Restore everything...
1
.gitignore
vendored
|
@ -14,5 +14,4 @@ __pycache__/
|
|||
*.sublime-workspace
|
||||
.vscode
|
||||
|
||||
level*.json
|
||||
tilesetnpp.json
|
||||
|
|
3
.gitmodules
vendored
Normal file
|
@ -0,0 +1,3 @@
|
|||
[submodule "assets/tinytiled"]
|
||||
path = assets/tinytiled
|
||||
url = forgejo@git.planet-casio.com:mibi88/tinytiled.git
|
|
@ -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)
|
||||
|
|
BIN
assets-cg/ega64/tileset/tilesetEGA64_CG.png
Normal file → Executable file
Before Width: | Height: | Size: 42 KiB After Width: | Height: | Size: 11 KiB |
|
@ -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
|
||||
|
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 34 KiB |
|
@ -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
|
||||
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 *
|
||||
|
||||
DEBUG = 0
|
||||
# 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, 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)
|
||||
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"] == "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)
|
||||
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:
|
||||
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)
|
||||
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)
|
||||
|
|
|
@ -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
|
@ -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">
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|
||||
410,0,410,410,410,410,410,0,0,410,0,0,0,0,410,410,0,0,410,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,410,412,412,412,412,412,412,412,412,412,412,412,412,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,0,0,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,0,0,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,410,0,0,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,412,
|
||||
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>
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
../assets-fx/2b/tileset/tileset2b.png
|
Before Width: | Height: | Size: 37 B After Width: | Height: | Size: 31 KiB |
BIN
assets/tileset.png
Normal file
Before Width: | Height: | Size: 37 B After Width: | Height: | Size: 31 KiB |
|
@ -3,6 +3,7 @@
|
|||
|
||||
#define USB_FEATURE 0
|
||||
#define DEBUGMODE 0
|
||||
#define PRECISION 8
|
||||
|
||||
#include <gint/display.h>
|
||||
|
||||
|
|
59
src/game.c
|
@ -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) {
|
||||
|
|
85
src/game.h
|
@ -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
|
||||
|
|
102
src/main.c
|
@ -1,7 +1,4 @@
|
|||
|
||||
#include "config.h"
|
||||
#include "events.h"
|
||||
#include "npc.h"
|
||||
|
||||
#include <fxlibc/printf.h>
|
||||
#include <gint/cpu.h>
|
||||
|
@ -18,29 +15,33 @@
|
|||
#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},
|
||||
Game game = {
|
||||
NULL,
|
||||
{12 * PXSIZE, 36 * PXSIZE, 0, 0, 100, SPEED, false, 0, false, false, true},
|
||||
{{}, {}, 0},
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
0
|
||||
0,
|
||||
|
||||
/* debug variables*/
|
||||
,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
|
@ -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 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",
|
||||
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);
|
||||
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,
|
||||
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]);
|
||||
game.map_level->dialogs[
|
||||
game.map_level->extradata[i].dialogID ].ID, game.map_level->dialogs[
|
||||
game.map_level->extradata[i].dialogID ].conclusion1[0] );
|
||||
}
|
||||
#endif
|
||||
#endif*/
|
||||
|
||||
/* start the logic of the game */
|
||||
game_logic(&game);
|
||||
|
|
38
src/map.c
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
175
src/npc.c
|
@ -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) {
|
||||
|
@ -249,69 +227,23 @@ 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 */
|
||||
{
|
||||
if(!Data->hasPath)
|
||||
continue; /* this NPC has a trajectory */
|
||||
int NbPoints = Data->path_length + 1;
|
||||
for(int v = 0; v < NbPoints; v++) {
|
||||
|
||||
|
@ -333,74 +265,11 @@ void npc_draw(Game *game) {
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
31
src/npc.h
|
@ -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);
|
||||
|
|
137
src/player.c
|
@ -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) {
|
||||
|
|
|
@ -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()
|
||||
|
|