mirror of
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Refactoring
This commit is contained in:
parent
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15 changed files with 234 additions and 144 deletions
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@ -1,3 +1,26 @@
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# Project structure
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TODO: Describe the project structure.
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* `assets` contains the tiled maps, and the tiled map converters.
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* `assets-cg` contains the assets for cg calculators like the cg-50.
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* `assets-fx` contains the assets for monochrome calculators.
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* `captures` contains screenshots.
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* `src` This folder contains the source code.
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* `config.h` This header file contains defines for the size of various
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things on screen, like the size of a tile in the tilemap, the size of the
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dialog box, etc.
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* `dialogs.c` and `dialogs.h` contain various functions to display dialogs
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and also let the user respond.
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* `events.c` and `events.h` parse tags in the messages that are displayed
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using the dialogs procedures to modify variables (and soon, call
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procedures).
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* `game.c` and `game.h` handles the rendering, the input, etc.
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* `main.c` handles the USB connection and the gint gray rendering, for 2bpp
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rendering on monochrome calculators. Contains the mainloop. Also contains
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code to display debug informations.
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* `map.c` and `map.h` contain code to render, get a tile in the map, see if
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the tile is walkable, etc.
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* `mapdata.h` contains the available maps.
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* `memory.c` and `memory.h` procedures to handle arrays (currently: search
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in an array of short ints).
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* `npc.c` and `npc.h` npc rendering and movement (and soon pathfinding).
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* `player.c` and `player.h` handle the player movement, collision, etc.
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@ -4,9 +4,10 @@ Plus d'infos sur ce projet ici : [Le projet Collaboratif de PC](https://www.plan
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## Contribuer!
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Style du code [STYLE.md](STYLE.md).
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Structure du projet [PROJECT_STRUCTURE.md](PROJECT_STRUCTURE.md).
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## Avencement du projet
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## Avancement du projet
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A ce stade, on a déjà implémenté :
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@ -17,12 +18,13 @@ A ce stade, on a déjà implémenté :
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- [x] Multiple cartes avec importation automatique des fichiers `world` issus de Tiled
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- [x] Carte Multilayer (Background, Foreground + accessibilité / Dommages) avec transparence du calque Foreground
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- [x] Personnage
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- [x] Dialogues avec fichiers externes `json` et séquenceage possible de ceux-ci via un arbre d'histoire (sauts de lignes et mots plus grands que l'écran pas supportés)
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- [x] Dialogues avec fichiers externes `json` et séquenceage possible de ceux-ci via un arbre d'histoire (sauts de lignes et mots plus grands que l'écran pas supportés + limite d'un kibibyte)
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- [x] Fontes de caractères
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- [x] Interaction
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- [ ] NPC
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- [x] Changement de map durant le jeu
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- [ ] Système d'événements
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- [ ] Pathfinding
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## Crédits
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44
README_en.md
Normal file
44
README_en.md
Normal file
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# Planet Casio Collaborative Project
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(maybe I should've used google translate)
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More informations can be found here (in french):
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[Le projet Collaboratif de PC](https://www.planet-casio.com/Fr/forums/topic17343-last-projet-collaboratif-avec-toute-la-commu.html)
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## Contribute!
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Style guidelines [STYLE.md](STYLE.md).
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Project structure [PROJECT_STRUCTURE.md](PROJECT_STRUCTURE.md).
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## Current state
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What we've implemented so far:
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- [x] Screenshots via USB
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- [x] Displaying the current map at the players position
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- [x] Handling keyboard inputs
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- [x] Handling collisions.
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- [x] Multiple maps with automatic `world` files import (made with Tiled)
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- [x] Multilayer map (Background, Foreground + accessibility / damage) with
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foreground layer transparency.
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- [x] Player character.
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- [x] Dialogs from external `json` files (line jumps and words bigger than the
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screen are unsupported + 1 kibibyte per message limit)
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- [x] Font
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- [x] Interaction
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- [ ] NPC
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- [x] Changing map in game.
