Restore everything...

This commit is contained in:
mibi88 2024-07-31 20:10:45 +02:00
parent 6b1289f46d
commit 0e46c490ae
32 changed files with 865 additions and 969 deletions

1
.gitignore vendored
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@ -14,5 +14,4 @@ __pycache__/
*.sublime-workspace
.vscode
level*.json
tilesetnpp.json

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "assets/tinytiled"]
path = assets/tinytiled
url = forgejo@git.planet-casio.com:mibi88/tinytiled.git

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@ -37,7 +37,16 @@ set(SOURCES
)
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
set(ASSETS
assets/WorldRPG.world
assets/level0_dialogs.json
assets/level1_dialogs.json
assets/level2_dialogs.json
assets/level3_dialogs.json
assets/level4_dialogs.json
assets/level0.tmx
assets/level1.tmx
assets/level2.tmx
assets/level3.tmx
assets/level4.tmx
# ...
)
@ -118,11 +127,11 @@ target_link_libraries(myaddin LibProf::LibProf Gint::Gint)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
# fx colormode
if("${COLORMODE_fx}" STREQUAL 1b)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR1BIT)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -g -DCOLOR1BIT)
endif()
if("${COLORMODE_fx}" STREQUAL 2b)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR2BIT)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -g -DCOLOR2BIT)
endif()
if("${COLORMODE_fx}" STREQUAL 1b)
@ -140,7 +149,7 @@ if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
elseif("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
# cg colormode
if("${COLORMODE_cg}" STREQUAL EGA64)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOREGA)
target_compile_options(myaddin PRIVATE -Wall -Wextra -O0 -g -DCOLOREGA)
endif()
if("${COLORMODE_cg}" STREQUAL 1b)

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@ -2,4 +2,4 @@ tilesetEGA64_CG.png:
type: bopti-image
name: img_tilesetnpp
profile: p8

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assets-cg/ega64/tileset/tilesetEGA64_CG.png Normal file → Executable file

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@ -1,8 +1,7 @@
*.png:
custom-type: custom-image
custom-type: bopti-image
name_regex: (.*)\.png \1_img
profile: p8
scale: 1
font.png:
name: fontRPG

