_color = (Color){0,0,0,alpha};
line(AddV2(dialog_quad.ul, V2(-line_width,0.0)), AddV2(dialog_quad.ur, V2(line_width,0.0)), line_width, line_color);
line(dialog_quad.ur, dialog_quad.lr, line_width, line_color);
line(AddV2(dialog_quad.lr, V2(line_width,0.0)), AddV2(dialog_quad.ll, V2(-line_width,0.0)), line_width, line_color);
line(dialog_quad.ll, dialog_quad.ul, line_width, line_color);
float padding = 5.0f;
dialog_panel.upper_left = AddV2(dialog_panel.upper_left, V2(padding, -padding));
dialog_panel.lower_right = AddV2(dialog_panel.lower_right, V2(-padding, padding));
if(aabb_is_valid(dialog_panel))
{
float new_line_height = dialog_panel.lower_right.Y;
typedef struct
{
Sentence s;
bool is_player;
} DialogElement;
BUFF(DialogElement, 32) dialog = {0};
BUFF_ITER(Perception, &talking_to->remembered_perceptions)
{
if(it->type == NPCDialog)
{
Sentence to_say = it->npc_dialog;
Sentence *last_said = last_said_sentence(talking_to);
if(last_said == &it->npc_dialog)
{
to_say = (Sentence){0};
for(int i = 0; i < min(it->npc_dialog.cur_index, (int)talking_to->characters_said); i++)
{
BUFF_APPEND(&to_say, it->npc_dialog.data[i]);
}
}
BUFF_APPEND(&dialog, ((DialogElement){ .s = to_say, .is_player = false }) );
}
else if(it->type == PlayerDialog)
{
BUFF_APPEND(&dialog, ((DialogElement){ .s = it->player_dialog, .is_player = true }) );
}
}
if(dialog.cur_index > 0)
{
for(int i = dialog.cur_index - 1; i >= 0; i--)
{
DialogElement *it = &dialog.data[i];
{
Color *colors = calloc(sizeof(*colors), it->s.cur_index);
for(int char_i = 0; char_i < it->s.cur_index; char_i++)
{
if(it->is_player)
{
colors[char_i] = BLACK;
}
else
{
colors[char_i] = colhex(0x345e22);
}
colors[char_i] = blendalpha(colors[char_i], alpha);
}
float measured_line_height = draw_wrapped_text(true, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->s.data, colors, 0.5f, true, dialog_panel);
new_line_height += (new_line_height - measured_line_height);
draw_wrapped_text(false, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->s.data, colors, 0.5f, true, dialog_panel);
free(colors);
}
}
}
dbgrect(dialog_panel);
}
}
}
#define ROLL_KEY SAPP_KEYCODE_LEFT_SHIFT
double elapsed_time = 0.0;
double last_frame_processing_time = 0.0;
uint64_t last_frame_time;
Vec2 mouse_pos = {0}; // in screen space
bool interact_just_pressed = false;
float learned_shift = 0.0;
float learned_space = 0.0;
float learned_e = 0.0;
#ifdef DEVTOOLS
bool mouse_frozen = false;
#endif
void frame(void)
{
// elapsed_time
double dt_double = 0.0;
{
dt_double = stm_sec(stm_diff(stm_now(), last_frame_time));
dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
elapsed_time += dt_double;
last_frame_time = stm_now();
}
float dt = (float)dt_double;
#if 0
{
printf("Frametime: %.1f ms\n", dt*1000.0);
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
//colorquad(false, quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), RED);
sg_image img = image_white_square;
AABB region = full_region(img);
//region.lower_right.X *= 0.5f;
draw_quad((DrawParams){false,quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), img, region, WHITE});
flush_quad_batch();
sg_end_pass();
sg_commit();
reset(&scratch);
}
return;
#endif
PROFILE_SCOPE("frame")
{
#ifdef DESKTOP
if(!receiving_text_input && in_dialog())
{
receiving_text_input = true;
BUFF_CLEAR(&text_input_buffer);
}
#endif
// better for vertical aspect ratios
if(screen_size().x < 0.7f*screen_size().y)
{
cam.scale = 2.3f;
}
else
{
cam.scale = 2.0f;
}
uint64_t time_start_frame = stm_now();
Vec2 movement = {0};
bool attack = false;
bool roll = false;
bool interact = false;
if(mobile_controls)
{
movement = SubV2(thumbstick_nub_pos, thumbstick_base_pos);
if(LenV2(movement) > 0.0f)
{
movement = MulV2F(NormV2(movement), LenV2(movement)/(thumbstick_base_size()*0.5f));
}
attack = mobile_attack_pressed;
roll = mobile_roll_pressed;
interact = interact_just_pressed;
}
else
{