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- [ ] Event system
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- [ ] Pathfinding
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## Credits
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The tiles are from Game Boy Top-down RPG Fantasy Tileset (FREE)
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"Background Assets by Gumpy Function (gumpyfunction.itch.io)"
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[Tiles Background Assets by Gumpy Function](https://gumpyfunction.itch.io/game-boy-rpg-fantasy-tileset-free)
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Converted to greyscale with gimp.
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1-bit (black and white) version by Shadow15510
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CG (palette EGA64) color version by Fcalva
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10
STYLE.md
10
STYLE.md
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@ -11,6 +11,10 @@ single line.
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Put the curly braces after if, else, while or for statements and declarations of
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procedures on the same line.
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No spaces around parantheses, one space after a comma.
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Variables names in sneak_case.
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(Mibi88) SlyVTT, Fcalva, should be use a doc generation thing or do we describe
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the procedures as I did so far?
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@ -20,9 +24,9 @@ Document your procedures as following:
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/* procedure_name()
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*
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* Describe what this procedure does.
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* arg1: Describe this argument. If the text is too long, wrap it to the next
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* line like this.
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* arg2: Describe this argument, and so on.
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* arg1: Describe this argument. If the text is too long, wrap it to the
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* next line like this.
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* long_name: Describe this argument, and so on.
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*/
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```
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@ -48,13 +48,13 @@ void blit() {
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}
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int showtext_opt(Game *game, bopti_image_t *face, char *text,
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int call_before_end(Game *game, unsigned int i),
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool update_screen, unsigned int start_i,
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bool wait_continue) {
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int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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int call_before_end(Game *game, unsigned int i),
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool update_screen, unsigned int start_i,
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bool wait_continue) {
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text = events_parse_string(&game->handler, text);
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dfont(&FONT_USED);
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unsigned int i, n, y = PXSIZE, l = 0;
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/* Redrawing the entire screen, because maybe there was no dialog
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displayed before. */
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update_npc(game);
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draw(game);
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game_draw(game);
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/* Fill the dialog box with white */
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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}else{
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/* Here I'm drawing the same as if start_anim is true, but whitout
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* making an animation. */
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draw(game);
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game_draw(game);
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drect(0, 0, DWIDTH, BOX_HEIGHT*PXSIZE, C_WHITE);
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drect(0, BOX_HEIGHT*PXSIZE, DWIDTH, (BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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dimage(4*PXSIZE, 2*PXSIZE, face);
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for(i=BOX_HEIGHT;i>0;i--){
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/* It is the same as the start animation. */
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update_npc(game);
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draw(game);
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game_draw(game);
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
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return return_int;
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}
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void showtext_dialog(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end) {
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void dialogs_text(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end) {
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/* Run showtext_opt with some default values. It makes it easier to use in
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* simple dialogs. */
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showtext_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
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true, 0, true);
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dialogs_text_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
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true, 0, true);
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}
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for(i=DWIDTH/8+1;i>0;i--){
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/* I'm drawing the same box as on the start animation */
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update_npc(game);
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draw(game);
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showtext_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
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_i, false);
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game_draw(game);
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dialogs_text_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
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_i, false);
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drect(0, (BOX_HEIGHT+1)*PXSIZE+1, i*(DWIDTH/8),
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
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drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
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return selected;
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}
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int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
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bool end, char *choices, int choices_amount,
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int default_choice) {
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int dialogs_ask(Game *game, bopti_image_t *face, char *text, bool start,
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bool end, char *choices, int choices_amount,
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int default_choice) {
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/* Put some arguments in global pointers and variables to make them