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@ -1,410 +1,363 @@
from random import randint
from PIL import Image
import fxconv
"""
This is the main converter script. It uses the tiled.py script to handle the
tiled maps.
We're trying to follow the PEP, so please read PEP 8 (if you haven't already):
https://peps.python.org/pep-0008/, so please write variable names in sneak_case
and class names in PascalCase.
To improve the lisibility of this code, please document your methods, add
comments (yes, it's hard to add the right amount of comments), and add type
hints, to avoid bugs and make it easy to understand how to use them.
To document your methods, you should read PEP 257:
https://peps.python.org/pep-0257/.
Thanks,
Mibi88
"""
import xml.etree.ElementTree as ET
import json
import pathlib
import csv
import os
DEBUG = 0
def convert(input, output, params, target):
if params["custom-type"] == "map":
print("ERROR : Asset ", params["name"], " has legacy type map")
return 1
elif params["custom-type"] == "world":
convert_world(input, output, params, target)
return 0
elif params["custom-type"] == "custom-image":
convert_custom_image(input, output, params, target)
return 0
elif params["custom-type"] == "font":
convert_font(input, output, params, target)
return 0
elif params["custom-type"] == "dialogs":
print("ERROR : Asset ", params["name"], " has legacy type dialog")
#convert_dialogs(input, output, params, target)
return 0
else:
return 1
def convert_world(input, output, params, target):
print( "WE ARE COMPUTING THE WORLD", input )
data = json.load(open(input, "r"))
nbMaps = ["fileName" in i for i in data["maps"]].count(True)
if DEBUG: print( "We have to treat ", nbMaps, " maps")
if DEBUG: print( "So let's go ... ")
structWorld = fxconv.Structure()
#structExtra = fxconv.Structure()
for i in range(nbMaps):
nameMap = data["maps"][i]["fileName"].replace(".tmx","")
nameMapFree = nameMap.split("/")[-1]
#count the number of "back" (cd ..) to locate the map on the computer
nbRetour = nameMap.count("..")+1
#create the map absolute path
nameTMX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".tmx"
nameJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
commandline = 'tiled --export-map json ' + nameTMX + ' ' + nameJSON
if DEBUG: print( "TILED COMMAND LINE FOR MAPS : ", commandline )
os.system( commandline )
mapPath = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
if DEBUG: print("Map ", i , " name : ", mapPath )
xmin = data["maps"][i]["x"]
if DEBUG: print( "xmin = ", xmin )
ymin = data["maps"][i]["y"]
if DEBUG: print( "ymin = ", ymin )
xmax = data["maps"][i]["x"] + data["maps"][i]["width"]
if DEBUG: print( "xmax = ", xmax )
ymax = data["maps"][i]["y"] + data["maps"][i]["height"]
if DEBUG: print( "ymax = ", ymax )
map = get_tile_map_data( mapPath, output, params, target, xmin, ymin, xmax, ymax)
if DEBUG: print( "Map = ", map )
structWorld += fxconv.ptr( map )
structWorld += fxconv.u32(0)
#generate !
fxconv.elf(structWorld, output, "_" + params["name"], **target)
def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
print( "WE ARE COMPUTING THE MAP : ", input )
data = json.load(open(input, "r"))
#find the tileset in use. it's a relative path (like ../tileset.tsx)
nameTileset = data["tilesets"][0]["source"].replace(".tsx","")
if DEBUG: print(nameTileset)
#the name of the tileset without the .something
nameTilesetFree = nameTileset.split("/")[-1]
#count the number of "back" (cd ..) to locate the tileset on the computer
nbRetour = nameTileset.count("..")+1
#create the tileset absolute path
tilesetTSX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".tsx"
tilesetJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".json"
commandline = 'tiled --export-tileset json ' + tilesetTSX + ' ' + tilesetJSON
if DEBUG: print( "TILED COMMAND LINE FOR TILESET : ", commandline )
os.system( commandline )
tileset = open(tilesetJSON, "r")
data_tileset = json.load(tileset)
tileset_size = data_tileset.get("columns")
tileset.close()
#find the ID of the first tile in the walkable tileset ()
indexWalkable = data["tilesets"][1]["firstgid"]
if DEBUG: print(indexWalkable)
#Extract from the json the width, height
w, h = data["width"], data["height"]
#nbTileLayer is the number of "true" layers (without ObjectsLayer)
nbTilelayer = ["data" in i for i in data["layers"]].count(True) - 1
if DEBUG: print( nbTilelayer)
#index of the various layers (may change from one map to another)
layer_walkable = 0
layer_foreground = 0
layer_background = 0
#create the structure of the map
structMap = fxconv.Structure()
structMap += fxconv.u32(w) + fxconv.u32(h) + fxconv.u32(nbTilelayer)
structMap += fxconv.u32(tileset_size)
structMap += fxconv.u32(xmin) + fxconv.u32(ymin) + fxconv.u32(xmax) + fxconv.u32(ymax)
structMap += fxconv.ref(f"img_{nameTilesetFree}")
#extraction of the data contained in the layer "Walkable" of the map
for i in range(nbTilelayer+1):
datavalid = data["layers"][i]
if datavalid["name"]=="Walkable":
layer_walkable = i
if DEBUG: print( "Walkable Tile Data in layer : ", layer_walkable)
break
elif i==nbTilelayer:
print( "ERROR : No Walkable layer data !!!" )
walk_data = bytes()
layer = data["layers"][layer_walkable]
for tile in layer["data"]:
#print( tile )
if tile == 0: walk_data += fxconv.u8(tile) #if walkable_data = 0 then it is a blanck cell so nothing to change
else : walk_data += fxconv.u8(tile-indexWalkable) #if !=0 than we need to shift the tile number by considering the first tileID (given by indexwalkable)
structMap += fxconv.ptr(walk_data)
nbextra = 0
extradata = fxconv.Structure()
nbextra, extradata = get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax)
if (nbextra==0):
structMap += fxconv.u32( 0 )
structMap += fxconv.u32( 0 )
else:
structMap += fxconv.u32( int(nbextra) )
structMap += fxconv.ptr( extradata )
nameDialog = data["properties"][0]["value"]
dialogfile = "/".join(input.split("/")[:-nbRetour]) + "/" + nameDialog
if DEBUG: print( "THE DIALOGS ARE CONTAINED IN THE FILE : ", dialogfile )
nbdiag = 0
diagdata = fxconv.Structure()
nbdiag, diagdata = convert_dialogs(dialogfile, output, params, target)
if (nbdiag==0):
structMap += fxconv.u32( 0 )
structMap += fxconv.u32( 0 )
else:
structMap += fxconv.u32( int(nbdiag) )
structMap += fxconv.ptr( diagdata )
#extraction of the data contained in the layer "Background" and "Foreground" of the map
#import the Background layer of the map
for i in range(nbTilelayer+1):
datavalid = data["layers"][i]
if datavalid["name"]=="Background":
layer_background = i
if DEBUG: print( "Background Tile Data in layer : ", layer_background)
break
elif i==nbTilelayer:
print( "ERROR : No Background layer data !!!" )
layer_data = bytes()
layer = data["layers"][layer_background]
for tile in layer["data"]:
layer_data += fxconv.u16(tile-1)
structMap += fxconv.ptr(layer_data)
#import the foreground layer of the map
for i in range(nbTilelayer+1):
datavalid = data["layers"][i]
if datavalid["name"]=="Foreground":
layer_foreground = i
if DEBUG: print( "Foreground Tile Data in layer : ", layer_foreground)
break
elif i==nbTilelayer:
print( "ERROR : No Foreground layer data !!!" )
layer_data = bytes()
layer = data["layers"][layer_foreground]
for tile in layer["data"]:
layer_data += fxconv.u16(tile-1)
structMap += fxconv.ptr(layer_data)
return structMap
def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
if DEBUG: print( "WE ARE COMPUTING THE EXTRA DATA OF THE MAP : ", input )
data = json.load(open(input, "r"))
nblayer = ["id" in i for i in data["layers"]].count(True) - 1
if DEBUG: print( "I found ", nblayer, " of extradata")
#index of the various layers (may change from one map to another)
layer_extradata = 0
#import the foreground layer of the map
for i in range(nblayer+1):
datavalid = data["layers"][i]
if datavalid["name"]=="ExtraData":
layer_extradata = i
if DEBUG: print( "Extra Data in layer : ", layer_extradata)
break
elif i==nblayer:
print( "ERROR : No ExtraData layer data !!!" )
return 0, fxconv.u32(0)
#create the structure of the map
structData = fxconv.Structure()
nbExtraData = 0
layer = data["layers"][layer_extradata]
for i in layer["objects"]:
#get the type of the item
tpe = i["type"]
#we check if the type corresponds to a items of type Point in Tiled
if tpe in ( "SGN", "NPC", "INFO" ):
nbExtraData = nbExtraData + 1
x = i["x"] + xmin
y = i["y"] + ymin
nme = i["name"]
dialogID = None
needAction = None
path = 0
path_length = 0
xdata = None
ydata = None
face_type = "MALE"
#we now fill all the properties of this item
for j in i["properties"]:
#property "dialog"
if j["name"]=="dialogID": dialogID = j[ "value" ]
#property "isQuestion"
elif j["name"]=="needAction": needAction = j[ "value" ]
else:
#Extra properties for NPCs (path and face)
if tpe=="NPC":
if j["name"]=="face":
face_type = j["value"]
elif j["name"]=="hasPath":
pathID = None
path = j[ "value" ]
if path==1:
if DEBUG: print( "PNJ has path - NOW LOOKING FOR RELEVANT DATA" )
# we start looking for path data with first the ID of the path Object
for u in i["properties"]:
if u["name"]=="path":
pathID = u[ "value" ]
if DEBUG: print( "path ID is identified : ID= ", pathID )
for v in layer["objects"]:
if v[ "id" ] == pathID:
if DEBUG: print( "path data found : " )
xdata = bytes()
ydata = bytes()
for w in v[ "polyline" ]:
path_length = path_length + 1
if DEBUG: print( "X= ", w[ "x" ], " Y= ", w[ "y" ] )
xdata += fxconv.u16( int( w[ "x" ] ) )
ydata += fxconv.u16( int( w[ "y" ] ) )
else:
if DEBUG: print( "PNJ has no Path" )
else:
print( "UNIDENTIFIED PROPERTY : ", j["name"])
if DEBUG:
print( "OBJECT X= ", x, " Y= ", y, "STR= ", dialogID )
print( " Type= ", tpe, " Name= ", nme, "Face =", face_type)
print( " Action?= ", needAction )
structData += fxconv.u32( int(x) )
structData += fxconv.u32( int(y) )
structData += fxconv.string( nme )
structData += fxconv.string( tpe )
structData += fxconv.string(face_type)
structData += fxconv.u32( int(dialogID) )
structData += fxconv.u32( int(needAction) )
if path==0:
structData += fxconv.u32(0)
structData += fxconv.u32(0)
structData += fxconv.u32(0)
structData += fxconv.u32(0)
else:
o_xdata = fxconv.Structure()
o_xdata += xdata
o_ydata = fxconv.Structure()
o_ydata += ydata
structData += fxconv.u32(path)
structData += fxconv.u32(path_length)
structData += fxconv.ptr(o_xdata)
structData += fxconv.ptr(o_ydata)
#else we do nothing (yet)
else:
if DEBUG: print( "Skip this object" )
return nbExtraData, structData
def convert_custom_image(input, output, params, target):
scale = int(params.get("scale", 1))
# Upscale image before converting
im = Image.open(input)
im = im.resize((im.width * scale, im.height * scale),
resample=Image.NEAREST)
o = fxconv.convert_image_cg(im, params)
fxconv.elf(o, output, "_" + params["name"], **target)
def convert_font(input, output, params, target):
o = fxconv.convert_topti(input, params)
fxconv.elf(o, output, "_" + params["name"], **target)
def convert_dialogs(input, output, params, target):
if DEBUG: print( "WE ARE COMPUTING THE DIALOGS FROM : ", input )
data = json.load(open(input, "r"))
structDialogs = fxconv.Structure()
nbdialogs = 0
for d in data["dialogs"]:
if DEBUG: print( int(d[ "ID" ]))
