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#include "samantha.h"
#include "ui.h"
void initSamantha(Entity* entity)
{
entity->box = (BoundingBox){
.min = (Vector3){-SAMANTHA_WIDTH, -SAMANTHA_HEIGHT, -SAMANTHA_THICKNESS},
.max = (Vector3){SAMANTHA_WIDTH, SAMANTHA_HEIGHT, SAMANTHA_THICKNESS}
};
entity->data = FT_MALLOC(sizeof(Samantha));
if (entity->data == NULL)
{
ALLOCATION_ERROR;
return;
}
Samantha* samantha = (Samantha*)entity->data;
samantha->dialogCount = 0;
}
void updateSamantha(Entity* entity, Game* game)
{
// silly tv static effect.
game->assets.models[SAMANTHA_MODEL].materials[0]
.maps[MATERIAL_MAP_DIFFUSE].texture =
game->assets.textures[
SAMANTHA_1_TEXTURE + ((int)(GetTime() * SAMANTHA_STATIC_SPEED) %
SAMANTHA_STATIC_FRAMES)];
DrawModel(game->assets.models[SAMANTHA_MODEL], entity->position, 1.0, WHITE);
}
void closeSamantha(Entity* entity)
{
if (entity->data != NULL)
{
FT_FREE(entity->data);
}
}
InteractionCommand interactWithSamantha(Entity* entity, Game* game,
Selection selection)
{
InteractionChat* chat = &game->interactionChat;
Samantha* samantha = (Samantha*)entity->data;
switch (selection)
{
case SELECTION_INTERACT:
setInteractionChat(chat, "hihi");
return INTERACTION_TALK;
case SELECTION_NEXT_MESSAGE:
if (samantha->dialogCount == 0)
{
setInteractionChat(chat, "I WILL DESTROY THE WORLD");
++samantha->dialogCount;
return INTERACTION_TALK;
}
else
{
samantha->dialogCount = 0;
return INTERACTION_END;
}
case SELECTION_LEAVE:
samantha->dialogCount = 0;
return INTERACTION_END;
default:
return INTERACTION_END;
}
}
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