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* accessible by _choice_call_before_end. */
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_choices = choices;
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_text = text;
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/* Run showtext_opt and return his return value (the return value of
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*_choice_call_before_end) */
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return showtext_opt(game, face, text, _choice_call_before_end, start, end,
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_choice_screen_call, 100, true, 0, true);
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return dialogs_text_opt(game, face, text, _choice_call_before_end, start,
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end, _choice_screen_call, 100, true, 0, true);
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}
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void initiate_dialog_sequence(Game *game, bopti_image_t *face,
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uint32_t dialogNumber )
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{
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Dialog *currentDiag = &game->map_level->dialogs[ dialogNumber ];
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void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
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uint32_t dialogNumber) {
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Dialog *currentDiag = &game->map_level->dialogs[dialogNumber];
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/* we collect the information */
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char *text = currentDiag->dialog;
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int isQuestion = currentDiag->isQuestion;
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/* we treat the action - i.e. we show a dialog */
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if (isQuestion == 1) /* we have to manage a question */
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{
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int answer = showtext_dialog_ask( game, face, text, true, true, choices, 2, 0 );
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if (isQuestion == 1){
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/* we have to manage a question */
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int answer = dialogs_ask(game, face, text, true, true,
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choices, 2, 0);
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/* TO DO we need to split the strings conclusion1 and conclusion2 */
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/* to extract the "gift" part */
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if (answer==0)
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{
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showtext_dialog( game, face, conclusion1, true, true );
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if (next1!=-1) initiate_dialog_sequence( game, face, next1 );
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if(answer==0){
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dialogs_text(game, face, conclusion1, true, true);
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if (next1!=-1) dialogs_initiate_sequence(game, face, next1);
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}else{
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dialogs_text(game, face, conclusion2, true, true);
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if (next2!=-1) dialogs_initiate_sequence(game, face, next2);
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}
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else
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{
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showtext_dialog( game, face, conclusion2, true, true );
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if (next2!=-1) initiate_dialog_sequence( game, face, next2 );
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}
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}
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else
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{
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showtext_dialog( game, face, text, true, true );
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if (nextOther!=-1) initiate_dialog_sequence( game, face, nextOther );
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}else{
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dialogs_text(game, face, text, true, true);
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if (nextOther!=-1) dialogs_initiate_sequence(game, face, nextOther);
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}
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}
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@ -7,7 +7,7 @@
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#include "map.h"
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#include "config.h"
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/* showtext_opt()
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/* dialogs_text_opt()
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*
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* Show some text in a box with word wrap for dialogs.
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*
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* wait_continue: If I should wait that EXE is pressed after drawing a page.
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*/
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int showtext_opt(Game *game, bopti_image_t *face, char *text,
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int call_before_end(Game *game, unsigned int i),
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool update_screen, unsigned int start_i,
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bool wait_continue);
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int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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int call_before_end(Game *game, unsigned int i),
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bool start_anim,
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bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool update_screen,
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unsigned int start_i, bool wait_continue);
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/* showtext_dialog()
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/* dialogs_text()
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*
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* Calls showtext_opt with default parameters.
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* Calls dialogs_text_opt with default parameters.
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*
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* game: The game struct of the current game.
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* face: A bopti_image_t of the face of the person who's saying this
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* shown at the end of showtext_opt.
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*/
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void showtext_dialog(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end);
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void dialogs_text(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end);
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/* showtext_dialog_ask()
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/* dialogs_ask()
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*
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* Like showtext_dialog, but lets the user choose between multiple possible
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* Like dialogs_text, but lets the user choose between multiple possible
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* choices after displaying the text.
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*
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* game: The game struct of the current game.
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* default_choice: The choice choosen by default when the dialog just opened.