# print( d[ "dialog" ] )
if DEBUG: print( int(d[ "isQuestion" ]) )
# print( d[ "choice" ].replace('$', chr(0)) )
# print( d[ "conclusion1" ] )
# print( int(d[ "next1" ] ) )
# print( d[ "conclusion2" ] )
# print( int(d[ "next2" ] ) )
# print( int(d[ "nextOther" ]) )
nbdialogs = nbdialogs + 1
structDialogs += fxconv.u32( int(d[ "ID" ] ) )
structDialogs += fxconv.string( d[ "dialog" ] )
structDialogs += fxconv.u32( int(d[ "isQuestion" ] ) )
structDialogs += fxconv.string( d[ "choice" ].replace('$', chr(0)) )
structDialogs += fxconv.string( d[ "conclusion1" ] )
structDialogs += fxconv.u32( int(d[ "next1" ] ) )
structDialogs += fxconv.string( d[ "conclusion2" ] )
structDialogs += fxconv.u32( int(d[ "next2" ] ) )
structDialogs += fxconv.u32( int(d[ "nextOther" ] ) )
return nbdialogs, structDialogs
#fxconv.elf(structDialogs, output, "_" + params["name"], **target)
import sys
# Add the assets folder to the path, to be able to import the tiled script.
sys.path.append("../assets/")
import fxconv
from tinytiled import *
# If the output of the converter should be verbose.
VERBOSE = 1
# The sign types, used to find the sign icon.
SIGN_TYPES = ["SGN", "INFO"]
# The NPC faces, used to find the face id.
FACES = ["MALE", "FEMALE", "MILKMAN", "POLICE"]
# The precision of the fixed point numbers.
# WARNING: The PRECISION define in config.h should contain the same value!
PRECISION = 8
def convert(input: str, output: str, params: dict, target):
"""
This method gets called by fxconv for each asset to convert.
"""
if params["custom-type"] == "tmx":
convert_map(input, output, params, target)
return 0
elif params["custom-type"] == "dialog":
convert_dialog(input, output, params, target)
return 0
def convert_map(input: str, output: str, params: dict, target):
"""
Convert a map.
"""
if VERBOSE: print(f"INFO: Converting map {input} -> {output}")
input_map = Map(input)
dialog_file = ""
background_layer = []
foreground_layer = []
walkable_layer = []
map_x = 0
map_y = 0
width = 0
height = 0
outdoor_tileset = None
walkable_tileset = None
dialog_num = 0
dialog_ids = []
npc_paths = {}
npcs = {}
signs = {}
map_struct = fxconv.Structure()
# Get the dialog file
try:
if VERBOSE: print("INFO: Getting the dialog file")
dialog_file = input_map.get_property("dialogFile")
if VERBOSE: print(f"INFO: Dialog file: {dialog_file}.")
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the dialog file.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the map position
try:
if VERBOSE: print("INFO: Getting the map position")
map_x = int(input_map.get_property("mapX"))
map_y = int(input_map.get_property("mapY"))
if VERBOSE: print(f"INFO: Map position: ({map_x}, {map_y}).")
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the map position.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get informations about dialogs
try:
if VERBOSE: print("INFO: Getting informations about dialogs")
with open(f"{input_map.parent_dir}/{dialog_file}", "r") as file:
dialog_data = json.load(file)
dialog_num = len(dialog_data["dialogs"])
for i in dialog_data["dialogs"]:
dialog_ids.append(i["ID"])
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get informations about dialogs.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the outdoor tileset
try:
if VERBOSE: print("INFO: Getting the outdoor tileset")
outdoor_tileset = input_map.get_tileset_by_firstgid(1)
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the outdoor tileset.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the walkable tileset
try:
if VERBOSE: print("INFO: Getting the walkable tileset")
walkable_tileset = input_map.get_tileset_by_firstgid(409)
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the walkable tileset.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the background
try:
if VERBOSE: print("INFO: Getting the background layer")
bg_layer = input_map.get_layer_by_name("Background")
# The bg layer will be used to set the map width and height.
width = bg_layer.get_width()
height = bg_layer.get_height()
if VERBOSE: print(f"INFO: Map size: ({width}, {height}).")
# Get the layer data himself
background_layer = bg_layer.get_data_with_tileset(outdoor_tileset)
# Check if the size of the layer data is correct.
if len(background_layer) != width*height:
raise Exception("Bad layer size!")
if VERBOSE: print("INFO: Layer data has the right size.")
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the background layer.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the foreground
try:
if VERBOSE: print("INFO: Getting the foreground layer")
fg_layer = input_map.get_layer_by_name("Foreground")
# Get the layer data himself
foreground_layer = fg_layer.get_data_with_tileset(outdoor_tileset)
# Check if the size of the layer data is correct.
if len(foreground_layer) != width*height:
raise Exception("Bad layer size!")
if VERBOSE: print("INFO: Layer data has the right size.")
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the foreground layer.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the walkable layer
try:
if VERBOSE: print("INFO: Getting the walkable layer")
wk_layer = input_map.get_layer_by_name("Walkable")
# Get the layer data himself
walkable_layer = wk_layer.get_data_with_tileset(walkable_tileset)
# Check if the size of the layer data is correct.
if len(walkable_layer) != width*height:
raise Exception("Bad layer size!")
if VERBOSE: print("INFO: Layer data has the right size.")
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the walkable layer.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Get the extra data
try:
if VERBOSE: print("INFO: Getting the extra data")
ed_objgroup = input_map.get_objectgroup_by_name("ExtraData")
# Get the paths the NPCs take.
for object in ed_objgroup.objects:
if object.get_data_type() == "polyline":
npc_paths[object.id] = object.get_data()
# Get the NPCs
for object in ed_objgroup.objects:
if object.get_data_type() == "point" and object.type == "NPC":
path = [0, 0]
if int(object.get_property("hasPath")):
if object.get_property("path") in npc_paths:
path = npc_paths[object.get_property("path")]
else:
raise Exception("Path required but not found!")
dialog_id = 0
has_dialog = 0
try:
dialog_id = int(object.get_property("dialogID"))
has_dialog = 1
except:
pass
data = {
"position": object.get_data(),
"name": object.name,
"needAction": int(object.get_property("needAction")),
"dialogID": dialog_id,
"hasDialog": has_dialog,
"face": FACES.index(object.get_property("face")),
"path": path
}
npcs[object.id] = data
# Get the signs
for object in ed_objgroup.objects:
if object.get_data_type() == "point" and object.type in SIGN_TYPES:
data = {
"position": object.get_data(),
"name": object.name,
"needAction": int(object.get_property("needAction")),
"dialogID": int(object.get_property("dialogID")),
"icon": SIGN_TYPES.index(object.type)
}
signs[object.id] = data
except Exception as e:
# Show a simple error message on failure.
sys.stderr.write(f"ERROR: Failed to get the extra data.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Generate the structs
# Map struct
map_struct += fxconv.u32(map_x)
map_struct += fxconv.u32(map_y)
map_struct += fxconv.u32(width)
map_struct += fxconv.u32(height)
map_struct += fxconv.u32(3)
map_struct += fxconv.u32(outdoor_tileset.columns)
tileset_name = os.path.splitext(os.path.basename(outdoor_tileset.source))[0]
map_struct += fxconv.ref(f"img_{tileset_name}")
# Store the walkable layer
walkable_data = bytes()
for i in walkable_layer:
if i < 0: i = 0
walkable_data += fxconv.u8(i)
map_struct += fxconv.ptr(walkable_data)
# Load NPCs
map_struct += fxconv.u32(len(npcs))
npc_struct = fxconv.Structure()
for i in npcs.values():
# Convert currentpos to a fixed point value.
npc_struct += fxconv.u32((i["position"][0]+i["path"][0])<<PRECISION)
npc_struct += fxconv.u32((i["position"][1]+i["path"][1])<<PRECISION)
npc_struct += fxconv.u32(i["position"][0])
npc_struct += fxconv.u32(i["position"][1])
npc_struct += fxconv.u16(i["face"])
npc_struct += fxconv.u8(0)
npc_struct += fxconv.u8(i["hasDialog"])
npc_struct += fxconv.u32(i["dialogID"])
npc_struct += fxconv.u32(i["needAction"])
npc_struct += fxconv.string(i["name"])
npc_struct += fxconv.u32(len(i["path"]) > 2)
npc_struct += fxconv.u32(len(i["path"])//2)
npc_struct += fxconv.u32(0)
xpath = bytes()
ypath = bytes()
x = True
for n in i["path"]:
if x: xpath += fxconv.u16(n)
else: ypath += fxconv.u16(n)
x = not x
npc_struct += fxconv.ptr(xpath)
npc_struct += fxconv.ptr(ypath)
npc_struct += fxconv.u32(0) # TODO: Type
npc_struct += fxconv.u8(0) # TODO: Group
npc_struct += fxconv.u8(0) # TODO: Hostile to
npc_struct += fxconv.u16(0) # TODO: Padding (what is it ?)
map_struct += fxconv.ptr(npc_struct)
# Load signs
map_struct += fxconv.u32(len(signs))
sign_struct = fxconv.Structure()
for i in signs.values():
# Create a sign struct for each sign.
sign_struct += fxconv.u32(i["position"][0])
sign_struct += fxconv.u32(i["position"][1])
sign_struct += fxconv.u32(i["icon"])
sign_struct += fxconv.string(i["name"])
sign_struct += fxconv.u32(i["dialogID"])
sign_struct += fxconv.u32(i["needAction"])
map_struct += fxconv.ptr(sign_struct)
# Load portals
map_struct += fxconv.u32(0) # TODO: Portal support in-game
map_struct += fxconv.ptr(bytes())
map_struct += fxconv.u32(dialog_num)
# Get the name of the dialog file and create a reference to it: it is built
# separately.
dialog_name = os.path.splitext(os.path.basename(dialog_file))[0]
map_struct += fxconv.ref(f"_{dialog_name}")
# Store the background layer
background_data = bytes()
for i in background_layer:
background_data += fxconv.u16(i)
map_struct += fxconv.ptr(background_data)
# Store the foreground layer
foreground_data = bytes()
for i in foreground_layer:
foreground_data += fxconv.u16(i)
map_struct += fxconv.ptr(foreground_data)
# Create the fxconv object
name = os.path.splitext(os.path.basename(input))[0]
fxconv.elf(map_struct, output, f"_{name}", **target)
def convert_dialog(input: str, output: str, params: dict, target):
"""
Convert a JSON dialog file.
"""
if VERBOSE: print(f"INFO: Converting dialog file {input} -> {output}")
# Load the JSON dialog file.
dialog_data = None
try:
with open(input, "r") as file:
dialog_data = json.load(file)
except Exception as e:
sys.stderr.write(f"ERROR: Failed parse json.\n"
+ f" Error message: {e}\n")
sys.exit(1)
# Create the dialog struct
dialog_struct = fxconv.Structure()
try:
for i in dialog_data["dialogs"]:
# Create a dialog structure for each dialog.
dialog_id = i["ID"]
dialog_struct += fxconv.u32(dialog_id)
dialog_struct += fxconv.string(i["dialog"])
dialog_struct += fxconv.u32(i["isQuestion"])
dialog_struct += fxconv.string(i["choice"].replace('$', '\0'))
dialog_struct += fxconv.string(i["conclusion1"])
dialog_struct += fxconv.u32(i["next1"])
dialog_struct += fxconv.string(i["conclusion2"])
dialog_struct += fxconv.u32(i["next2"])
dialog_struct += fxconv.u32(i["nextOther"])
# Save this struct
name = os.path.splitext(os.path.basename(input))[0]
fxconv.elf(dialog_struct, output, f"__{name}", **target)
except Exception as e:
# Show an error message if the conversion fails.
sys.stderr.write(f"ERROR: Failed convert dialogs.\n"
+ f" Error message: {e}\n")
sys.exit(1)