movement = V2(
(float)keydown[SAPP_KEYCODE_D] - (float)keydown[SAPP_KEYCODE_A],
(float)keydown[SAPP_KEYCODE_W] - (float)keydown[SAPP_KEYCODE_S]
);
attack = keydown[SAPP_KEYCODE_SPACE];
#ifdef DEVTOOLS
attack = attack || keydown[SAPP_KEYCODE_LEFT_CONTROL];
#endif
roll = keydown[ROLL_KEY];
interact = interact_just_pressed;
}
if(LenV2(movement) > 1.0)
{
movement = NormV2(movement);
}
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
Level *cur_level = &level_level0;
// Draw Tilemap draw tilemap tilemap drawing
#if 1
PROFILE_SCOPE("tilemap")
{
Vec2 starting_world = AddV2(world_cam_aabb().upper_left, V2(-TILE_SIZE, TILE_SIZE));
Vec2 ending_world = AddV2(world_cam_aabb().lower_right, V2(TILE_SIZE, -TILE_SIZE));
TileCoord starting_point = world_to_tilecoord(starting_world);
TileCoord ending_point = world_to_tilecoord(ending_world);
int starting_row = starting_point.y;
int ending_row = ending_point.y;
int starting_col = starting_point.x;
int ending_col = ending_point.x;
for(int layer = 0; layer < LAYERS; layer++)
{
for(int row = starting_row; row < ending_row; row++)
{
for(int col = starting_col; col < ending_col; col++)
{
TileCoord cur_coord = { col, row };
TileInstance cur = get_tile_layer(cur_level, layer, cur_coord);
int tileset_i = 0;
uint16_t max_gid = 0;
for(int i = 0; i < ARRLEN(tilesets); i++)
{
TileSet tileset = tilesets[i];
if(cur.kind > tileset.first_gid && tileset.first_gid > max_gid)
{
tileset_i = i;
max_gid = tileset.first_gid;
}
}
TileSet tileset = tilesets[tileset_i];
cur.kind -= tileset.first_gid - 1;
if(cur.kind != 0)
{
Vec2 tile_size = V2(TILE_SIZE, TILE_SIZE);
sg_image tileset_image = *tileset.img;
Vec2 tile_image_coord = tile_id_to_coord(tileset_image, tile_size, cur.kind);
AnimatedTile *anim = NULL;
for(int i = 0; i < sizeof(tileset.animated)/sizeof(*tileset.animated); i++)
{
if(tileset.animated[i].exists && tileset.animated[i].id_from == cur.kind-1)
{
anim = &tileset.animated[i];
}
}
if(anim)
{
double time_per_frame = 0.1;
int frame_index = (int)(elapsed_time/time_per_frame) % anim->num_frames;
tile_image_coord = tile_id_to_coord(tileset_image, tile_size, anim->frames[frame_index]+1);
}
AABB region;
region.upper_left = tile_image_coord;
region.lower_right = AddV2(region.upper_left, tile_size);
draw_quad((DrawParams){true, tile_quad(cur_coord), tileset_image, region, WHITE, .y_coord_sorting = Y_COORD_IN_BACK});
}
}
}
}
}
#endif
assert(player != NULL);
// gameplay processing loop, do multiple if lagging
static Entity *interacting_with = 0; // used by rendering to figure out who to draw dialog box on
const float dialog_interact_size = 2.5f * TILE_SIZE;
int num_timestep_loops = 0;
{
unprocessed_gameplay_time += dt;
float timestep = fminf(dt, (float)MINIMUM_TIMESTEP);
while(unprocessed_gameplay_time >= timestep)
{
num_timestep_loops++;
unprocessed_gameplay_time -= timestep;
float dt = timestep;
// process gs.entities
PROFILE_SCOPE("entity processing")
{
ENTITIES_ITER(gs.entities)
{
assert(!(it->exists && it->generation == 0));
#ifdef WEB
if(it->is_npc)
{
if(it->gen_request_id != 0)
{
assert(it->gen_request_id > 0);
int status = EM_ASM_INT({
return get_generation_request_status($0);
}, it->gen_request_id);
if(status == 0)
{
// simply not done yet
}
else
{
if(status == 1)
{
// done! we can get the string
char sentence_str[MAX_SENTENCE_LENGTH] = {0};
EM_ASM({
let generation = get_generation_request_content($0);
stringToUTF8(generation, $1, $2);
}, it->gen_request_id, sentence_str, ARRLEN(sentence_str));
// parse out from the sentence NPC action and dialog
Perception out = {0};
#ifdef DO_CHATGPT_PARSING
bool text_was_well_formatted = parse_chatgpt_response(it, sentence_str, &out);
#else
bool text_was_well_formatted = parse_ai_response(it, sentence_str, &out);
#endif
if(text_was_well_formatted)
{
process_perception(it, out);
}
else
{
it->perceptions_dirty = true; // on poorly formatted AI, just retry request.