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*/
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int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
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bool end, char *choices, int choices_amount,
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int default_choice);
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int dialogs_ask(Game *game, bopti_image_t *face, char *text, bool start,
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bool end, char *choices, int choices_amount,
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int default_choice);
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/* TODO: Doc. */
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void initiate_dialog_sequence(Game *game, bopti_image_t *face,
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uint32_t dialogNumber);
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void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
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uint32_t dialogNumber);
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#endif
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39
src/game.c
39
src/game.c
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@ -27,18 +27,16 @@ void game_logic(Game *game) {
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update_npc( game );
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/* we check if interactions are possible close to the player */
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for( uint32_t i=0; i<game->map_level->nbextradata; i++ )
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{
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for( uint32_t i=0; i<game->map_level->nbextradata; i++ ){
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/* simple distance check along X and Y axis */
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/* Be careful to use world coordinates, not local (i.e.map) ones */
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if ( (abs((int) game->player.wx -
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if ((abs((int) game->player.wx -
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(int) game->map_level->extradata[i].x*PXSIZE )
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< MAX_INTERACTION_DISTANCE*PXSIZE)
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&& (abs((int) game->player.wy -
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(int) game->map_level->extradata[i].y*PXSIZE )
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< MAX_INTERACTION_DISTANCE*PXSIZE)
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&& strcmp( game->map_level->extradata[i].type, "NPC") !=0 )
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{
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&& strcmp(game->map_level->extradata[i].type, "NPC") != 0){
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/* the player can do something */
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game->player.canDoSomething = true;
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/* we mark the action for futur treatment in player_action() */
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|
@ -49,18 +47,16 @@ void game_logic(Game *game) {
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}
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}
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for( uint32_t i=0; i<nbNPC; i++ )
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{
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for(uint32_t i=0; i<nbNPC; i++){
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/* simple distance check along X and Y axis */
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/* Be careful to use world coordinates, not local (i.e.map) ones */
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if ( (abs((int) game->player.wx -
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if ((abs((int) game->player.wx -
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(int) npcRPG[i].curx*PXSIZE )
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< MAX_INTERACTION_DISTANCE*PXSIZE)
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&& (abs((int) game->player.wy -
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(int) npcRPG[i].cury*PXSIZE )
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< MAX_INTERACTION_DISTANCE*PXSIZE)
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&& strcmp( game->map_level->extradata[i].type, "NPC") !=0 )
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{
|
||||
&& strcmp( game->map_level->extradata[i].type, "NPC") !=0){
|
||||
/* the player can do something */
|
||||
game->player.canDoSomething = true;
|
||||
/* we mark the action for futur treatment in player_action() */
|
||||
|
@ -80,34 +76,30 @@ void game_logic(Game *game) {
|
|||
}
|
||||
|
||||
|
||||
void render_indicator(Game *game) {
|
||||
void game_render_indicator(Game *game) {
|
||||
/* nothing to do for the player so we quit */
|
||||
if (game->player.canDoSomething==false)
|
||||
return;
|
||||
if(game->player.canDoSomething==false) return;
|
||||
|
||||
/* else we draw a small indicator on the screen */
|
||||
dimage(5, 5, &SignAction_img);
|
||||
}
|
||||
|
||||
|
||||
void draw(Game *game) {
|
||||
void game_draw(Game *game) {
|
||||
/* Draw everything. */
|
||||
render_map_by_layer(game, BACKGROUND);
|
||||
npc_draw( game );
|
||||
map_render_by_layer(game, BACKGROUND);
|
||||
npc_draw(game);
|
||||
player_draw(game);
|
||||
render_map_by_layer(game, FOREGROUND);
|
||||
render_indicator( game );
|
||||
map_render_by_layer(game, FOREGROUND);
|
||||
game_render_indicator(game);
|
||||
dprint(8, 8, C_BLACK, "Lifes: %d", game->player.life);
|
||||
dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
|
||||
}
|
||||
|
||||
/* Key management */
|
||||
|
||||
void get_inputs(Game *game) {
|
||||
key_event_t ev;
|
||||
while((ev = pollevent()).type != KEYEV_NONE){
|
||||
/**/
|
||||
}
|
||||
void game_get_inputs(Game *game) {
|
||||
clearevents();
|
||||
|
||||
/* Key binding for the Player action */
|
||||
|
||||
|
@ -144,4 +136,3 @@ void get_inputs(Game *game) {
|
|||
|
||||
#endif //USB_FEATURE
|
||||
}
|
||||
|
||||
|
|
12
src/game.h
12
src/game.h
|
@ -155,27 +155,27 @@ typedef struct {
|
|||
/* (Mibi88) TODO: Describe what this function is doing. */
|
||||
void game_logic(Game *game);
|
||||
|
||||
/* draw()
|
||||
/* game_draw()
|
||||
*
|
||||
* Draws everything on screen.
|
||||
* game: The game struct.
|
||||
*/
|
||||
void draw(Game *game);
|
||||
void game_draw(Game *game);
|
||||
|
||||
/* render_indicator()
|
||||
/* game_render_indicator()
|
||||
*
|
||||
* This render a small sign on the upper left corner of the screen
|
||||
* if the player can do an action
|
||||
* game: The game struct.