View file

@ -1,7 +1,39 @@
WorldRPG.world:
custom-type: world
name: worldRPG
level0.tmx:
custom-type: tmx
name: level0
#DialogsRPG.json:
# custom-type: dialogs
# name: dialogRPG
level1.tmx:
custom-type: tmx
name: level1
level2.tmx:
custom-type: tmx
name: level2
level3.tmx:
custom-type: tmx
name: level3
level4.tmx:
custom-type: tmx
name: level4
level0_dialogs.json:
custom-type: dialog
name: level0_dialogs
level1_dialogs.json:
custom-type: dialog
name: level1_dialogs
level2_dialogs.json:
custom-type: dialog
name: level2_dialogs
level3_dialogs.json:
custom-type: dialog
name: level3_dialogs
level4_dialogs.json:
custom-type: dialog
name: level4_dialogs

52
assets/interior1-0.tmx Normal file
View file

@ -0,0 +1,52 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="12" height="8" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="2">
<tileset firstgid="1" source="tilesetnpp.tsx"/>
<tileset firstgid="409" source="Walkable.tsx"/>
<layer id="1" name="Background" width="12" height="8">
<data encoding="csv">
86,90,91,89,90,91,89,90,91,89,90,92,
110,114,115,113,114,115,113,114,115,113,114,116,
86,93,94,1,1,1,1,1,9,10,1,92,
110,117,118,1,1,1,1,1,33,34,1,116,
86,1,1,1,1,1,1,1,1,1,1,92,
110,1,1,1,1,1,1,1,1,1,1,116,
110,1,1,1,1,133,2,1,1,1,1,92,
110,1,1,1,1,2,2,1,1,1,1,116
</data>
</layer>
<layer id="2" name="Foreground" width="12" height="8">
<data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
<layer id="3" name="Walkable" width="12" height="8">
<data encoding="csv">
410,410,410,410,410,410,410,410,410,410,410,410,
410,410,410,410,410,410,410,410,410,410,410,410,
410,410,410,0,0,0,0,0,410,0,0,410,
410,410,410,0,0,0,0,0,410,0,0,410,
410,0,0,0,0,0,0,0,0,0,0,410,
410,0,0,0,0,0,0,0,0,0,0,410,
410,0,0,0,0,0,0,0,0,0,0,410,
410,0,0,0,0,0,0,0,0,0,0,410
</data>
</layer>
<objectgroup id="4" name="ExtraData">
<object id="1" name="Porte" type="PORTAL" x="47.862" y="63.6163">
<properties>
<property name="h" value="1"/>
<property name="tp_interior" value="0"/>
<property name="tp_to" value="0"/>
<property name="w" value="2"/>
</properties>
<point/>
</object>
</objectgroup>
</map>

View file

@ -1,32 +1,34 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="14">
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="15">
<editorsettings>
<export target="level0.json" format="json"/>
</editorsettings>
<properties>
<property name="dialogFile" type="file" value="DialogsLvl0.json"/>
<property name="dialogFile" type="file" value="level0_dialogs.json"/>
<property name="mapX" type="int" value="0"/>
<property name="mapY" type="int" value="0"/>
</properties>
<tileset firstgid="1" source="tilesetnpp.tsx"/>
<tileset firstgid="409" source="Walkable.tsx"/>
<layer id="1" name="Background" width="48" height="24">
<data encoding="csv">
2,297,298,299,300,2,386,297,298,299,300,2,2,2,2,2,2,337,338,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,2,2,2,345,346,347,348,2,337,338,
253,205,229,205,229,280,179,180,179,156,156,156,158,157,179,180,253,361,362,2,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,25,358,359,117,118,28,369,370,371,372,2,361,362,
301,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,301,2,386,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,382,9,10,134,135,360,393,394,395,396,337,338,2,
325,149,150,151,152,2,2,327,374,375,327,2,2,185,374,375,325,387,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,406,33,34,2,219,384,2,2,2,2,361,362,2,
257,2,2,385,2,2,385,2,265,266,2,2,208,209,352,353,257,2,2,2,2,2,2,297,298,299,300,2,2,2,2,25,358,359,358,97,407,408,407,408,100,358,358,359,28,131,2,2,
281,176,2,2,2,2,176,385,289,290,2,2,232,233,376,377,281,2,326,2,154,153,190,2,2,2,2,2,2,2,2,382,2,2,2,121,59,60,60,61,124,2,2,2,360,132,2,2,
2,2,2,2,2,385,2,2,265,266,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,406,2,2,2,145,83,84,84,85,148,2,2,2,384,132,2,2,
2,2,2,2,326,2,385,2,265,266,2,2,2,2,2,2,2,2,2,2,2,2,190,2,2,2,2,2,2,385,2,406,404,405,2,169,107,108,108,109,172,2,402,403,384,132,2,2,
2,2,2,2,2,2,2,2,289,290,2,258,259,260,238,239,260,260,261,262,262,263,264,2,2,2,2,2,2,2,385,382,134,135,2,2,2,2,2,2,2,2,134,135,360,132,297,298,
2,2,2,2,2,2,2,2,265,266,2,282,283,284,285,285,285,285,285,285,286,287,288,297,298,299,300,2,117,118,2,382,373,2,217,2,190,373,373,190,2,219,2,373,384,132,2,2,
297,298,299,300,2,2,2,2,290,2,2,306,307,308,309,308,309,308,309,310,310,311,312,131,2,339,340,2,134,135,2,97,407,408,408,408,408,19,18,407,408,408,407,408,100,132,2,2,
253,205,229,205,229,280,179,180,179,156,156,156,158,157,179,180,253,361,362,2,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,25,26,27,117,118,28,369,370,371,372,2,361,362,
301,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,301,2,386,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,49,9,10,134,135,52,393,394,395,396,337,338,2,
325,149,150,151,152,2,2,327,374,375,327,2,2,185,374,375,325,387,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,73,33,34,74,219,76,2,2,2,2,361,362,2,
257,2,2,385,2,2,385,2,265,266,2,2,208,209,352,353,257,2,2,2,2,2,2,297,298,299,300,2,2,2,2,25,26,27,27,97,98,99,98,99,100,26,26,27,28,131,2,2,
281,176,2,2,2,2,176,385,289,290,2,2,232,233,376,377,281,2,326,2,154,153,190,2,2,2,2,2,2,2,2,49,2,2,2,121,59,60,60,61,124,2,2,2,52,132,2,2,
2,2,2,2,2,385,2,2,265,266,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,73,2,2,2,145,83,84,84,85,148,2,2,2,76,132,2,2,
2,2,2,2,326,2,385,2,265,266,2,2,2,2,2,2,2,2,2,2,2,2,190,2,2,2,2,2,2,385,2,49,404,405,2,169,107,108,108,109,172,2,402,403,76,132,2,2,
2,2,2,2,2,2,2,2,289,290,2,258,259,260,238,239,260,260,261,262,262,263,264,2,2,2,2,2,2,2,385,49,134,135,2,2,2,2,2,2,2,2,134,135,52,132,297,298,
2,2,2,2,2,2,2,2,265,266,2,282,283,284,285,285,285,285,285,285,286,287,288,297,298,299,300,2,117,118,2,73,373,2,217,2,190,373,373,190,2,219,2,373,76,132,2,2,
297,298,299,300,2,2,2,2,290,2,2,306,307,308,309,308,309,308,309,310,310,311,312,131,2,339,340,2,134,135,2,97,98,99,99,98,99,2,2,98,98,99,98,99,100,132,2,2,
2,2,2,386,2,2,2,2,2,2,2,330,331,332,333,332,333,332,333,334,334,335,336,132,2,363,364,2,2,2,2,121,122,122,122,123,124,81,82,121,122,123,122,123,124,132,2,2,
2,2,2,386,297,298,299,300,2,290,2,162,163,164,165,162,163,164,165,162,163,164,165,132,2,2,2,2,2,2,2,145,146,146,146,147,148,57,58,145,146,147,146,147,148,132,2,2,
2,2,2,2,2,2,2,2,2,2,2,86,87,88,89,186,187,188,189,86,87,88,89,132,385,2,2,2,2,2,2,169,170,170,170,171,172,81,82,169,170,171,14,15,42,358,359,359,
2,2,2,2,270,271,271,271,272,2,2,110,111,112,113,210,211,212,213,110,111,112,113,133,2,2,2,2,2,2,2,2,2,2,2,2,2,290,265,265,266,266,38,39,19,2,2,2,
298,299,300,2,294,1,1,1,296,2,2,2,2,2,2,234,290,265,237,2,2,2,339,340,385,2,2,2,2,2,2,327,2,2,2,160,161,386,266,289,290,265,62,63,406,2,2,2,
2,2,2,2,294,1,1,1,296,2,2,160,161,265,266,266,265,266,290,2,2,2,363,364,2,297,298,299,300,2,2,2,2,2,2,2,2,266,290,2,2,2,2,2,97,407,408,408,
2,2,2,2,2,2,2,2,2,2,2,86,87,88,89,186,187,188,189,86,87,88,89,132,385,2,2,2,2,2,2,169,170,170,170,171,172,81,82,169,170,171,14,15,27,26,27,27,
2,2,2,2,270,271,271,271,272,2,2,110,111,112,113,210,211,212,213,110,111,112,113,133,2,2,2,2,2,2,2,2,2,2,2,2,2,290,265,265,266,266,38,39,2,2,2,51,
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@ -68,28 +70,28 @@
<data encoding="csv">
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410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,410,0,0,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,0,410,410,0,0,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,412,412,412,412,412,412,412,412,412,412,412,412,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,409,409,410,410,0,0,410,410,0,0,410,410,0,0,0,0,0,0,0,410,410,410,410,412,412,412,412,412,412,412,412,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,0,0,410,410,0,0,410,410,0,0,410,410,0,0,0,0,0,0,0,412,412,412,412,412,412,412,412,412,412,412,412,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,0,0,410,410,0,0,410,410,0,0,410,410,0,0,0,0,0,0,0,410,410,410,410,412,412,412,412,412,412,412,412,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,412,412,412,410,410,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,412,412,412,410,410,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,410,410,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,410,410,412,
@ -100,7 +102,7 @@
<object id="6" name="NPC1" type="NPC" x="147.952" y="62.6849">
<properties>
<property name="dialogID" type="int" value="0"/>
<property name="face" value="MAN"/>
<property name="face" value="MALE"/>
<property name="hasPath" type="int" value="1"/>
<property name="needAction" type="int" value="1"/>
<property name="path" type="object" value="8"/>
@ -117,7 +119,7 @@
</properties>
<point/>
</object>
<object id="8" name="CHEMIN_FERMIER" x="147.952" y="63.0743">
<object id="8" name="CHEMIN_FERMIER" type="TRJ" x="147.952" y="63.0743">
<polyline points="0,0 13.6272,31.1478 50.6152,79.4269 13.6272,74.7547 -7.3976,102.009 -15.5739,71.6399 -17.91,116.804 47.8897,112.132 71.6399,87.2138 131.21,112.132 176.374,91.1073 218.424,89.9393 131.599,59.1808 74.3654,64.2423 50.2258,44.775 29.9798,42.4389 3.50413,3.50413"/>
</object>
</objectgroup>

