Merge branch 'main' of yibble.dev:bulmanator/ld58
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@@ -2,47 +2,9 @@
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#include <stdio.h>
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#include "../outfit.h"
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#include "../npc.h"
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// @Todo: move/extern these so the npc/bandit can use them
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//
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#define G_OUTFIT_COMPONENT_COUNT 8
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global_var Str8 __outfit_names[] = {
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Sl("npc_%s_base_%d"),
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Sl("npc_%s_eyes_%d"),
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Sl("npc_%s_face_%d"),
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Sl("npc_%s_hair_%d"),
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Sl("npc_%s_hat_%d"),
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Sl("npc_%s_shirt_%d"),
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Sl("npc_%s_shoes_%d"),
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Sl("npc_%s_trousers_%d")
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};
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global_var U32 __outfit_counts[] = {
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2, // base
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3, // eyes
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5, // face
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4, // hair
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3, // hat
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2, // shirt
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1, // shoes
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2 // trousers
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};
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global_var U32 __outfit_back_counts[] = {
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2, // base
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0, // eyes
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3, // face
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4, // hair
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3, // hat
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2, // shirt
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1, // shoes
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2 // trousers
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};
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StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
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#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *) __outfit_names[it].data, #dir, n))
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void PlayerInit(G_State *game, Player *player) {
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World *world = game->world;
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@@ -105,6 +67,16 @@ void PlayerInput(SDL_Event *event, Player *player)
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player->controls.downDown = val;
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break;
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}
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case SDLK_E:
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{
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for(int i = 0; player->world->npcCount; i++){
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NPC *npc = &player->world->npcs[i];
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if(AABB_Circle(npc->interationRadius, npc->collision.pos, player->collision) && !npc->infoGiven){
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npc->infoGiven=true;
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player->knownDetails[player->detailCount] = player->world->bandit.outfitChoices[player->detailCount];
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}
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}
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}
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}
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}
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if (
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