|
||||
*/
|
||||
void render_indicator(Game *game);
|
||||
void game_render_indicator(Game *game);
|
||||
|
||||
/* get_inputs()
|
||||
/* game_get_inputs()
|
||||
*
|
||||
* Handle key presses.
|
||||
* game: The game struct.
|
||||
*/
|
||||
void get_inputs(Game *game);
|
||||
void game_get_inputs(Game *game);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -125,7 +125,7 @@ int main(void) {
|
|||
dclear(C_WHITE);
|
||||
|
||||
/* render the map */
|
||||
draw(&game);
|
||||
game_draw(&game);
|
||||
|
||||
#if DEBUGMODE && GINT_RENDER_RGB
|
||||
if (game.debug_map)
|
||||
|
@ -178,7 +178,7 @@ int main(void) {
|
|||
#endif
|
||||
|
||||
/* Management of the inputs */
|
||||
get_inputs(&game);
|
||||
game_get_inputs(&game);
|
||||
/* Run the game at max. 50fps */
|
||||
while(game.frame_duration < 20) sleep();
|
||||
/* Reset frame_duration for the next frame */
|
||||
|
|
12
src/map.c
12
src/map.c
|
@ -8,7 +8,7 @@ extern Map *worldRPG[];
|
|||
//extern ExtraData *extraRPG[];
|
||||
|
||||
|
||||
void render_map(Game *game) {
|
||||
void map_render(Game *game) {
|
||||
|
||||
Map *map_level = game->map_level;
|
||||
Player *player = &game->player;
|
||||
|
@ -104,7 +104,7 @@ void render_map(Game *game) {
|
|||
}
|
||||
}
|
||||
|
||||
void render_map_by_layer(Game *game, int layer) {
|
||||
void map_render_by_layer(Game *game, int layer) {
|
||||
|
||||
Map *map_level = game->map_level;
|
||||
Player *player = &game->player;
|
||||
|
@ -194,7 +194,7 @@ void render_map_by_layer(Game *game, int layer) {
|
|||
}
|
||||
}
|
||||
|
||||
short int get_tile(Game *game, int x, int y, int l) {
|
||||
short int map_get_tile(Game *game, int x, int y, int l) {
|
||||
|
||||
Map *map_level = game->map_level;
|
||||
|
||||
|
@ -204,7 +204,7 @@ short int get_tile(Game *game, int x, int y, int l) {
|
|||
map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
|
||||
}
|
||||
|
||||
short int get_walkable(Game *game, int x, int y) {
|
||||
short int map_get_walkable(Game *game, int x, int y) {
|
||||
|
||||
Map *map_level = game->map_level;
|
||||
/* Get the tile at (x, y). Returns the tile ID or MAP_OUTSIDE if she's not
|
||||
|
@ -214,7 +214,7 @@ short int get_walkable(Game *game, int x, int y) {
|
|||
}
|
||||
|
||||
/* return the pointer to the map containing the given position */
|
||||
Map *get_map_for_coordinates( Game *game, int x, int y )
|
||||
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 &&
|
||||
|
@ -235,4 +235,4 @@ Map *get_map_for_coordinates( Game *game, int x, int y )
|
|||
|
||||
/* else we return NULL cause the point is a not within a map */
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
|
20
src/map.h
20
src/map.h
|
@ -19,22 +19,22 @@
|
|||
|
||||
|
||||
|
||||
/* render_map()
|
||||
/* map_render()
|
||||
*
|
||||
* Draws the map map on the entire screen to be viewed by the player player.
|
||||
* game: The game struct.
|
||||
*/
|
||||
void render_map(Game *game);
|
||||
void map_render(Game *game);
|
||||
|
||||
/* render_map_by_layer()
|
||||
/* map_render_by_layer()
|
||||
*
|
||||
* Draws the map layer on the entire screen to be viewed by the player player.
|
||||
* game: The game struct.
|
||||
* layer: The layer to render.