View file

@ -1 +0,0 @@
../assets-fx/2b/tileset/tileset2b.png

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assets/tileset.png Normal file

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View file

@ -3,6 +3,7 @@
#define USB_FEATURE 0
#define DEBUGMODE 0
#define PRECISION 8
#include <gint/display.h>

View file

@ -7,57 +7,59 @@
#include <gint/cpu.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include <libprof.h>
#include <stdlib.h>
#include <string.h>
extern bopti_image_t SignAction_img;
extern Dialog *dialogRPG;
extern NPC *npcRPG;
extern uint32_t nbNPC;
// extern NPC *npcRPG;
// extern uint32_t nbNPC;
#define MAX_INTERACTION_DISTANCE 12
void game_logic(Game *game) {
void interaction_available(Game *game) {
uint32_t i;
update_npcs(game);
/*NPCs take priority over signs*/
for(uint32_t i = 0; i < game->map_level->nbNPC; i++) {
if(!game->map_level->npcs[i].has_dialog)
continue;
/* we check if interactions are possible close to the player */
for(uint32_t i = 0; i < game->map_level->nbextradata; i++) {
/* simple distance check along X and Y axis */
/* Be careful to use world coordinates, not local (i.e.map) ones */
if((abs((int)game->player.wx -
(int)game->map_level->extradata[i].x * PXSIZE) <
if((abs((int)game->player.x -
(int)(game->map_level->npcs[i].curx >> PRECISION) * PXSIZE) <
MAX_INTERACTION_DISTANCE * PXSIZE) &&
(abs((int)game->player.wy -
(int)game->map_level->extradata[i].y * PXSIZE) <
MAX_INTERACTION_DISTANCE * PXSIZE) &&
strcmp(game->map_level->extradata[i].type, "NPC") != 0) {
(abs((int)game->player.y -
(int)(game->map_level->npcs[i].cury >> PRECISION) * PXSIZE) <
MAX_INTERACTION_DISTANCE * PXSIZE)) {
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
game->player.whichAction = i;
/* this is not an interraction with a NPC */
game->player.isInteractingWithNPC = false;
/* this is an interraction with a NPC */
game->player.isInteractingWithNPC = true;
return;
}
}
for(uint32_t i = 0; i < nbNPC; i++) {
for(i = 0; i < game->map_level->nbSign; i++) {
/* simple distance check along X and Y axis */
/* Be careful to use world coordinates, not local (i.e.map) ones */
if((abs((int)game->player.wx - (int)npcRPG[i].curx * PXSIZE) <
if((abs((int)game->player.x -
(int)game->map_level->signs[i].x * PXSIZE) <
MAX_INTERACTION_DISTANCE * PXSIZE) &&
(abs((int)game->player.wy - (int)npcRPG[i].cury * PXSIZE) <
MAX_INTERACTION_DISTANCE * PXSIZE) &&
strcmp(game->map_level->extradata[i].type, "NPC") != 0) {
(abs((int)game->player.y -
(int)game->map_level->signs[i].y * PXSIZE) <
MAX_INTERACTION_DISTANCE * PXSIZE)) {
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
/* we mark the action for future treatment in player_action() */
game->player.whichAction = i;
/* this is not an interraction with a NPC */
game->player.isInteractingWithNPC = true;
game->player.isInteractingWithNPC = false;
return;
}
}
@ -69,6 +71,15 @@ void game_logic(Game *game) {
return;
}
void game_logic(Game *game) {
update_npcs(game);
/* we check if interactions are possible close to the player */
interaction_available(game);
}
void game_render_indicator(Game *game) {
/* nothing to do for the player so we quit */
if(game->player.canDoSomething == false)
@ -79,16 +90,18 @@ void game_render_indicator(Game *game) {
}
void game_draw(Game *game) {
/* Draw everything. */
dclear(C_WHITE);
map_render_by_layer(game, BACKGROUND);
npc_draw(game);
player_draw(game);
map_render_by_layer(game, FOREGROUND);
game_render_indicator(game);
/*DEBUG*/
dprint(8, 8, C_BLACK, "Lifes: %d", game->player.life);
dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
}
/* Key management */
void game_get_inputs(Game *game) {

View file

@ -11,11 +11,16 @@ typedef enum { D_UP, D_DOWN, D_LEFT, D_RIGHT } Direction;
typedef enum { P_LEFTUP = -1, P_CENTER = 0, P_RIGHTDOWN = 1 } Checkpos;
typedef struct {
uint32_t x, y;
uint32_t w, h;
} Collider;
/* Struct that define player parameters */
typedef struct {
int16_t x, y; /* The position of the player int the current map */
int16_t x, y; /* The position of the player in the current map */
uint16_t px, py; /* The position of the player on screen */
int16_t wx, wy; /* position of the player in the world */
int8_t life; /* How many lives the player still has between 0 and 100. */
int8_t speed; /* The speed of the movement of the player. */
@ -52,42 +57,73 @@ typedef struct {
/* position of the item */
uint32_t x;
uint32_t y;
/* its name */
/*id of it's icon*/
uint32_t icon;
char *name;
/* its class (NPC, SGN, INFO, ... )*/
char *type;
char *face;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/* 0 if imperative dialog (story mode) */
/* or 1 if the player need to press [SHIFT] to initiate the sequence*/
/*if the dialog is interactive or not*/
uint32_t needAction;
} Sign;
typedef struct {
/* current coordinates of the NPC */
uint32_t curx;
uint32_t cury;
/* initial coordinates of the NPC (needed to get absolute coordinates of
* path) */
uint32_t x;
uint32_t y;
/* id of it's face */
uint16_t face;
uint8_t paused;
uint8_t has_dialog;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/*if the dialog is interactive or not*/
uint32_t needAction;
char *name;
/* data for NPC's trajectories */
uint32_t hasPath;
uint32_t path_length;
uint32_t currentPoint;
int16_t *xpath;
int16_t *ypath;
/* ... this can be extended as per needs ... */
} ExtraData;
int type : 32;
uint8_t current_group;
uint8_t hostile_to_group;
uint16_t __padding;
} NPC;
typedef struct {
Collider collider;
/*if the portal tps to an interior or exterior map*/
uint16_t tp_interior;
/*Id of the interior/exterior map to transport the player to*/
uint16_t tp_to;
} Portal;
typedef struct {
/* width, height and the number of layer of the map */
uint32_t x;
uint32_t y;
uint32_t w;
uint32_t h;
uint32_t nblayers;
uint32_t tileset_size;
/* world coordinates of the upper left and bootom right*/
/* corners of the current map to be multiplied in game by PXSIZE */
uint32_t xmin;
uint32_t ymin;
uint32_t xmax;
uint32_t ymax;
/* the tileset to use */
bopti_image_t *tileset;
@ -95,12 +131,14 @@ typedef struct {
/* this is given by the layer Walkable of the map in Tiled */
uint8_t *walkable;
/* structure that contains all the items on the map to interract with */
/* each portion of the map has its own list to avoid scrutinizing too much
*/
/* data when lloking for proximity of items */
uint32_t nbextradata;
ExtraData *extradata;
uint32_t nbNPC;
NPC *npcs;
uint32_t nbSign;
Sign *signs;
uint32_t nbPortal;
Portal *portals;
/* structure that contains all the dialogs for that part of the map */
uint32_t nbdialogsdata;
@ -108,6 +146,7 @@ typedef struct {
/* list of all the tiles to draw the background and the foreground layers */
uint16_t *layers[];
} Map;
/* This struct will contain all the data of the game. It will make it possible

View file

@ -1,7 +1,4 @@
#include "config.h"
#include "events.h"
#include "npc.h"
#include <fxlibc/printf.h>
#include <gint/cpu.h>
@ -18,33 +15,37 @@
#include <gint/gray.h>
#endif // GRAYMODEOK
#if DEBUGMODE
#include <gint/gdb.h>
#endif /*DEBUGMODE*/
#include "dialogs.h"
#include "game.h"
#include "mapdata.h"
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
extern bopti_image_t player_face_img;
extern Map *worldRPG[];
/* Game data (defined in "game.h")*/
Game game = {NULL,
{12 * PXSIZE, 36 * PXSIZE, 0, 0, 12 * PXSIZE, 36 * PXSIZE, 100,
SPEED, false, 0, false, false, true},
{{}, {}, 0},
false,
false,
false,
0
Game game = {
NULL,
{12 * PXSIZE, 36 * PXSIZE, 0, 0, 100, SPEED, false, 0, false, false, true},
{{}, {}, 0},
false,
false,
false,
0,
/* debug variables*/
,
false,
false,
false,
100};
/* debug variables*/
false,
false,
false,
100};
/* screen capture management code. TODO: Clean this up! */
@ -92,6 +93,10 @@ int update_time(void) {
int main(void) {
#if DEBUGMODE
gdb_start_on_exception();
#endif /*DEBUGMODE*/
__printf_enable_fp();
int timer;
@ -106,7 +111,7 @@ int main(void) {
events_bind_variable(&game.handler, (int *)&game.player.life, "life");
events_bind_variable(&game.handler, &game.mana, "mana");
reload_npc(&game);
// reload_npc(&game);
#if USB_FEATURE
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
@ -119,52 +124,57 @@ int main(void) {
dgray(DGRAY_ON);
#endif
#if DEBUGMODE
dupdate();
getkey();
#endif
do {
/*clears & renders everything */
/* clear screen */
dclear(C_WHITE);
/* render the map */
game_draw(&game);
dprint(0,30,0,"draw time : %d", game.frame_duration);
#if DEBUGMODE && GINT_RENDER_RGB
if(game.debug_map) {
dfont(NULL);
drect(5, 5, 390, 55, C_WHITE);
dprint(10, 10, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 0,
worldRPG[0]->xmin, worldRPG[0]->ymin, worldRPG[0]->xmax,
worldRPG[0]->ymax);
dprint(10, 20, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 1,
worldRPG[1]->xmin, worldRPG[1]->ymin, worldRPG[1]->xmax,
worldRPG[1]->ymax);
dprint(10, 30, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 2,
worldRPG[2]->xmin, worldRPG[2]->ymin, worldRPG[2]->xmax,
worldRPG[2]->ymax);
dprint(10, 40, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 3,
worldRPG[3]->xmin, worldRPG[3]->ymin, worldRPG[3]->xmax,
worldRPG[3]->ymax);
}
if(game.debug_player) {
dfont(NULL);
drect(5, 55, 390, 75, C_WHITE);
dprint(10, 60, C_BLUE, "X= %d - Y= %d / Wx= %d - Wy= %d",
game.player.x, game.player.y, game.player.wx,
game.player.wy);
}
if(game.debug_extra) {
dfont(NULL);
for(int i = 0; i < game.map_level->nbextradata; i++)
dprint(10, 90 + i * 15, C_RED,
"X= %d - Y= %d - T: %d - ID: %d - S: %c",
game.map_level->extradata[i].x,
game.map_level->extradata[i].y,
game.map_level->extradata[i].dialogID,
game.map_level
->dialogs[game.map_level->extradata[i].dialogID]
.ID,
game.map_level
->dialogs[game.map_level->extradata[i].dialogID]
.conclusion1[0]);
}
#endif
/*#if DEBUGMODE && GINT_RENDER_RGB
if (game.debug_map)
{
dfont( NULL );
drect( 5, 5,390, 55, C_WHITE );
dprint(10, 10, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
0, worldRPG[0]->xmin, worldRPG[0]->ymin,
worldRPG[0]->xmax, worldRPG[0]->ymax);
dprint(10, 20, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
1, worldRPG[1]->xmin, worldRPG[1]->ymin,
worldRPG[1]->xmax, worldRPG[1]->ymax);
dprint(10, 30, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
2, worldRPG[2]->xmin, worldRPG[2]->ymin,
worldRPG[2]->xmax, worldRPG[2]->ymax);
dprint(10, 40, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
3, worldRPG[3]->xmin, worldRPG[3]->ymin,
worldRPG[3]->xmax, worldRPG[3]->ymax);
}
if (game.debug_player)
{
dfont( NULL );
drect( 5, 55,390, 75, C_WHITE );
dprint( 10, 60, C_BLUE, "X= %d - Y= %d / Wx= %d - Wy= %d",
game.player.x, game.player.y, game.player.wx,
game.player.wy );
}
if (game.debug_extra)
{
dfont( NULL );
for (int i=0; i<game.map_level->nbextradata; i++ )
dprint( 10, 90+i*15, C_RED, "X= %d - Y= %d - T: %d - ID: %d
- S: %c", game.map_level->extradata[i].x,
game.map_level->extradata[i].y,
game.map_level->extradata[i].dialogID,
game.map_level->dialogs[
game.map_level->extradata[i].dialogID ].ID, game.map_level->dialogs[
game.map_level->extradata[i].dialogID ].conclusion1[0] );
}
#endif*/
/* start the logic of the game */
game_logic(&game);

View file

@ -4,8 +4,16 @@
#include "game.h"
#include <gint/display.h>
#include <gint/keyboard.h>
extern Map level0;
extern Map level1;
extern Map level2;
extern Map level3;
extern Map level4;
Map *worldRPG[] = {&level0, &level1, &level2, &level3, &level4, NULL};
extern Map *worldRPG[];
// extern ExtraData *extraRPG[];
void map_render(Game *game) {
@ -217,25 +225,17 @@ short int map_get_walkable(Game *game, int x, int y) {
: MAP_OUTSIDE;
}
/* return the pointer to the map containing the given position */
Map *map_get_for_coordinates(Game *game, int x, int y) {
/* check if the current map contains the point */
if(x >= (int)game->map_level->xmin && x < (int)game->map_level->xmax &&
y >= (int)game->map_level->ymin && y < (int)game->map_level->ymax) {
return game->map_level;
}
/* else we check in worldRPG if there is a mal containing that point */
Map *map_get_for_tile(Game *game, int x, int y) {
int i = 0;
Map *current = worldRPG[i];
Map *map = worldRPG[i];
do {
if(x >= (int)current->xmin && x < (int)current->xmax &&
y >= (int)current->ymin && y < (int)current->ymax)
return current;
int rx = x - map->x;
int ry = y - map->y;
if(rx >= 0 && rx < (int)map->w && ry >= 0 && ry < (int)map->h) {
return map;
}
i++;
current = worldRPG[i];
} while(current != NULL);
/* else we return NULL cause the point is a not within a map */
return NULL;
map = worldRPG[i];
} while(map != NULL);
return game->map_level;
}