}
EM_ASM({
done_with_generation_request($0);
}, it->gen_request_id);
}
else if(status == 2)
{
Log("Failed to generate dialog! Fuck!\n");
// need somethin better here. Maybe each sentence has to know if it's player or NPC, that way I can remove the player's dialog
process_perception(it, (Perception){.type = NPCDialog, .npc_action_type = ACT_none, .npc_dialog = SENTENCE_CONST("I'm not sure...")});
}
else if(status == -1)
{
Log("Generation request doesn't exist anymore, that's fine...\n");
}
else
{
Log("Unknown generation request status: %d\n", status);
}
it->gen_request_id = 0;
}
}
}
#endif
if(fabsf(it->vel.x) > 0.01f)
it->facing_left = it->vel.x < 0.0f;
if(it->dead)
{
it->dead_time += dt;
}
if(it->is_npc)
{
// character speech animation text input
if(true)
{
const float characters_per_sec = 35.0f;
double before = it->characters_said;
int length = 0;
if(last_said_sentence(it)) length = last_said_sentence(it)->cur_index;
if((int)before < length)
{
it->characters_said += characters_per_sec*dt;
}
else
{
it->characters_said = (double)length;
}
if( (int)it->characters_said > (int)before )
{
float dist = LenV2(SubV2(it->pos, player->pos));
float volume = Lerp(-0.6f, clamp01(dist/70.0f), -1.0f);
play_audio(&sound_simple_talk, volume);
}
}
if(it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED)
{
Entity *targeting = player;
Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
Vec2 rotate_direction;
if(it->direction_of_spiral_pattern)
{
rotate_direction = rotate_counter_clockwise(to_player);
}
else
{
rotate_direction = rotate_clockwise(to_player);
}
Vec2 target_vel = NormV2(AddV2(rotate_direction, MulV2F(to_player, 0.5f)));
target_vel = MulV2F(target_vel, 3.0f);
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
CollisionInfo col = {0};
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .col_info_out = &col});
if(col.happened)
{
it->direction_of_spiral_pattern = !it->direction_of_spiral_pattern;
}
if(it->standing == STANDING_FIGHTING)
{
it->shotgun_timer += dt;
Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
if(it->shotgun_timer >= 1.0f)
{
it->shotgun_timer = 0.0f;
const float spread = (float)PI/4.0f;
// shoot shotgun
int num_bullets = 5;
for(int i = 0; i < num_bullets; i++)
{
Vec2 dir = to_player;
float theta = Lerp(-spread/2.0f, ((float)i / (float)(num_bullets - 1)), spread/2.0f);
dir = RotateV2(dir, theta);
Entity *new_bullet = new_entity();
new_bullet->is_bullet = true;
new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f));
new_bullet->vel = MulV2F(dir, 15.0f);
it->vel = AddV2(it->vel, MulV2F(dir, -3.0f));
}
}
}
}
if(it->npc_kind == NPC_OldMan)
{
/*
draw_dialog_panel(it);
Entity *targeting = player;
it->shotgun_timer += dt;
Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos));
if(it->shotgun_timer >= 1.0f)
{
it->shotgun_timer = 0.0f;
const float spread = (float)PI/4.0f;
// shoot shotgun
int num_bullets = 5;
for(int i = 0; i < num_bullets; i++)
{
Vec2 dir = to_player;
float theta = Lerp(-spread/2.0f, ((float)i / (float)(num_bullets - 1)), spread/2.0f);
dir = RotateV2(dir, theta);
Entity *new_bullet = new_entity();
new_bullet->is_bullet = true;
new_bullet->pos = AddV2(it->pos, MulV2F(dir, 20.0f));
new_bullet->vel = MulV2F(dir, 15.0f);
it->vel = AddV2(it->vel, MulV2F(dir, -3.0f));
}
}
Vec2 target_vel = NormV2(AddV2(rotate_counter_clockwise(to_player), MulV2F(to_player, 0.5f)));
target_vel = MulV2F(target_vel, 3.0f);
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
*/
}
else if(it->npc_kind == NPC_Skeleton)
{
if(it->dead)
{
}
else
{
if(fabsf(it->vel.x) > 0.01f)
it->facing_left = it->vel.x < 0.0f;
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
AABB weapon_aabb = entity_sword_aabb(it, 30.0f, 18.0f);
dbgrect(weapon_aabb);
Vec2 target_vel = {0};
it->pos = AddV2(it->pos, MulV2F(it->vel, dt));
Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
if(it->swing_timer > 0.0)
{
it->swing_timer += dt;
if(it->swing_timer >= anim_sprite_duration(&skeleton_swing_sword))
{
it->swing_timer = 0.0;
}
if(it->swing_timer >= 0.4f)
{
SwordToDamage to_damage = entity_sword_to_do_damage(it, overlapping_weapon);
Entity *from = it;
BUFF_ITER(Entity *, &to_damage)
{
request_do_damage(*it, from, DAMAGE_SWORD);
}
}
}
else
{
// in huntin' range
it->walking = LenV2(SubV2(player->pos, it->pos)) < 250.0f;
if(it->walking)
{
Entity *skele = it;
BUFF_ITER(Overlap, &overlapping_weapon)
{
if(it->e && it->e->is_character)
{
skele->swing_timer += dt;
BUFF_CLEAR(&skele->done_damage_to_this_swing);
}
}
target_vel = MulV2F(NormV2(SubV2(player->pos, it->pos)), 4.0f);
}
else
{
}
}
it->vel = LerpV2(it->vel, dt*8.0f, target_vel);
}
}
else if(it->npc_kind == NPC_Death)
{
}
#if 0
else if(it->npc_kind == DEATH)
{
draw_animated_sprite(&death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
else if(it->npc_kind == MERCHANT)
{
draw_animated_sprite(&merchant_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
#endif
else if(it->npc_kind == NPC_MOOSE)
{
}
else if(it->npc_kind == NPC_GodRock)
{
}
else if(it->npc_kind == NPC_Edeline)
{
}
else if(it->npc_kind == NPC_TheGuard)
{
if(it->moved)
{
it->walking = true;
Vec2 towards = SubV2(it->target_goto, it->pos);
if(LenV2(towards) > 1.0f)
{
it->pos = LerpV2(it->pos, dt*5.0f, it->target_goto);
}
}
else
{
it->walking = false;
}
}
else
{
assert(false);
}
if(it->damage >= 1.0)
{
if(it->npc_kind == NPC_Skeleton)
{
it->dead = true;
}
else
{
it->destroy = true;
}
}
}
else if (it->is_item)
{
if(it->held_by_player)
{
Vec2 held_spot = V2(15.0f * (player->facing_left ? -1.0f : 1.0f), 7.0f);
it->pos = AddV2(player->pos, held_spot);
}
else
{
it->vel = LerpV2(it->vel, dt*7.0f, V2(0.0f,0.0f));
CollisionInfo info = {0};
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .dont_collide_with_entities = true, .col_info_out = &info});
if(info.happened) it->vel = ReflectV2(it->vel, info.normal);
}
//draw_quad((DrawParams){true, it->pos, IMG(image_white_square)
}
else if (it->is_bullet)
{
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
dbgvec(it->pos, it->vel);
Overlapping over = get_overlapping(cur_level, entity_aabb(it));
Entity *from_bullet = it;
bool destroy_bullet = false;
BUFF_ITER(Overlap, &over) if(it->e != from_bullet)
{
if(!it->is_tile && !(it->e->is_bullet))
{
// knockback and damage
request_do_damage(it->e, from_bullet, DAMAGE_BULLET);
destroy_bullet = true;
}
}
if(destroy_bullet) *from_bullet = (Entity){0};
if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
}
else if(it->is_character)
{
}
else if(it->is_prop)
{
}
else
{
assert(false);
}
}
}
PROFILE_SCOPE("Destroy gs.entities, maybe send generation requests")
{
ENTITIES_ITER(gs.entities)
{
if(it->destroy)
{
int gen = it->generation;
*it = (Entity){0};
it->generation = gen;
}
if(it->perceptions_dirty && !npc_does_dialog(it))
{
it->perceptions_dirty = false;
}
if(it->perceptions_dirty)
{
PromptBuff prompt = {0};
#ifdef DO_CHATGPT_PARSING
generate_chatgpt_prompt(it, &prompt);
#else
generate_prompt(it, &prompt);
#endif
Log("Sending request with prompt `%s`\n", prompt.data);
#ifdef WEB
// fire off generation request, save id
BUFF(char, 512) completion_server_url = {0};
printf_buff(&completion_server_url, "%s/completion", SERVER_URL);
int req_id = EM_ASM_INT({
return make_generation_request(UTF8ToString($1), UTF8ToString($0));
}, completion_server_url.data, prompt.data);
it->gen_request_id = req_id;
#endif
#ifdef DESKTOP
BUFF(char, 1024) mocked_ai_response = {0};
#define SAY(act, txt) { printf_buff(&mocked_ai_response, "%s \"%s\"", actions[act], txt); }
if(it->npc_kind == NPC_TheGuard)
{
if(it->last_seen_holding_kind == ITEM_Tripod && !it->moved)
{
SAY(ACT_allows_player_to_pass, "Here you go");
}
else
{
SAY(ACT_none, "You passed");
}
}
else
{
//SAY(ACT_joins_player, "I am an NPC");
SAY(ACT_fights_player, "I am an NPC. Bla bla bl alb djsfklalfkdsaj. Did you know shortcake?");
}
Perception p = {0};
assert(parse_chatgpt_response(it, mocked_ai_response.data, &p));
process_perception(it, p);
#undef SAY
#endif
it->perceptions_dirty = false;
}
}
}
PROFILE_SCOPE("process player")
{
// do dialog
Entity *closest_interact_with = 0;
{
// find closest to talk to
{
AABB dialog_rect = centered_aabb(player->pos, V2(dialog_interact_size , dialog_interact_size));
dbgrect(dialog_rect);
Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
float closest_interact_with_dist = INFINITY;
BUFF_ITER(Overlap, &possible_dialogs)
{
bool entity_talkable = true;
if(entity_talkable) entity_talkable = entity_talkable && !it->is_tile;
if(entity_talkable) entity_talkable = entity_talkable && it->e->is_npc;
if(entity_talkable) entity_talkable = entity_talkable && !(it->e->npc_kind == NPC_Skeleton);
#ifdef WEB
if(entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0;
#endif
bool entity_pickupable = !it->is_tile && !gete(player->holding_item) && it->e->is_item;
if(entity_talkable || entity_pickupable)
{
float dist = LenV2(SubV2(it->e->pos, player->pos));
if(dist < closest_interact_with_dist)
{
closest_interact_with_dist = dist;
closest_interact_with = it->e;
}
}
}
}
interacting_with = closest_interact_with;
if(player->state == CHARACTER_TALKING)
{
interacting_with = gete(player->talking_to);
assert(interacting_with);
}
// maybe get rid of talking to
if(player->state == CHARACTER_TALKING)
{
if(gete(player->talking_to) == 0)
{
player->state = CHARACTER_IDLE;
}
}
}
if(interact)
{
if(closest_interact_with)
{
if(closest_interact_with->is_npc)
{
// begin dialog with closest npc
player->state = CHARACTER_TALKING;
player->talking_to = frome(closest_interact_with);
}
else if(closest_interact_with->is_item)
{
// pick up item
closest_interact_with->held_by_player = true;
player->holding_item = frome(closest_interact_with);
}
else
{
assert(false);
}
}
else
{
if(gete(player->holding_item))
{
// throw item if not talking to somebody with item
Entity *thrown = gete(player->holding_item);
assert(thrown);
thrown->vel = MulV2F(player->to_throw_direction, 20.0f);
thrown->held_by_player = false;
player->holding_item = (EntityRef){0};
}
}
}
if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{
player->is_rolling = true;
player->roll_progress = 0.0;
}
if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{
player->state = CHARACTER_ATTACK;
BUFF_CLEAR(&player->done_damage_to_this_swing);
player->swing_progress = 0.0;
}
// after images
BUFF_ITER(PlayerAfterImage, &player->after_images)
{
it->alive_for += dt;
}
if(player->after_images.data[0].alive_for >= AFTERIMAGE_LIFETIME)
{
BUFF_REMOVE_FRONT(&player->after_images);
}
// roll processing
{
if(player->state != CHARACTER_IDLE && player->state != CHARACTER_WALKING)
{
player->roll_progress = 0.0;
player->is_rolling = false;
}
if(player->is_rolling)
{
player->after_image_timer += dt;
player->time_not_rolling = 0.0f;
player->roll_progress += dt;
if(player->roll_progress > anim_sprite_duration(&knight_rolling))
{
player->is_rolling = false;
}
}
if(!player->is_rolling) player->time_not_rolling += dt;
}
Vec2 target_vel = {0};
float speed = 0.0f;
if(LenV2(movement) > 0.01f) player->to_throw_direction = NormV2(movement);
if(player->state == CHARACTER_WALKING)
{
speed = PLAYER_SPEED;
if(player->is_rolling) speed = PLAYER_ROLL_SPEED;
if(gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots)
{
speed *= 2.0f;
}
if(LenV2(movement) == 0.0)
{
player->state = CHARACTER_IDLE;
}
else
{
}
}
else if(player->state == CHARACTER_IDLE)
{
if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
}
else if(player->state == CHARACTER_ATTACK)
{
AABB weapon_aabb = entity_sword_aabb(player, 40.0f, 25.0f);
dbgrect(weapon_aabb);
SwordToDamage to_damage = entity_sword_to_do_damage(player, get_overlapping(cur_level, weapon_aabb));
BUFF_ITER(Entity*, &to_damage)
{
request_do_damage(*it, player, DAMAGE_SWORD);
}
player->swing_progress += dt;
if(player->swing_progress > anim_sprite_duration(&knight_attack))
{
player->state = CHARACTER_IDLE;
}
}
else if(player->state == CHARACTER_TALKING)
{
}
else
{
assert(false); // unknown character state? not defined how to process
}
// velocity processing
{
Vec2 target_vel = MulV2F(movement, dt * pixels_per_meter * speed);
player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
player->pos = move_and_slide((MoveSlideParams){player, player->pos, player->vel});
}
// health
if(player->damage >= 1.0)
{
reset_level();
}
}
interact_just_pressed = false;
interact = false;
} // while loop
}
PROFILE_SCOPE("render player")
{
DrawnAnimatedSprite to_draw = {0};
Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
// if somebody, show their dialog panel
if(interacting_with)
{
// interaction keyboard hint
if(!mobile_controls)
{
float size = 100.0f;
Vec2 midpoint = MulV2F(AddV2(interacting_with->pos, player->pos), 0.5f);
draw_quad((DrawParams){true, quad_centered(AddV2(midpoint, V2(0.0, 5.0f + sinf((float)elapsed_time*3.0f)*5.0f)), V2(size, size)), IMG(image_e_icon), blendalpha(WHITE, clamp01(1.0f - learned_e)), .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
}
// interaction circle
draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
}
if(player->state == CHARACTER_WALKING)
{
if(player->is_rolling)
{
to_draw = (DrawnAnimatedSprite){&knight_running, player->roll_progress, player->facing_left, character_sprite_pos, WHITE};
}
else
{
to_draw = (DrawnAnimatedSprite){&knight_running, elapsed_time, player->facing_left, character_sprite_pos, WHITE};
}
}
else if(player->state == CHARACTER_IDLE)
{
if(player->is_rolling)
{
to_draw = (DrawnAnimatedSprite){&knight_running, player->roll_progress, player->facing_left, character_sprite_pos, WHITE};
}
else
{
to_draw = (DrawnAnimatedSprite){&knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE};
}
}
else if(player->state == CHARACTER_ATTACK)
{
to_draw = (DrawnAnimatedSprite){&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE};
}
else if(player->state == CHARACTER_TALKING)
{
to_draw = (DrawnAnimatedSprite){&knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE};
}
else
{
assert(false); // unknown character state? not defined how to draw
}
// hurt vignette
if(player->damage > 0.0)
{
draw_quad((DrawParams){false, (Quad){.ul=V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f)}, image_hurt_vignette, full_region(image_hurt_vignette), (Color){1.0f, 1.0f, 1.0f, player->damage}, .y_coord_sorting = Y_COORD_IN_FRONT, .queue_for_translucent = true});
}
Vec2 target_sprite_pos = to_draw.pos;
BUFF_ITER(PlayerAfterImage, &player->after_images)
{
{
DrawnAnimatedSprite to_draw = it->drawn;
to_draw.tint.a = 1.0f;
float progress_through_life = it->alive_for / AFTERIMAGE_LIFETIME;
if(progress_through_life > 0.5f)
{
float fade_amount = (progress_through_life - 0.5f)/0.5f;
to_draw.tint.a = Lerp(0.8f, fade_amount, 0.0f);
to_draw.pos = LerpV2(to_draw.pos, fade_amount, target_sprite_pos);
}
to_draw.no_shadow = true;
draw_animated_sprite(to_draw);
}
}
if(player->is_rolling) to_draw.tint.a = 0.5f;
if(to_draw.anim)
{
draw_animated_sprite(to_draw);
if(player->after_image_timer >= TIME_TO_GEN_AFTERIMAGE)
{
player->after_image_timer = 0.0;
if(BUFF_HAS_SPACE(&player->after_images))
BUFF_APPEND(&player->after_images, (PlayerAfterImage){.drawn = to_draw});
}
}
}
// render gs.entities render entities
PROFILE_SCOPE("entity rendering")
ENTITIES_ITER(gs.entities)
{
#ifdef WEB
if(it->gen_request_id != 0)
{
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0, 50.0)), V2(100.0,100.0)), IMG(image_thinking), WHITE});
}
#endif
// draw drop shadow
//if(it->is_character || it->is_npc || it->is_prop)
if(false)
{
//if(it->npc_kind != DEATH)
{
float shadow_size = knight_rolling.region_size.x * 0.5f;
Vec2 shadow_offset = V2(0.0f, -20.0f);
if(npc_is_knight_sprite(it))
{
shadow_offset = V2(0.5f, -10.0f);
}
#if 0
if(it->npc_kind == MERCHANT)
{
shadow_offset = V2(-4.5f, -15.0f);
}
else if(it->npc_kind == OLD_MAN)
{
shadow_offset = V2(-1.5f, -8.0f);
shadow_size *= 0.5f;
}
#endif
if(it->is_prop)
{
shadow_size *= 2.5f;
shadow_offset = V2(-5.0f, -8.0f);
}
draw_quad((DrawParams){true, quad_centered(AddV2(it->pos, shadow_offset), V2(shadow_size, shadow_size)),IMG(image_drop_shadow), (Color){1.0f,1.0f,1.0f,0.5f}});
}
}
Color col = LerpV4(WHITE, it->damage, RED);
if(it->is_npc)
{
if(it->is_npc)
{
float dist = LenV2(SubV2(it->pos, 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(player->talking_to) == it && player->state == CHARACTER_TALKING) alpha = 1.0f;
draw_dialog_panel(it, alpha);
}
if(it->npc_kind == NPC_OldMan)
{
bool face_left =SubV2(player->pos, it->pos).x < 0.0f;
draw_animated_sprite((DrawnAnimatedSprite){&old_man_idle, elapsed_time, face_left, it->pos, col});
}
else if(it->npc_kind == NPC_Skeleton)
{
Color col = WHITE;
if(it->dead)
{
draw_animated_sprite((DrawnAnimatedSprite){&skeleton_die, it->dead_time, it->facing_left, it->pos, col});
}
else
{
if(it->swing_timer > 0.0)
{
// swinging sword
draw_animated_sprite((DrawnAnimatedSprite){&skeleton_swing_sword, it->swing_timer, it->facing_left, it->pos, col});
}
else
{
if(it->walking)
{
draw_animated_sprite((DrawnAnimatedSprite){&skeleton_run, elapsed_time, it->facing_left, it->pos, col});
}
else
{
draw_animated_sprite((DrawnAnimatedSprite){&skeleton_idle, elapsed_time, it->facing_left, it->pos, col});
}
}
}
}
else if(it->npc_kind == NPC_Death)
{
draw_animated_sprite((DrawnAnimatedSprite){&death_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col});
}
else if(it->npc_kind == NPC_GodRock)
{
Vec2 prop_size = V2(46.0f, 40.0f);
DrawParams d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(-0.0f, 0.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(15.0f, 219.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f};
draw_shadow_for(d);
draw_quad(d);
}
else if(npc_is_knight_sprite(it))
{
Color tint = WHITE;
if(it->npc_kind == NPC_TheGuard)
{
tint = colhex(0xa84032);
}
else if(it->npc_kind == NPC_Edeline)
{
tint = colhex(0x8c34eb);
}
else
{
assert(false);
}
draw_animated_sprite((DrawnAnimatedSprite){&knight_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), tint});
}
else if(it->npc_kind == NPC_MOOSE)
{
//draw_animated_sprite(&moose_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
else
{
assert(false);
}
}
else if (it->is_item)
{
Quad drawn = quad_centered(it->pos, V2(15.0f, 15.0f));
if(it->item_kind == ITEM_Tripod)
{
draw_quad((DrawParams){true, drawn, IMG(image_tripod), WHITE});
}
else if(it->item_kind == ITEM_Boots)
{
draw_quad((DrawParams){true, drawn, IMG(image_boots), WHITE});
}
else if(it->item_kind == ITEM_WhiteSquare)
{
colorquad(true, drawn, WHITE);
}
else
{
assert(false);
}
}
else if (it->is_bullet)
{
AABB normal_aabb = entity_aabb(it);
Quad drawn = quad_centered(aabb_center(normal_aabb), MulV2F(aabb_size(normal_aabb), 1.5f));
draw_quad((DrawParams){true, drawn, IMG(image_bullet), WHITE});
}
else if(it->is_character)
{
}
else if(it->is_prop)
{
DrawParams d = {0};
if(it->prop_kind == TREE0)
{
Vec2 prop_size = V2(74.0f, 122.0f);
d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(-5.0f, 45.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(2.0f, 4.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.7f};
}
else if(it->prop_kind == TREE1)
{
Vec2 prop_size = V2(94.0f, 120.0f);
d = ((DrawParams){true, quad_centered(AddV2(it->pos, V2(-4.0f, 55.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(105.0f, 4.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
else if(it->prop_kind == TREE2)
{
Vec2 prop_size = V2(128.0f, 192.0f);
d = ((DrawParams){true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f});
}
else if(it->prop_kind == ROCK0)
{
Vec2 prop_size = V2(30.0f, 22.0f);
d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0f, 25.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(66.0f, 235.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 0.0f))), .alpha_clip_threshold = 0.7f};
}
else
{
assert(false);
}
draw_shadow_for(d);
draw_quad(d);
}
else
{
assert(false);
}
}
// translucent
draw_all_translucent();
// ui
#define HELPER_SIZE 250.0f
if(!mobile_controls)
{
float total_height = HELPER_SIZE * 2.0f;
float vertical_spacing = HELPER_SIZE/2.0f;
total_height -= (total_height - (vertical_spacing + HELPER_SIZE));
const float padding = 50.0f;
float y = screen_size().y/2.0f + total_height/2.0f;
draw_quad((DrawParams){false, quad_at(V2(padding, y), V2(HELPER_SIZE,HELPER_SIZE)), IMG(image_shift_icon), (Color){1.0f,1.0f,1.0f,fmaxf(0.0f, 1.0f-learned_shift)}, .y_coord_sorting = Y_COORD_IN_FRONT});
y -= vertical_spacing;
draw_quad((DrawParams){false, quad_at(V2(padding, y), V2(HELPER_SIZE,HELPER_SIZE)), IMG(image_space_icon), (Color){1.0f,1.0f,1.0f,fmaxf(0.0f, 1.0f-learned_space)}, .y_coord_sorting = Y_COORD_IN_FRONT});
}
if(mobile_controls)
{
float thumbstick_nub_size = (img_size(image_mobile_thumbstick_nub).x / img_size(image_mobile_thumbstick_base).x) * thumbstick_base_size();
draw_quad((DrawParams){false, quad_centered(thumbstick_base_pos, V2(thumbstick_base_size(), thumbstick_base_size())), IMG(image_mobile_thumbstick_base), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
draw_quad((DrawParams){false, quad_centered(thumbstick_nub_pos, V2(thumbstick_nub_size, thumbstick_nub_size)), IMG(image_mobile_thumbstick_nub), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
if(interacting_with || gete(player->holding_item))
{
draw_quad((DrawParams){false, quad_centered(interact_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
}
draw_quad((DrawParams){false, quad_centered(roll_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
draw_quad((DrawParams){false, quad_centered(attack_button_pos(), V2(mobile_button_size(), mobile_button_size())), IMG(image_mobile_button), WHITE, .y_coord_sorting = Y_COORD_IN_FRONT});
}
#ifdef DEVTOOLS
dbgsquare(screen_to_world(mouse_pos));
// tile coord
if(show_devtools)
{
TileCoord hovering = world_to_tilecoord(screen_to_world(mouse_pos));
Vec2 points[4] ={0};
AABB q = tile_aabb(hovering);
dbgrect(q);
draw_text((TextParams){false, false, tprint("%d", get_tile(&level_level0, hovering).kind), world_to_screen(tilecoord_to_world(hovering)), BLACK, 1.0f});
}
// debug draw font image
{
draw_quad((DrawParams){true, quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font,full_region(image_font), WHITE});
}
// statistics
if(show_devtools)
PROFILE_SCOPE("statistics")
{
Vec2 pos = V2(0.0, screen_size().Y);
int num_entities = 0;
ENTITIES_ITER(gs.entities) num_entities++;
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\nDraw calls: %d\nProfiling: %s\nNumber gameplay processing loops: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities, num_draw_calls, profiling ? "yes" : "no", num_timestep_loops);
AABB bounds = draw_text((TextParams){false, true, stats, pos, BLACK, 1.0f});
pos.Y -= bounds.upper_left.Y - screen_size().Y;
bounds = draw_text((TextParams){false, true, stats, pos, BLACK, 1.0f});
// background panel
colorquad(false, quad_aabb(bounds), (Color){1.0, 1.0, 1.0, 0.3f});
draw_text((TextParams){false, false, stats, pos, BLACK, 1.0f});
num_draw_calls = 0;
}
#endif // devtools
// update camera position
{
Vec2 target = MulV2F(player->pos, -1.0f * cam.scale);
if(LenV2(SubV2(target, cam.pos)) <= 0.2)
{
cam.pos = target;
}
else
{
cam.pos = LerpV2(cam.pos, dt*8.0f, target);
}
}
PROFILE_SCOPE("flush rendering")
{
flush_quad_batch();
sg_end_pass();
sg_commit();
}
last_frame_processing_time = stm_sec(stm_diff(stm_now(),time_start_frame));
reset(&scratch);
}
}
void cleanup(void)
{
sg_shutdown();
Log("Cleaning up\n");
}
void event(const sapp_event *e)
{
if(e->key_repeat) return;
if(e->type == SAPP_EVENTTYPE_TOUCHES_BEGAN)
{
if(!mobile_controls)
{
thumbstick_base_pos = V2(screen_size().x * 0.25f, screen_size().y * 0.25f);
thumbstick_nub_pos = thumbstick_base_pos;
}
mobile_controls = true;
}
#ifdef DESKTOP
// the desktop text backend, for debugging purposes
if(receiving_text_input)
{
if(e->type == SAPP_EVENTTYPE_CHAR)
{
if(BUFF_HAS_SPACE(&text_input_buffer))
{
BUFF_APPEND(&text_input_buffer, (char)e->char_code);
}
}
if(e->type == SAPP_EVENTTYPE_KEY_DOWN && e->key_code == SAPP_KEYCODE_ENTER)
{
receiving_text_input = false;
end_text_input(text_input_buffer.data);
}
}
#endif
// mobile handling touch controls handling touch input
if(mobile_controls)
{
if(e->type == SAPP_EVENTTYPE_TOUCHES_BEGAN)
{
#define TOUCHPOINT_SCREEN(point) V2(point.pos_x, screen_size().y - point.pos_y)
for(int i = 0; i < e->num_touches; i++)
{
sapp_touchpoint point = e->touches[i];
Vec2 touchpoint_screen_pos = TOUCHPOINT_SCREEN(point);
if(touchpoint_screen_pos.x < screen_size().x*0.4f)
{
if(!movement_touch.active)
{
//if(LenV2(SubV2(touchpoint_screen_pos, thumbstick_base_pos)) > 1.25f * thumbstick_base_size())
if(true)
{
thumbstick_base_pos = touchpoint_screen_pos;
}
movement_touch = activate(point.identifier);
thumbstick_nub_pos = thumbstick_base_pos;
}
}
if(LenV2(SubV2(touchpoint_screen_pos, roll_button_pos())) < mobile_button_size()*0.5f)
{
roll_pressed_by = activate(point.identifier);
mobile_roll_pressed = true;
}
if(LenV2(SubV2(touchpoint_screen_pos, interact_button_pos())) < mobile_button_size()*0.5f)
{
interact_pressed_by = activate(point.identifier);
mobile_interact_pressed = true;
interact_just_pressed = true;
}
if(LenV2(SubV2(touchpoint_screen_pos, attack_button_pos())) < mobile_button_size()*0.5f)
{
attack_pressed_by = activate(point.identifier);
mobile_attack_pressed = true;
}
}
}
if(e->type == SAPP_EVENTTYPE_TOUCHES_MOVED)
{
for(int i = 0; i < e->num_touches; i++)
{
if(movement_touch.active)
{
if(e->touches[i].identifier == movement_touch.identifier)
{
thumbstick_nub_pos = TOUCHPOINT_SCREEN(e->touches[i]);
Vec2 move_vec = SubV2(thumbstick_nub_pos, thumbstick_base_pos);
float clampto_size = thumbstick_base_size()/2.0f;
if(LenV2(move_vec) > clampto_size)
{
thumbstick_nub_pos = AddV2(thumbstick_base_pos, MulV2F(NormV2(move_vec), clampto_size));
}
}
}
}
}
if(e->type == SAPP_EVENTTYPE_TOUCHES_ENDED)
{
for(int i = 0; i < e->num_touches; i++)
if(e->touches[i].changed) // only some of the touch events are released
{
if(maybe_deactivate(&interact_pressed_by, e->touches[i].identifier))
{
mobile_interact_pressed = false;
}
if(maybe_deactivate(&roll_pressed_by, e->touches[i].identifier))
{
mobile_roll_pressed = false;
}
if(maybe_deactivate(&attack_pressed_by, e->touches[i].identifier))
{
mobile_attack_pressed = false;
}
if(maybe_deactivate(&movement_touch, e->touches[i].identifier))
{
thumbstick_nub_pos = thumbstick_base_pos;
}
}
}
}
if(e->type == SAPP_EVENTTYPE_KEY_DOWN)
{
mobile_controls = false;
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
keydown[e->key_code] = true;
if(e->key_code == SAPP_KEYCODE_E)
{
interact_just_pressed = true;
}
if(e->key_code == SAPP_KEYCODE_LEFT_SHIFT)
{
learned_shift += 0.15f;
}
if(e->key_code == SAPP_KEYCODE_SPACE)
{
learned_space += 0.15f;
}
if(e->key_code == SAPP_KEYCODE_E)
{
learned_e += 0.15f;
}
#ifdef DESKTOP // very nice for my run from cmdline workflow, escape to quit
if(e->key_code == SAPP_KEYCODE_ESCAPE)
{
sapp_quit();
}
#endif
#ifdef DEVTOOLS
if(e->key_code == SAPP_KEYCODE_T)
{
mouse_frozen = !mouse_frozen;
}
if(e->key_code == SAPP_KEYCODE_M)
{
mobile_controls = true;
}
if(e->key_code == SAPP_KEYCODE_P)
{
profiling = !profiling;
if(profiling)
{
init_profiling("rpgpt.spall");
init_profiling_mythread(0);
}
else
{
end_profiling_mythread();
end_profiling();
}
}
if(e->key_code == SAPP_KEYCODE_7)
{
show_devtools = !show_devtools;
}
#endif
}
if(e->type == SAPP_EVENTTYPE_KEY_UP)
{
keydown[e->key_code] = false;
}
if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE)
{
bool ignore_movement = false;
#ifdef DEVTOOLS
if(mouse_frozen) ignore_movement = true;
#endif
if(!ignore_movement) mouse_pos = V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
}
}
sapp_desc sokol_main(int argc, char* argv[])
{
(void)argc; (void)argv;
return (sapp_desc){
.init_cb = init,
.frame_cb = frame,
.cleanup_cb = cleanup,
.event_cb = event,
.width = 800,
.height = 600,
//.gl_force_gles2 = true, not sure why this was here in example, look into
.window_title = "RPGPT",
.win32_console_attach = true,
.win32_console_create = true,
.icon.sokol_default = true,
};
}