|
||||
*/
|
||||
void render_map_by_layer(Game *game, int layer);
|
||||
void map_render_by_layer(Game *game, int layer);
|
||||
|
||||
/* get_tile()
|
||||
/* map_get_tile()
|
||||
*
|
||||
* Get the tile at (x, y) of the map map. If the tile is located outside of the
|
||||
* screen, MAP_OUTSIDE is returned.
|
||||
|
@ -43,24 +43,24 @@ void render_map_by_layer(Game *game, int layer);
|
|||
* y: The coordinates of the tile.
|
||||
* l: The layer of the tile.
|
||||
*/
|
||||
short int get_tile(Game *game, int x, int y, int l);
|
||||
short int map_get_tile(Game *game, int x, int y, int l);
|
||||
|
||||
/* get_walkable()
|
||||
/* map_get_walkable()
|
||||
*
|
||||
* Returns what is in the walkable layer at (x, y).
|
||||
* game: The game struct.
|
||||
* x: The coordinates of the tile.
|
||||
* y: The coordinates of the tile.
|
||||
*/
|
||||
short int get_walkable(Game *game, int x, int y);
|
||||
short int map_get_walkable(Game *game, int x, int y);
|
||||
|
||||
/* get_map_for_coordinates()
|
||||
/* 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* get_map_for_coordinates(Game *game, int x, int y );
|
||||
Map* map_get_for_coordinates(Game *game, int x, int y );
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#include "memory.h"
|
||||
|
||||
bool is_in(short int *array, short int array_length, short int item) {
|
||||
bool memory_is_in(short int *array, short int array_length, short int item) {
|
||||
short int i;
|
||||
for(i=0;i<array_length;i++){
|
||||
if(array[i] == item){
|
||||
|
|
10
src/memory.h
10
src/memory.h
|
@ -2,8 +2,14 @@
|
|||
#define MEMORY_H
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
bool is_in(short int *array, short int array_length, short int item);
|
||||
/* memory_is_in()
|
||||
*
|
||||
* returns true if item is in array.
|
||||
* array: The array to search in.
|
||||
* array_length: The length of the array.
|
||||
* item: The item to search for.
|
||||
*/
|
||||
bool memory_is_in(short int *array, short int array_length, short int item);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
33
src/player.c
33
src/player.c
|
@ -91,10 +91,11 @@ extern bopti_image_t INFO_Icon_img;
|
|||
|
||||
|
||||
void player_action(Game *game) {
|
||||
if( game->player.isDoingAction ) return; /* alreday doing something (action IS NOT with an NPC ) */
|
||||
/* already doing something (action IS NOT with an NPC) */
|
||||
if(game->player.isDoingAction) return;
|
||||
|
||||
if( game->player.canDoSomething && !game->player.isInteractingWithNPC ) /* we can do something */
|
||||
{
|
||||
if(game->player.canDoSomething && !game->player.isInteractingWithNPC){
|
||||
/* we can do something */
|
||||
/* we indicate that the player is occupied */
|
||||
game->player.isDoingAction = true;
|
||||
|
||||
|
@ -116,13 +117,12 @@ void player_action(Game *game) {
|
|||
|
||||
uint32_t dialogStart = currentData->dialogID;
|
||||
|
||||
initiate_dialog_sequence( game, face, dialogStart );
|
||||
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 ) /* we can do something (action IS with an NPC ) */
|
||||
{
|
||||
}else if(game->player.canDoSomething && game->player.isInteractingWithNPC){
|
||||
/* we can do something (action IS with an NPC) */
|
||||
/* we indicate that the player is occupied */
|
||||
game->player.isDoingAction = true;
|
||||
|
||||
|
@ -133,11 +133,12 @@ void player_action(Game *game) {
|
|||
bopti_image_t *face = &NPC_Icon_img;
|
||||
uint32_t dialogStart = currentNPC->dialogID;
|
||||
|
||||
/* we setr this NPC to paused to avoid changing its position while talking (the rest of the NPCs pursue their action)*/
|
||||
/* we set this NPC to paused to avoid changing its position while
|
||||
* talking (the rest of the NPCs pursue their action) */
|
||||
currentNPC->paused = true;
|
||||
|
||||
|
||||
initiate_dialog_sequence( game, face, dialogStart );
|
||||
dialogs_initiate_sequence(game, face, dialogStart);
|
||||
|
||||
/* when done we release the occupied status of the player */
|
||||
game->player.isDoingAction = false;
|
||||
|
@ -174,15 +175,13 @@ bool player_collision(Game *game, Direction direction,
|
|||
/* 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 (get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE)
|
||||
{
|
||||
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 = get_map_for_coordinates(game, worldX, worldY );
|
||||
if (map!=NULL && map!=game->map_level)
|
||||
{
|
||||
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;
|
||||
|
@ -197,7 +196,7 @@ bool player_collision(Game *game, Direction direction,
|
|||
player->x = (worldX - map->xmin ) * PXSIZE;
|
||||
player->y = (worldY - map->ymin ) * PXSIZE;
|
||||
|
||||
int on_walkable = get_walkable(game, player->x/T_WIDTH,
|
||||
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) ?