View file

@ -50,13 +50,6 @@ short int map_get_tile(Game *game, int x, int y, int l);
*/
short int map_get_walkable(Game *game, int x, int y);
/* map_get_for_coordinates()
*
* return the pointer to the map containing the given position.
* game: The game struct.
* x: The coordinates to look at.
* y: The coordinates to look at.
*/
Map *map_get_for_coordinates(Game *game, int x, int y);
Map *map_get_for_tile(Game *game, int x, int y);
#endif

211
src/npc.c
View file

@ -16,8 +16,8 @@ extern bopti_image_t tiny_npc_female;
extern bopti_image_t tiny_npc_milkman;
extern bopti_image_t tiny_npc_police;
NPC *npcRPG;
uint32_t nbNPC = 0;
// NPC *npcRPG;
// uint32_t nbNPC = 0;
float length(float x, float y) { return sqrtf(x * x + y * y); }
@ -108,8 +108,8 @@ int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc) {
int32_t w = full_map->w;
int32_t h = full_map->h;
int32_t x = floor(npc->curx) / T_WIDTH;
int32_t y = floor(npc->cury) / T_HEIGHT;
int32_t x = (npc->curx >> PRECISION) / T_WIDTH;
int32_t y = (npc->cury >> PRECISION) / T_HEIGHT;
dest_x /= T_WIDTH;
dest_y /= T_HEIGHT;
int32_t spos = y * w + x;
@ -201,34 +201,10 @@ int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc) {
return 3;
}
NPC *npc_create() {
// Use temp pointer to avoid breaking the whole npcRPG on failure
void *temp = realloc(npcRPG, (nbNPC + 1) * sizeof(NPC));
if(temp == NULL)
return NULL;
npcRPG = temp;
nbNPC++;
NPC *npc = &npcRPG[nbNPC - 1];
npc->xpath = malloc(2);
npc->ypath = malloc(2);
return npc;
}
void npc_remove(NPC *npc) {
uint32_t pos = ((uint32_t)npc - (uint32_t)npcRPG) / sizeof(NPC);
if(pos > nbNPC - 1)
return;
if(pos == nbNPC - 1) {
nbNPC--;
return;
}
memmove(npc, &npc[1], (nbNPC - pos - 1) * sizeof(NPC));
}
// Refactoring to make adding complexity cleaner
void update_npcs([[maybe_unused]] Game *game) {
for(uint32_t u = 0; u < nbNPC; u++) {
update_npc(&npcRPG[u]);
void update_npcs(Game *game) {
for(uint32_t u = 0; u < game->map_level->nbNPC; u++) {
update_npc(&game->map_level->npcs[u]);
}
}
@ -237,8 +213,10 @@ void update_npc(NPC *npc) {
if(!npc->hasPath || npc->paused == true)
return;
float vecX = (float)(npc->xpath[npc->currentPoint] + npc->x) - npc->curx;
float vecY = (float)(npc->ypath[npc->currentPoint] + npc->y) - npc->cury;
float vecX = (float)(npc->xpath[npc->currentPoint] + npc->x) -
(npc->curx >> PRECISION);
float vecY = (float)(npc->ypath[npc->currentPoint] + npc->y) -
(npc->cury >> PRECISION);
float vecN = length(vecX, vecY);
if(vecN > 0.5f) {
@ -249,158 +227,49 @@ void update_npc(NPC *npc) {
npc->currentPoint = npc->currentPoint % npc->path_length;
}
npc->curx += vecX;
npc->cury += vecY;
}
void reload_npc(Game *game) {
if(npcRPG != NULL) {
free(npcRPG);
npcRPG = NULL;
}
nbNPC = 0;
for(uint32_t u = 0; u < game->map_level->nbextradata; u++) {
ExtraData *Data = &game->map_level->extradata[u];
if(strcmp(Data->type, "NPC") == 0) /* the current data is a NPC */
{
nbNPC++;
}
}
npcRPG = (NPC *)malloc(nbNPC * sizeof(NPC));
if(npcRPG == NULL)
return;
int currentNPC = 0;
for(uint32_t u = 0; u < game->map_level->nbextradata; u++) {
ExtraData *Data = &game->map_level->extradata[u];
if(strcmp(Data->type, "NPC") == 0) /* the current data is a NPC */
{
npcRPG[currentNPC].curx = (float)Data->x;
npcRPG[currentNPC].cury = (float)Data->y;
npcRPG[currentNPC].x = Data->x;
npcRPG[currentNPC].y = Data->y;
npcRPG[currentNPC].dialogID = Data->dialogID;
npcRPG[currentNPC].currentPoint = 1;
npcRPG[currentNPC].hasPath = Data->hasPath;
npcRPG[currentNPC].path_length = Data->path_length;
npcRPG[currentNPC].xpath = Data->xpath;
npcRPG[currentNPC].ypath = Data->ypath;
npcRPG[currentNPC].paused = false;
npcRPG[currentNPC].face = Data->face;
currentNPC++;
}
}
npc->curx += vecX * (float)(1 << PRECISION);
npc->cury += vecY * (float)(1 << PRECISION);
}
void npc_draw(Game *game) {
Player *pl = &game->player;
size_t i;
const Face npc_sprites[FACES] = {{"MALE", &tiny_npc_male},
{"FEMALE", &tiny_npc_female},
{"MILKMAN", &tiny_npc_milkman},
{"POLICE", &tiny_npc_police}};
const bopti_image_t *npc_sprites[FACES] = {
&tiny_npc_male, &tiny_npc_female, &tiny_npc_milkman, &tiny_npc_police};
for(uint32_t u = 0; u < nbNPC; u++) {
NPC *Data = &npcRPG[u];
for(uint32_t u = 0; u < game->map_level->nbNPC; u++) {
NPC *Data = &game->map_level->npcs[u];
/* Render the path if in debug*/
#if DEBUGMODE
if(Data->hasPath == 1) /* this NPC has a trajectory */
{
int NbPoints = Data->path_length + 1;
for(int v = 0; v < NbPoints; v++) {
if(!Data->hasPath)
continue; /* this NPC has a trajectory */
int NbPoints = Data->path_length + 1;
for(int v = 0; v < NbPoints; v++) {
int16_t deltaX1 =
((int16_t)(Data->x + Data->xpath[v % NbPoints]) * PXSIZE) -
(int16_t)pl->wx;
int16_t deltaY1 =
((int16_t)(Data->y + Data->ypath[v % NbPoints]) * PXSIZE) -
(int16_t)pl->wy;
int16_t deltaX2 =
((int16_t)(Data->x + Data->xpath[(v + 1) % NbPoints]) *
PXSIZE) -
(int16_t)pl->wx;
int16_t deltaY2 =
((int16_t)(Data->y + Data->ypath[(v + 1) % NbPoints]) *
PXSIZE) -
(int16_t)pl->wy;
int16_t deltaX1 =
((int16_t)(Data->x + Data->xpath[v % NbPoints]) * PXSIZE) -
(int16_t)pl->wx;
int16_t deltaY1 =
((int16_t)(Data->y + Data->ypath[v % NbPoints]) * PXSIZE) -
(int16_t)pl->wy;
int16_t deltaX2 =
((int16_t)(Data->x + Data->xpath[(v + 1) % NbPoints]) *
PXSIZE) -
(int16_t)pl->wx;
int16_t deltaY2 =
((int16_t)(Data->y + Data->ypath[(v + 1) % NbPoints]) *
PXSIZE) -
(int16_t)pl->wy;
dline(pl->px + deltaX1, pl->py + deltaY1, pl->px + deltaX2,
pl->py + deltaY2, PATH_COLOR);
}
dline(pl->px + deltaX1, pl->py + deltaY1, pl->px + deltaX2,
pl->py + deltaY2, PATH_COLOR);
}
#endif // DEBUGMODE
int16_t delX = ((int16_t)(Data->curx * PXSIZE)) - (int16_t)pl->wx;
int16_t delY = ((int16_t)(Data->cury * PXSIZE)) - (int16_t)pl->wy;
bopti_image_t *face = &tiny_npc_male;
for(i = 0; i < FACES; i++) {
if(!strcmp(npc_sprites[i].name, Data->face)) {
face = npc_sprites[i].face;
}
}
int16_t delX = ((Data->curx * PXSIZE) >> PRECISION) - (int16_t)pl->x;
int16_t delY = ((Data->cury * PXSIZE) >> PRECISION) - (int16_t)pl->y;
bopti_image_t *face = npc_sprites[Data->face];
dimage(pl->px - P_WIDTH / 2 + delX, pl->py - P_HEIGHT / 2 + delY, face);
}
}
void OLD_npc_draw(Game *game) {
Player *player = &game->player;
for(uint32_t u = 0; u < game->map_level->nbextradata;
u++) // uint pour enlever un warning
{
ExtraData *Data = &game->map_level->extradata[u];
if(strcmp(Data->type, "NPC") == 0) /* the current data is a NPC */
{
/* TODO : This is for debugging purpose, JUste to render the path */
/* to be followed by the NPC when this will be implemented */
#if DEBUGMODE
if(Data->hasPath == 1) /* this NPC has a trajectory */
{
int NbPoints = Data->path_length + 1;
for(int v = 0; v < NbPoints; v++) {
int16_t deltaX1 =
((int16_t)(Data->x + Data->xpath[v % NbPoints]) *
PXSIZE) -
(int16_t)player->wx;
int16_t deltaY1 =
((int16_t)(Data->y + Data->ypath[v % NbPoints]) *
PXSIZE) -
(int16_t)player->wy;
int16_t deltaX2 =
((int16_t)(Data->x + Data->xpath[(v + 1) % NbPoints]) *
PXSIZE) -
(int16_t)player->wx;
int16_t deltaY2 =
((int16_t)(Data->y + Data->ypath[(v + 1) % NbPoints]) *
PXSIZE) -
(int16_t)player->wy;
dline(player->px + deltaX1, player->py + deltaY1,
player->px + deltaX2, player->py + deltaY2,
PATH_COLOR);
}
}
#endif // DEBUGMODE
int16_t deltaX =
((int16_t)(Data->x * PXSIZE)) - (int16_t)player->wx;
int16_t deltaY =
((int16_t)(Data->y * PXSIZE)) - (int16_t)player->wy;
dimage(player->px - P_WIDTH / 2 + deltaX,
player->py - P_HEIGHT / 2 + deltaY, &tiny_npc_male);
}
}
}

View file

@ -16,37 +16,6 @@ enum {
};
typedef struct {
/* current coordinates of the NPC */
float curx, cury;
/* initial coordinates of the NPC (needed to get absolute coordinates of
* path) */
uint32_t x;
uint32_t y;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/* the number of the target point of the path */
/* Note: it must keep the value 0 if NPC has no path assigned */
uint32_t currentPoint;
/* data of the path */
uint32_t hasPath;
uint32_t path_length;
int16_t *xpath;
int16_t *ypath;
int type;
int8_t current_group;
int8_t hostile_to_group;
/* is the current NPC in pause (during dialog) */
bool paused;
char *face;
} NPC;
// Frees then malloc()s a new path to npc
// Useful if you want to safely edit a path
int npc_clear_path(NPC *npc);

View file

@ -17,10 +17,8 @@ extern bopti_image_t npc_police;
extern bopti_image_t SGN_Icon_img;
extern bopti_image_t INFO_Icon_img;
const Face faces[FACES] = {{"MALE", &npc_male},
{"FEMALE", &npc_female},
{"MILKMAN", &npc_milkman},
{"POLICE", &npc_police}};
const bopti_image_t *faces[FACES] = {&npc_male, &npc_female, &npc_milkman,
&npc_police};
const char one_px_mov[8] = {
0, -1, /* Up */
@ -89,80 +87,67 @@ void player_move(Game *game, Direction direction) {
player->y += dy;
}
player->wx = game->map_level->xmin * PXSIZE + player->x;
player->wy = game->map_level->ymin * PXSIZE + player->y;
/* Check if we should change map */
Map *target = map_get_for_tile(game,
game->map_level->x + player->x / T_WIDTH +
one_px_mov[direction * 2],
game->map_level->y + player->y / T_HEIGHT +
one_px_mov[direction * 2 + 1]);
if(target != game->map_level) {
if(target->x > game->map_level->x) {
player->x = 0;
}
if(target->x < game->map_level->x) {
player->x = target->w * T_WIDTH;
}
if(target->y > game->map_level->y) {
player->y = 0;
}
if(target->y < game->map_level->y) {
player->y = target->h * T_HEIGHT;
}
game->map_level = target;
}
}
void player_action(Game *game) {
register size_t i;
/* already doing something (action IS NOT with an NPC) */
if(game->player.isDoingAction)
/* already doing something, or can't do anything*/
if(game->player.isDoingAction || !game->player.canDoSomething)
return;
if(game->player.canDoSomething && !game->player.isInteractingWithNPC) {
if(!game->player.isInteractingWithNPC) {
/* we can do something */
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
ExtraData *currentData =
&game->map_level->extradata[game->player.whichAction];
/* we use the correct image as per the class of the item */
Sign *sign = &game->map_level->signs[game->player.whichAction];
bopti_image_t *face;
/* we use the correct image as per the class of the item */
/* we use the correct image as per the type of the item */
if(strcmp("INFO", currentData->type) == 0) {
if(sign->icon)
face = &INFO_Icon_img;
} else if(strcmp("SGN", currentData->type) == 0) {
else
face = &SGN_Icon_img;
} else {
/* It's a NPC */
/* (Mibi88) TODO: Use string hash + strcmp if the hashes match for
* fast string comparison. */
face = NULL;
for(i = 0; i < FACES; i++) {
Face current_face = faces[i];
if(!strcmp(current_face.name, currentData->face)) {
face = current_face.face;
}
}
if(!face)
face = &npc_male;
}
uint32_t dialogStart = currentData->dialogID;
uint32_t dialogStart = sign->dialogID;
dialogs_initiate_sequence(game, face, dialogStart);
/* when done we release the occupied status of the player */
game->player.isDoingAction = false;
} else if(game->player.canDoSomething &&
game->player.isInteractingWithNPC) {
} else {
/* we can do something (action IS with an NPC) */
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
NPC *currentNPC = &npcRPG[game->player.whichAction];
NPC *currentNPC = &game->map_level->npcs[game->player.whichAction];
/* we use the correct image as per the class of the item */
ExtraData *currentData =
&game->map_level->extradata[game->player.whichAction];
bopti_image_t *face = &npc_male;
/* It's a NPC */
/* (Mibi88) TODO: Use string hash + strcmp if the hashes match for
* fast string comparison. */
face = NULL;
for(i = 0; i < FACES; i++) {
Face current_face = faces[i];
if(!strcmp(current_face.name, currentNPC->face)) {
face = current_face.face;
}
if(!face)
face = &npc_male;
}
dtext(2, 64, C_BLACK, currentData->type);
face = (bopti_image_t *)faces[currentNPC->face];
uint32_t dialogStart = currentNPC->dialogID;
/* we set this NPC to paused to avoid changing its position while
@ -200,57 +185,6 @@ bool player_collision(Game *game, Direction direction,
int player_tile_x = player->x + dx;
int player_tile_y = player->y + dy;
/* check where the player is expected to go on the next move */
/* if outside the map, we check if there is a map on the other */
/* side of the current map*/
if(map_get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE) {
// we compute the expected world coordinates accordingly
// while taking care of the scaling between fx and cg models (PXSIZE)
int worldX = (player->wx + dx) / PXSIZE;
int worldY = (player->wy + dy) / PXSIZE;
Map *map = map_get_for_coordinates(game, worldX, worldY);
if(map != NULL && map != game->map_level) {
Map *backupmap = game->map_level;
int backupx = player->x;
int backupy = player->y;
int backupwx = player->wx;
int backupwy = player->wy;
game->map_level = map;
player->wx = worldX * PXSIZE;
player->wy = worldY * PXSIZE;
player->x = (worldX - map->xmin) * PXSIZE;
player->y = (worldY - map->ymin) * PXSIZE;
int on_walkable = map_get_walkable(game, player->x / T_WIDTH,
player->y / T_HEIGHT);
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX)
? walkable_speed[on_walkable]
: 0;
/* if he's on a hard tile and we need to revert the changes as */
/* tile on the next side of the border is not walkable */
if(!speed) {
game->map_level = backupmap;
player->x = backupx;
player->y = backupy;
player->wx = backupwx;
player->wy = backupwy;
return true; /* He will collide with it. */
}
/* we update the list of NPCs in the current map */
/* to follow the trajectories */
reload_npc(game);
return false;
}
}
/* Handle a negative position differently than a positive one. */
if(player_tile_x < 0)
player_tile_x = player_tile_x / T_WIDTH - 1;
@ -267,6 +201,7 @@ bool player_collision(Game *game, Direction direction,
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX)
? walkable_speed[on_walkable]
: 0;
// speed = SPEED;
/* if he's on a hard tile */
if(!speed) {

View file

@ -34,7 +34,8 @@ void player_draw(Game *game);
*/
void player_move(Game *game, Direction direction);
/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
/*Tries to do an action based on previously set flags (called if the shift key
* is pressed)*/
void player_action(Game *game);
/* player_collision()