|
||||
|
@ -217,7 +216,7 @@ bool player_collision(Game *game, Direction direction,
|
|||
|
||||
/* we update the list of NPCs in the current map */
|
||||
/* to follow the trajectories */
|
||||
reload_npc( game );
|
||||
reload_npc(game);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -231,7 +230,7 @@ bool player_collision(Game *game, Direction direction,
|
|||
if(player_tile_y < 0) player_tile_y = player_tile_y/T_HEIGHT-1;
|
||||
else player_tile_y = player_tile_y/T_HEIGHT;
|
||||
|
||||
int on_walkable = get_walkable(game, player_tile_x, player_tile_y);
|
||||
int on_walkable = map_get_walkable(game, player_tile_x, player_tile_y);
|
||||
|
||||
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
|
||||
walkable_speed[on_walkable] : 0;
|
||||
|
|
42
src/player.h
42
src/player.h
|
@ -12,27 +12,53 @@
|
|||
/* only methods propotypes are now in dedicated header files */
|
||||
|
||||
|
||||
/* Draws the player player. This function should be called after drawing the
|
||||
* map! */
|
||||
/* player_draw()
|
||||
*
|
||||
* Draws the player. This function should be called after drawing the
|
||||
* map!
|
||||
* game: The game struct which contains the player struct used.
|
||||
*/
|
||||
void player_draw(Game *game);
|
||||
|
||||
/* Move the player player in the direction direction. */
|
||||
/* player_move()
|
||||
*
|
||||
* Move the player in a direction.
|
||||
* game: The game struct.
|
||||
* direction: The direction to move the player in.
|
||||
*/
|
||||
void player_move(Game *game, Direction direction);
|
||||
|
||||
/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
|
||||
void player_action(Game *game);
|
||||
|
||||
/* Check if the player is in collision with the map or a NPC. Checkpos is used
|
||||
* to check the axis where the player is not moving. */
|
||||
/* player_collision()
|
||||
*
|
||||
* Check if the player is in collision with the map or a NPC. Checkpos is used
|
||||
* to check the axis where the player is not moving.
|
||||
* game: The game struct.
|
||||
* direction: The direction the player is moving in.
|
||||
* nomov_axis_check: The axis that isn't changed by this movement.
|
||||
*/
|
||||
bool player_collision(Game *game, Direction direction,
|
||||
Checkpos nomov_axis_check);
|
||||
|
||||
/* Fix the position of the player so that he's not a bit inside of a hard block
|
||||
* after a collision. */
|
||||
/* player_fix_position()
|
||||
*
|
||||
* Fix the position of the player so that he's not a bit inside of a hard block
|
||||
* after a collision.
|
||||
* game: The game struct.
|
||||
* fix_x: If we should fix the position on the X axis.
|
||||
* fix_y: If we should fix the position on the Y axis.
|
||||
*/
|
||||
void player_fix_position(Game *game, bool fix_x, bool fix_y);
|
||||
|
||||
|
||||
/* Apply damage to player */
|
||||
/* player_damage()
|
||||
*
|
||||
* Apply damage to player
|
||||
* game: The game struct.
|
||||
* amount: The amount of damage to apply.
|
||||
*/
|
||||
void player_damage(Game *game, int amount);
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue