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https://git.planet-casio.com/Slyvtt/Collab_RPG.git
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Revert "Première compilation refactoring ExtraData"
This reverts commit 5bdee9b5af
.
This commit is contained in:
parent
5bdee9b5af
commit
35a7a5f923
11 changed files with 520 additions and 577 deletions
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@ -9,459 +9,402 @@ import os
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DEBUG = 0
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def convert(input, output, params, target):
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if params["custom-type"] == "map":
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print("ERROR : Asset ", params["name"], " has legacy type map")
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return 1
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elif params["custom-type"] == "world":
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convert_world(input, output, params, target)
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return 0
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elif params["custom-type"] == "custom-image":
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convert_custom_image(input, output, params, target)
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return 0
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elif params["custom-type"] == "font":
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convert_font(input, output, params, target)
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return 0
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elif params["custom-type"] == "dialogs":
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print("ERROR : Asset ", params["name"], " has legacy type dialog")
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#convert_dialogs(input, output, params, target)
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return 0
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else:
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return 1
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if params["custom-type"] == "map":
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print("ERROR : Asset ", params["name"], " has legacy type map")
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return 1
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elif params["custom-type"] == "world":
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convert_world(input, output, params, target)
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return 0
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elif params["custom-type"] == "custom-image":
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convert_custom_image(input, output, params, target)
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return 0
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elif params["custom-type"] == "font":
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convert_font(input, output, params, target)
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return 0
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elif params["custom-type"] == "dialogs":
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print("ERROR : Asset ", params["name"], " has legacy type dialog")
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#convert_dialogs(input, output, params, target)
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return 0
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else:
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return 1
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def convert_world(input, output, params, target):
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print( "WE ARE COMPUTING THE WORLD", input )
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print( "WE ARE COMPUTING THE WORLD", input )
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data = json.load(open(input, "r"))
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nbMaps = ["fileName" in i for i in data["maps"]].count(True)
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if DEBUG: print( "We have to treat ", nbMaps, " maps")
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if DEBUG: print( "So let's go ... ")
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data = json.load(open(input, "r"))
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nbMaps = ["fileName" in i for i in data["maps"]].count(True)
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if DEBUG: print( "We have to treat ", nbMaps, " maps")
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if DEBUG: print( "So let's go ... ")
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structWorld = fxconv.Structure()
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#structExtra = fxconv.Structure()
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structWorld = fxconv.Structure()
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#structExtra = fxconv.Structure()
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for i in range(nbMaps):
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nameMap = data["maps"][i]["fileName"].replace(".tmx","")
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nameMapFree = nameMap.split("/")[-1]
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#count the number of "back" (cd ..) to locate the map on the computer
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nbRetour = nameMap.count("..")+1
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#create the map absolute path
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for i in range(nbMaps):
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nameMap = data["maps"][i]["fileName"].replace(".tmx","")
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nameMapFree = nameMap.split("/")[-1]
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#count the number of "back" (cd ..) to locate the map on the computer
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nbRetour = nameMap.count("..")+1
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#create the map absolute path
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nameTMX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".tmx"
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nameJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
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nameTMX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".tmx"
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nameJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
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commandline = 'tiled --export-map json ' + nameTMX + ' ' + nameJSON
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if DEBUG: print( "TILED COMMAND LINE FOR MAPS : ", commandline )
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os.system( commandline )
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commandline = 'tiled --export-map json ' + nameTMX + ' ' + nameJSON
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if DEBUG: print( "TILED COMMAND LINE FOR MAPS : ", commandline )
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os.system( commandline )
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mapPath = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
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if DEBUG: print("Map ", i , " name : ", mapPath )
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mapPath = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
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if DEBUG: print("Map ", i , " name : ", mapPath )
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xmin = data["maps"][i]["x"]
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if DEBUG: print( "xmin = ", xmin )
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xmin = data["maps"][i]["x"]
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if DEBUG: print( "xmin = ", xmin )
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ymin = data["maps"][i]["y"]
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if DEBUG: print( "ymin = ", ymin )
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ymin = data["maps"][i]["y"]
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if DEBUG: print( "ymin = ", ymin )
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xmax = data["maps"][i]["x"] + data["maps"][i]["width"]
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if DEBUG: print( "xmax = ", xmax )
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xmax = data["maps"][i]["x"] + data["maps"][i]["width"]
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if DEBUG: print( "xmax = ", xmax )
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ymax = data["maps"][i]["y"] + data["maps"][i]["height"]
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if DEBUG: print( "ymax = ", ymax )
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ymax = data["maps"][i]["y"] + data["maps"][i]["height"]
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if DEBUG: print( "ymax = ", ymax )
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map = get_tile_map_data( mapPath, output, params, target, xmin, ymin, xmax, ymax)
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if DEBUG: print( "Map = ", map )
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structWorld += fxconv.ptr( map )
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map = get_tile_map_data( mapPath, output, params, target, xmin, ymin, xmax, ymax)
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if DEBUG: print( "Map = ", map )
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structWorld += fxconv.ptr( map )
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structWorld += fxconv.u32(0)
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structWorld += fxconv.u32(0)
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#generate !
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fxconv.elf(structWorld, output, "_" + params["name"], **target)
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#generate !
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fxconv.elf(structWorld, output, "_" + params["name"], **target)
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def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
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print( "WE ARE COMPUTING THE MAP : ", input )
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data = json.load(open(input, "r"))
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print( "WE ARE COMPUTING THE MAP : ", input )
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data = json.load(open(input, "r"))
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#find the tileset in use. it's a relative path (like ../tileset.tsx)
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nameTileset = data["tilesets"][0]["source"].replace(".tsx","")
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if DEBUG: print(nameTileset)
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#the name of the tileset without the .something
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nameTilesetFree = nameTileset.split("/")[-1]
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#count the number of "back" (cd ..) to locate the tileset on the computer
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nbRetour = nameTileset.count("..")+1
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#create the tileset absolute path
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tilesetTSX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".tsx"
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tilesetJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".json"
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#find the tileset in use. it's a relative path (like ../tileset.tsx)
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nameTileset = data["tilesets"][0]["source"].replace(".tsx","")
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if DEBUG: print(nameTileset)
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#the name of the tileset without the .something
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nameTilesetFree = nameTileset.split("/")[-1]
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#count the number of "back" (cd ..) to locate the tileset on the computer
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nbRetour = nameTileset.count("..")+1
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#create the tileset absolute path
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tilesetTSX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".tsx"
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tilesetJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".json"
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commandline = 'tiled --export-tileset json ' + tilesetTSX + ' ' + tilesetJSON
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if DEBUG: print( "TILED COMMAND LINE FOR TILESET : ", commandline )
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os.system( commandline )
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commandline = 'tiled --export-tileset json ' + tilesetTSX + ' ' + tilesetJSON
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if DEBUG: print( "TILED COMMAND LINE FOR TILESET : ", commandline )
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os.system( commandline )
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tileset = open(tilesetJSON, "r")
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data_tileset = json.load(tileset)
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tileset_size = data_tileset.get("columns")
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tileset.close()
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tileset = open(tilesetJSON, "r")
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data_tileset = json.load(tileset)
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tileset_size = data_tileset.get("columns")
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tileset.close()
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#find the ID of the first tile in the walkable tileset ()
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indexWalkable = data["tilesets"][1]["firstgid"]
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if DEBUG: print(indexWalkable)
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#find the ID of the first tile in the walkable tileset ()
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indexWalkable = data["tilesets"][1]["firstgid"]
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if DEBUG: print(indexWalkable)
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#Extract from the json the width, height
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w, h = data["width"], data["height"]
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#Extract from the json the width, height
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w, h = data["width"], data["height"]
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#nbTileLayer is the number of "true" layers (without ObjectsLayer)
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nbTilelayer = ["data" in i for i in data["layers"]].count(True) - 1
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if DEBUG: print( nbTilelayer)
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#nbTileLayer is the number of "true" layers (without ObjectsLayer)
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nbTilelayer = ["data" in i for i in data["layers"]].count(True) - 1
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if DEBUG: print( nbTilelayer)
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#index of the various layers (may change from one map to another)
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layer_walkable = 0
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layer_foreground = 0
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layer_background = 0
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#index of the various layers (may change from one map to another)
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layer_walkable = 0
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layer_foreground = 0
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layer_background = 0
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#create the structure of the map
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structMap = fxconv.Structure()
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#create the structure of the map
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structMap = fxconv.Structure()
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structMap += fxconv.u32(w) + fxconv.u32(h) + fxconv.u32(nbTilelayer)
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structMap += fxconv.u32(tileset_size)
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structMap += fxconv.u32(w) + fxconv.u32(h) + fxconv.u32(nbTilelayer)
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structMap += fxconv.u32(tileset_size)
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structMap += fxconv.u32(xmin) + fxconv.u32(ymin) + fxconv.u32(xmax) + fxconv.u32(ymax)
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structMap += fxconv.u32(xmin) + fxconv.u32(ymin) + fxconv.u32(xmax) + fxconv.u32(ymax)
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structMap += fxconv.ref(f"img_{nameTilesetFree}")
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structMap += fxconv.ref(f"img_{nameTilesetFree}")
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#extraction of the data contained in the layer "Walkable" of the map
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for i in range(nbTilelayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="Walkable":
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layer_walkable = i
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if DEBUG: print( "Walkable Tile Data in layer : ", layer_walkable)
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break
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elif i==nbTilelayer:
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print( "ERROR : No Walkable layer data !!!" )
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#extraction of the data contained in the layer "Walkable" of the map
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for i in range(nbTilelayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="Walkable":
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layer_walkable = i
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if DEBUG: print( "Walkable Tile Data in layer : ", layer_walkable)
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break
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elif i==nbTilelayer:
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print( "ERROR : No Walkable layer data !!!" )
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walk_data = bytes()
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layer = data["layers"][layer_walkable]
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for tile in layer["data"]:
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#print( tile )
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if tile == 0: walk_data += fxconv.u8(tile) #if walkable_data = 0 then it is a blanck cell so nothing to change
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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)
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structMap += fxconv.ptr(walk_data)
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walk_data = bytes()
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layer = data["layers"][layer_walkable]
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for tile in layer["data"]:
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#print( tile )
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if tile == 0: walk_data += fxconv.u8(tile) #if walkable_data = 0 then it is a blanck cell so nothing to change
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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)
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structMap += fxconv.ptr(walk_data)
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nbextra = 0
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extradata = fxconv.Structure()
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nbextra = 0
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extradata = fxconv.Structure()
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nbextra, extradata = get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax)
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nbextra, extradata = get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax)
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if (nbextra==0):
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structMap += fxconv.u32( 0 )
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structMap += fxconv.u32( 0 )
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else:
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structMap += fxconv.u32( int(nbextra) )
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structMap += fxconv.ptr( extradata )
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if (nbextra==0):
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structMap += fxconv.u32( 0 )
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structMap += fxconv.u32( 0 )
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else:
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structMap += fxconv.u32( int(nbextra) )
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structMap += fxconv.ptr( extradata )
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nameDialog = data["properties"][0]["value"]
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dialogfile = "/".join(input.split("/")[:-nbRetour]) + "/" + nameDialog
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if DEBUG: print( "THE DIALOGS ARE CONTAINED IN THE FILE : ", dialogfile )
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nameDialog = data["properties"][0]["value"]
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dialogfile = "/".join(input.split("/")[:-nbRetour]) + "/" + nameDialog
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if DEBUG: print( "THE DIALOGS ARE CONTAINED IN THE FILE : ", dialogfile )
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nbdiag = 0
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diagdata = fxconv.Structure()
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nbdiag = 0
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diagdata = fxconv.Structure()
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nbdiag, diagdata = convert_dialogs(dialogfile, output, params, target)
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nbdiag, diagdata = convert_dialogs(dialogfile, output, params, target)
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if (nbdiag==0):
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structMap += fxconv.u32( 0 )
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structMap += fxconv.u32( 0 )
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else:
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structMap += fxconv.u32( int(nbdiag) )
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structMap += fxconv.ptr( diagdata )
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if (nbdiag==0):
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structMap += fxconv.u32( 0 )
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structMap += fxconv.u32( 0 )
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else:
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structMap += fxconv.u32( int(nbdiag) )
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structMap += fxconv.ptr( diagdata )
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#extraction of the data contained in the layer "Background" and "Foreground" of the map
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#extraction of the data contained in the layer "Background" and "Foreground" of the map
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#import the Background layer of the map
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for i in range(nbTilelayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="Background":
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layer_background = i
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if DEBUG: print( "Background Tile Data in layer : ", layer_background)
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break
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elif i==nbTilelayer:
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print( "ERROR : No Background layer data !!!" )
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#import the Background layer of the map
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for i in range(nbTilelayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="Background":
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layer_background = i
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if DEBUG: print( "Background Tile Data in layer : ", layer_background)
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break
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elif i==nbTilelayer:
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print( "ERROR : No Background layer data !!!" )
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layer_data = bytes()
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layer = data["layers"][layer_background]
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for tile in layer["data"]:
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layer_data += fxconv.u16(tile-1)
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structMap += fxconv.ptr(layer_data)
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layer_data = bytes()
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layer = data["layers"][layer_background]
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for tile in layer["data"]:
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layer_data += fxconv.u16(tile-1)
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structMap += fxconv.ptr(layer_data)
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#import the foreground layer of the map
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for i in range(nbTilelayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="Foreground":
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layer_foreground = i
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if DEBUG: print( "Foreground Tile Data in layer : ", layer_foreground)
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break
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elif i==nbTilelayer:
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print( "ERROR : No Foreground layer data !!!" )
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#import the foreground layer of the map
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for i in range(nbTilelayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="Foreground":
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layer_foreground = i
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if DEBUG: print( "Foreground Tile Data in layer : ", layer_foreground)
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break
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elif i==nbTilelayer:
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print( "ERROR : No Foreground layer data !!!" )
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layer_data = bytes()
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layer = data["layers"][layer_foreground]
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for tile in layer["data"]:
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layer_data += fxconv.u16(tile-1)
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structMap += fxconv.ptr(layer_data)
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layer_data = bytes()
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layer = data["layers"][layer_foreground]
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for tile in layer["data"]:
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layer_data += fxconv.u16(tile-1)
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structMap += fxconv.ptr(layer_data)
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return structMap
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return structMap
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def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
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if DEBUG: print( "WE ARE COMPUTING THE EXTRA DATA OF THE MAP : ", input )
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data = json.load(open(input, "r"))
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if DEBUG: print( "WE ARE COMPUTING THE EXTRA DATA OF THE MAP : ", input )
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data = json.load(open(input, "r"))
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nblayer = ["id" in i for i in data["layers"]].count(True) - 1
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if DEBUG: print( "I found ", nblayer, " of extradata")
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nblayer = ["id" in i for i in data["layers"]].count(True) - 1
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if DEBUG: print( "I found ", nblayer, " of extradata")
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#index of the various layers (may change from one map to another)
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layer_extradata = 0
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#index of the various layers (may change from one map to another)
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layer_extradata = 0
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#import the foreground layer of the map
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for i in range(nblayer+1):
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datavalid = data["layers"][i]
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if datavalid["name"]=="ExtraData":
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layer_extradata = i
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if DEBUG: print( "Extra Data in layer : ", layer_extradata)
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break
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elif i==nblayer:
|
||||
print( "ERROR : No ExtraData layer data !!!" )
|
||||
return 0, fxconv.u32(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()
|
||||
#create the structure of the map
|
||||
structData = fxconv.Structure()
|
||||
|
||||
nbSign = 0
|
||||
nbNPC = 0
|
||||
nbPortal = 0
|
||||
nbDiag = 0
|
||||
nbExtraData = 0
|
||||
layer = data["layers"][layer_extradata]
|
||||
for i in layer["objects"]:
|
||||
|
||||
npcs = fxconv.Structure()
|
||||
signs = fxconv.Structure()
|
||||
portals = fxconv.Structure()
|
||||
#get the type of the item
|
||||
tpe = i["type"]
|
||||
|
||||
layer = data["layers"][layer_extradata]
|
||||
for i in layer["objects"]:
|
||||
#we check if the type corresponds to a items of type Point in Tiled
|
||||
if tpe in ( "SGN", "NPC", "INFO" ):
|
||||
|
||||
#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"):
|
||||
currData = fxconv.Structure()
|
||||
|
||||
x = i["x"] + xmin
|
||||
y = i["y"] + ymin
|
||||
nme = i["name"]
|
||||
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"
|
||||
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" ]
|
||||
nbDiag += 1
|
||||
#property "isQuestion"
|
||||
elif j["name"]=="needAction": needAction = j[ "value" ]
|
||||
#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" )
|
||||
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 )
|
||||
# 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 : " )
|
||||
for v in layer["objects"]:
|
||||
if v[ "id" ] == pathID:
|
||||
if DEBUG: print( "path data found : " )
|
||||
|
||||
xdata = bytes()
|
||||
ydata = bytes()
|
||||
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" ] ) )
|
||||
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"])
|
||||
else:
|
||||
if DEBUG: print( "PNJ has no Path" )
|
||||
|
||||
if DEBUG:
|
||||
print( "OBJECT X= ", x, " Y= ", y, "STR= ", dialogID )
|
||||
print( " Type= ", tpe, " Name= ", nme, "Face =", face_type)
|
||||
print( " Action?= ", needAction )
|
||||
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 )
|
||||
|
||||
|
||||
|
||||
currData += fxconv.u32( int(x) )
|
||||
currData += fxconv.u32( int(y) )
|
||||
currData += fxconv.string( nme )
|
||||
currData += fxconv.string( tpe )
|
||||
currData += fxconv.string(face_type)
|
||||
currData += fxconv.u32( int(dialogID) )
|
||||
currData += fxconv.u32( int(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:
|
||||
currData += fxconv.u32(0)
|
||||
currData += fxconv.u32(0)
|
||||
currData += fxconv.u32(0)
|
||||
currData += fxconv.u32(0)
|
||||
else:
|
||||
o_xdata = fxconv.Structure()
|
||||
o_xdata += xdata
|
||||
o_ydata = fxconv.Structure()
|
||||
o_ydata += ydata
|
||||
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
|
||||
|
||||
currData += fxconv.u32(path)
|
||||
currData += fxconv.u32(path_length)
|
||||
currData += fxconv.ptr(o_xdata)
|
||||
currData += fxconv.ptr(o_ydata)
|
||||
structData += fxconv.u32(path)
|
||||
structData += fxconv.u32(path_length)
|
||||
structData += fxconv.ptr(o_xdata)
|
||||
structData += fxconv.ptr(o_ydata)
|
||||
|
||||
if tpe == "SGN" or tpe == "INFO":
|
||||
nbSign += 1
|
||||
signs += currData
|
||||
else:
|
||||
nbNPC += 1
|
||||
signs += currData
|
||||
#else we do nothing (yet)
|
||||
else:
|
||||
if DEBUG: print( "Skip this object" )
|
||||
|
||||
elif tpe == "PORTAL":
|
||||
nbPortal+=1
|
||||
currData = fxconv.Structure()
|
||||
|
||||
x = i["x"] + xmin
|
||||
y = i["y"] + ymin
|
||||
h = -1
|
||||
w = -1
|
||||
tp_interior = -1
|
||||
tp_to = -1
|
||||
|
||||
for j in i["properties"]:
|
||||
if j["name"] == "h":
|
||||
h = j["value"]
|
||||
if j["name"] == "w":
|
||||
w = j["value"]
|
||||
if j["name"] == "tp_interior":
|
||||
tp_interior = j["value"]
|
||||
if j["name"] == "tp_to":
|
||||
tp_to = j["value"]
|
||||
|
||||
if w==-1 or h==-1 or tp_interior==-1 or tp_to==-1:
|
||||
print("ERROR : Invalid portal " + i["ID"])
|
||||
continue
|
||||
|
||||
currData += fxconv.u32(int(x))
|
||||
currData += fxconv.u32(int(y))
|
||||
currData += fxconv.u32(int(w))
|
||||
currData += fxconv.u32(int(h))
|
||||
currData += fxconv.u16(int(tp_interior))
|
||||
currData += fxconv.u16(int(tp_to))
|
||||
|
||||
portals += currData
|
||||
|
||||
#else we do nothing
|
||||
else:
|
||||
print( "Unknown object type !" )
|
||||
|
||||
structData += fxconv.u32(nbNPC)
|
||||
structData += fxconv.ptr(npcs)
|
||||
structData += fxconv.u32(nbSign)
|
||||
structData += fxconv.ptr(signs)
|
||||
structData += fxconv.u32(nbPortal)
|
||||
structData += fxconv.ptr(portals)
|
||||
|
||||
return nbDiag, structData
|
||||
return nbExtraData, structData
|
||||
|
||||
|
||||
def convert_custom_image(input, output, params, target):
|
||||
scale = int(params.get("scale", 1))
|
||||
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)
|
||||
# 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)
|
||||
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)
|
||||
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"))
|
||||
if DEBUG: print( "WE ARE COMPUTING THE DIALOGS FROM : ", input )
|
||||
data = json.load(open(input, "r"))
|
||||
|
||||
structDialogs = fxconv.Structure()
|
||||
nbdialogs = 0
|
||||
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('$', chr(0)) )
|
||||
# print( d[ "conclusion1" ] )
|
||||
# print( int(d[ "next1" ] ) )
|
||||
# print( d[ "conclusion2" ] )
|
||||
# print( int(d[ "next2" ] ) )
|
||||
# print( int(d[ "nextOther" ]) )
|
||||
nbdialogs = nbdialogs + 1
|
||||
for d in data["dialogs"]:
|
||||
if DEBUG: print( int(d[ "ID" ]))
|
||||
# print( d[ "dialog" ] )
|
||||
if DEBUG: print( int(d[ "isQuestion" ]) )
|
||||
# print( d[ "choice" ].replace('$', 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('$', chr(0)) )
|
||||
structDialogs += fxconv.string( d[ "conclusion1" ] )
|
||||
structDialogs += fxconv.u32( int(d[ "next1" ] ) )
|
||||
structDialogs += fxconv.string( d[ "conclusion2" ] )
|
||||
structDialogs += fxconv.u32( int(d[ "next2" ] ) )
|
||||
structDialogs += fxconv.u32( int(d[ "nextOther" ] ) )
|
||||
structDialogs += fxconv.u32( int(d[ "ID" ] ) )
|
||||
structDialogs += fxconv.string( d[ "dialog" ] )
|
||||
structDialogs += fxconv.u32( int(d[ "isQuestion" ] ) )
|
||||
structDialogs += fxconv.string( d[ "choice" ].replace('$', 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
|
||||
return nbdialogs, structDialogs
|
||||
|
||||
#fxconv.elf(structDialogs, output, "_" + params["name"], **target)
|
||||
#fxconv.elf(structDialogs, output, "_" + params["name"], **target)
|
||||
|
|
|
@ -1,52 +0,0 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="12" height="8" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="2">
|
||||
<tileset firstgid="1" source="tilesetnpp.tsx"/>
|
||||
<tileset firstgid="409" source="Walkable.tsx"/>
|
||||
<layer id="1" name="Background" width="12" height="8">
|
||||
<data encoding="csv">
|
||||
86,90,91,89,90,91,89,90,91,89,90,92,
|
||||
110,114,115,113,114,115,113,114,115,113,114,116,
|
||||
86,93,94,1,1,1,1,1,9,10,1,92,
|
||||
110,117,118,1,1,1,1,1,33,34,1,116,
|
||||
86,1,1,1,1,1,1,1,1,1,1,92,
|
||||
110,1,1,1,1,1,1,1,1,1,1,116,
|
||||
110,1,1,1,1,133,2,1,1,1,1,92,
|
||||
110,1,1,1,1,2,2,1,1,1,1,116
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Foreground" width="12" height="8">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="3" name="Walkable" width="12" height="8">
|
||||
<data encoding="csv">
|
||||
410,410,410,410,410,410,410,410,410,410,410,410,
|
||||
410,410,410,410,410,410,410,410,410,410,410,410,
|
||||
410,410,410,0,0,0,0,0,410,0,0,410,
|
||||
410,410,410,0,0,0,0,0,410,0,0,410,
|
||||
410,0,0,0,0,0,0,0,0,0,0,410,
|
||||
410,0,0,0,0,0,0,0,0,0,0,410,
|
||||
410,0,0,0,0,0,0,0,0,0,0,410,
|
||||
410,0,0,0,0,0,0,0,0,0,0,410
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="4" name="ExtraData">
|
||||
<object id="1" name="Porte" type="PORTAL" x="47.862" y="63.6163">
|
||||
<properties>
|
||||
<property name="h" value="1"/>
|
||||
<property name="tp_interior" value="0"/>
|
||||
<property name="tp_to" value="0"/>
|
||||
<property name="w" value="2"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="15">
|
||||
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="14">
|
||||
<editorsettings>
|
||||
<export target="level0.json" format="json"/>
|
||||
</editorsettings>
|
||||
|
@ -117,6 +117,7 @@
|
|||
<object id="12" name="PNJ3" type="NPC" x="267.25" y="125.75">
|
||||
<properties>
|
||||
<property name="dialogID" type="int" value="12"/>
|
||||
<property name="face" value="FEMALE"/>
|
||||
<property name="hasPath" type="int" value="1"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
<property name="path" type="object" value="13"/>
|
||||
|
@ -126,6 +127,7 @@
|
|||
<object id="2" name="PNJ2" type="NPC" x="164" y="132">
|
||||
<properties>
|
||||
<property name="dialogID" type="int" value="5"/>
|
||||
<property name="face" value="MALE"/>
|
||||
<property name="hasPath" type="int" value="0"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
<property name="path" type="object" value="0"/>
|
||||
|
@ -135,6 +137,7 @@
|
|||
<object id="10" name="PNJ1" type="NPC" x="252" y="164">
|
||||
<properties>
|
||||
<property name="dialogID" type="int" value="7"/>
|
||||
<property name="face" value="MILKMAN"/>
|
||||
<property name="hasPath" type="int" value="1"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
<property name="path" type="object" value="9"/>
|
||||
|
@ -168,14 +171,5 @@
|
|||
<object id="13" name="Chemin 100pas Client Auberge" type="TRJ" x="267.25" y="126.25">
|
||||
<polyline points="0,0 -30.5,16.75 -182.5,15.75 -195.25,-26 -183.25,16.5 -29.25,18.5"/>
|
||||
</object>
|
||||
<object id="14" name="PorteAuberge" type="PORTAL" x="136.094" y="119.871">
|
||||
<properties>
|
||||
<property name="h" value="1"/>
|
||||
<property name="tp_interior" value="1"/>
|
||||
<property name="tp_to" value="0"/>
|
||||
<property name="w" value="2"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
|
|
72
src/game.c
72
src/game.c
|
@ -16,58 +16,58 @@
|
|||
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 interaction_available(Game *game)
|
||||
{
|
||||
uint32_t i;
|
||||
|
||||
/*NPCs take priority over signs*/
|
||||
void game_logic(Game *game) {
|
||||
|
||||
for(uint32_t i=0; i<game->map_level->nbNPC; i++){
|
||||
if(!game->map_level->npcs[i].has_dialogue) continue;
|
||||
update_npcs( game );
|
||||
|
||||
/* 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->npcs[i].curx*PXSIZE )
|
||||
(int) game->map_level->extradata[i].x*PXSIZE )
|
||||
< MAX_INTERACTION_DISTANCE*PXSIZE)
|
||||
&& (abs((int) game->player.wy -
|
||||
(int) game->map_level->npcs[i].cury*PXSIZE )
|
||||
< MAX_INTERACTION_DISTANCE*PXSIZE)){
|
||||
(int) game->map_level->extradata[i].y*PXSIZE )
|
||||
< MAX_INTERACTION_DISTANCE*PXSIZE)
|
||||
&& 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() */
|
||||
game->player.whichAction = i;
|
||||
/* this is an interraction with a NPC */
|
||||
game->player.isInteractingWithNPC = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
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) game->map_level->signs[i].x*PXSIZE )
|
||||
< MAX_INTERACTION_DISTANCE*PXSIZE)
|
||||
&& (abs((int) game->player.wy -
|
||||
(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 future treatment in player_action() */
|
||||
game->player.whichAction = i;
|
||||
/* this is not an interraction with a NPC */
|
||||
game->player.isInteractingWithNPC = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for(uint32_t i=0; i<nbNPC; 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 )
|
||||
< 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){
|
||||
/* 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 = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* else nothing to be done here */
|
||||
game->player.canDoSomething = false;
|
||||
game->player.whichAction = -1;
|
||||
|
@ -75,15 +75,6 @@ void interaction_available(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 */
|
||||
|
@ -102,7 +93,6 @@ void game_draw(Game *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);
|
||||
}
|
||||
|
|
76
src/game.h
76
src/game.h
|
@ -23,12 +23,7 @@ typedef enum {
|
|||
P_RIGHTDOWN = 1
|
||||
} Checkpos;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
uint32_t x,y;
|
||||
uint32_t w,h;
|
||||
|
||||
} Collider;
|
||||
|
||||
/* Struct that define player parameters */
|
||||
typedef struct {
|
||||
|
@ -68,68 +63,33 @@ typedef struct {
|
|||
int32_t nextOther;
|
||||
} Dialog;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
||||
typedef struct {
|
||||
/* position of the item */
|
||||
uint32_t x;
|
||||
uint32_t y;
|
||||
/*id of it's icon*/
|
||||
uint16_t icon;
|
||||
|
||||
/* its name */
|
||||
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;
|
||||
/*if the dialog is interactive or not*/
|
||||
/* 0 if imperative dialog (story mode) */
|
||||
/* or 1 if the player need to press [SHIFT] to initiate the sequence*/
|
||||
uint32_t needAction;
|
||||
|
||||
} Sign;
|
||||
|
||||
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;
|
||||
/* id of it's face*/
|
||||
uint16_t face;
|
||||
|
||||
bool paused;
|
||||
|
||||
bool has_dialogue;
|
||||
/* 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;
|
||||
|
||||
int type;
|
||||
/* ... this can be extended as per needs ... */
|
||||
} ExtraData;
|
||||
|
||||
int8_t current_group;
|
||||
int8_t hostile_to_group;
|
||||
|
||||
} 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 */
|
||||
|
@ -152,15 +112,11 @@ typedef struct {
|
|||
/* this is given by the layer Walkable of the map in Tiled */
|
||||
uint8_t *walkable;
|
||||
|
||||
|
||||
uint32_t nbNPC;
|
||||
NPC *npcs;
|
||||
|
||||
uint32_t nbSign;
|
||||
Sign *signs;
|
||||
|
||||
uint32_t nbPortal;
|
||||
Portal *portals;
|
||||
/* 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;
|
||||
|
||||
/* structure that contains all the dialogs for that part of the map */
|
||||
uint32_t nbdialogsdata;
|
||||
|
|
|
@ -106,7 +106,7 @@ 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};
|
||||
|
|
|
@ -3,7 +3,6 @@
|
|||
#include "game.h"
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
|
||||
extern Map *worldRPG[];
|
||||
//extern ExtraData *extraRPG[];
|
||||
|
|
99
src/npc.c
99
src/npc.c
|
@ -14,8 +14,8 @@
|
|||
extern bopti_image_t demo_PNJ_img;
|
||||
|
||||
|
||||
//NPC *npcRPG;
|
||||
//uint32_t nbNPC = 0;
|
||||
NPC *npcRPG;
|
||||
uint32_t nbNPC = 0;
|
||||
|
||||
float length( float x, float y )
|
||||
{
|
||||
|
@ -197,8 +197,6 @@ int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc)
|
|||
return 3;
|
||||
}
|
||||
|
||||
/*The following functions need to be redone*/
|
||||
/*
|
||||
NPC *npc_create()
|
||||
{
|
||||
//Use temp pointer to avoid breaking the whole npcRPG on failure
|
||||
|
@ -222,14 +220,14 @@ void npc_remove(NPC *npc)
|
|||
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<game->map_level->nbNPC; u++ )
|
||||
for( uint32_t u=0; u<nbNPC; u++ )
|
||||
{
|
||||
update_npc(&game->map_level->npcs[u]);
|
||||
update_npc(&npcRPG[u]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -260,7 +258,7 @@ void update_npc(NPC *npc)
|
|||
|
||||
}
|
||||
|
||||
/*void reload_npc(Game *game)
|
||||
void reload_npc(Game *game)
|
||||
{
|
||||
if (npcRPG!=NULL)
|
||||
{
|
||||
|
@ -276,7 +274,7 @@ void update_npc(NPC *npc)
|
|||
{
|
||||
ExtraData *Data = &game->map_level->extradata[u];
|
||||
|
||||
if (strcmp(Data->type, "NPC")==0) //the current data is a NPC
|
||||
if (strcmp(Data->type, "NPC")==0) /* the current data is a NPC */
|
||||
{
|
||||
nbNPC++;
|
||||
}
|
||||
|
@ -290,7 +288,7 @@ void update_npc(NPC *npc)
|
|||
{
|
||||
ExtraData *Data = &game->map_level->extradata[u];
|
||||
|
||||
if (strcmp(Data->type, "NPC")==0) //the current data is a NPC
|
||||
if (strcmp(Data->type, "NPC")==0) /* the current data is a NPC */
|
||||
{
|
||||
npcRPG[currentNPC].curx = (float) Data->x;
|
||||
npcRPG[currentNPC].cury = (float) Data->y;
|
||||
|
@ -307,37 +305,40 @@ void update_npc(NPC *npc)
|
|||
currentNPC++;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void npc_draw(Game *game) {
|
||||
Player *pl = &game->player;
|
||||
|
||||
for (uint32_t u=0; u<game->map_level->nbNPC; u++)
|
||||
for (uint32_t u=0; u<nbNPC; u++)
|
||||
{
|
||||
NPC *Data = &game->map_level->npcs[u];
|
||||
NPC *Data = &npcRPG[u];
|
||||
|
||||
/* Render the path if in debug*/
|
||||
#if DEBUGMODE
|
||||
if(!Data->hasPath) continue; /* this NPC has a trajectory */
|
||||
int NbPoints = Data->path_length+1;
|
||||
for(int v=0; v<NbPoints; v++)
|
||||
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 +
|
||||
int16_t deltaX1=((int16_t) (Data->x +
|
||||
Data->xpath[v % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wx;
|
||||
int16_t deltaY1=((int16_t) (Data->y +
|
||||
int16_t deltaY1=((int16_t) (Data->y +
|
||||
Data->ypath[v % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wy;
|
||||
int16_t deltaX2=((int16_t) (Data->x +
|
||||
int16_t deltaX2=((int16_t) (Data->x +
|
||||
Data->xpath[(v+1) % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wx;
|
||||
int16_t deltaY2=((int16_t) (Data->y +
|
||||
int16_t deltaY2=((int16_t) (Data->y +
|
||||
Data->ypath[(v+1) % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wy;
|
||||
|
||||
dline( pl->px + deltaX1, pl->py + deltaY1,pl->px + deltaX2,
|
||||
pl->py + deltaY2,PATH_COLOR);
|
||||
dline( pl->px + deltaX1, pl->py + deltaY1,
|
||||
pl->px + deltaX2, pl->py + deltaY2,
|
||||
PATH_COLOR);
|
||||
}
|
||||
}
|
||||
#endif // DEBUGMODE
|
||||
|
||||
|
@ -346,3 +347,57 @@ void npc_draw(Game *game) {
|
|||
dimage( pl->px-P_WIDTH/2+delX, pl->py-P_HEIGHT/2+delY, &demo_PNJ_img);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
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,
|
||||
&demo_PNJ_img);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
34
src/npc.h
34
src/npc.h
|
@ -18,6 +18,37 @@ 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);
|
||||
|
@ -31,13 +62,12 @@ int npc_append_path(uint16_t x, uint16_t y, NPC *npc);
|
|||
//Returns non-zero on failure
|
||||
int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc);
|
||||
|
||||
/*
|
||||
//realloc()s npcRPG to adequate size and returns a pointer to the new element
|
||||
//Returns NULL on failure
|
||||
NPC *npc_create();
|
||||
|
||||
//Pops the NPC from npcRPG
|
||||
void npc_remove(NPC *npc);*/
|
||||
void npc_remove(NPC *npc);
|
||||
|
||||
/* Draws the player player. This function should be called after drawing the
|
||||
* map! */
|
||||
|
|
65
src/player.c
65
src/player.c
|
@ -51,8 +51,8 @@ const char damage_taken_walkable[WALKABLE_TILE_MAX] = {
|
|||
|
||||
extern bopti_image_t demo_player_img;
|
||||
|
||||
//extern NPC *npcRPG;
|
||||
//extern uint32_t nbNPC;
|
||||
extern NPC *npcRPG;
|
||||
extern uint32_t nbNPC;
|
||||
|
||||
|
||||
void player_draw(Game *game) {
|
||||
|
@ -106,51 +106,78 @@ void player_move(Game *game, Direction direction) {
|
|||
}
|
||||
|
||||
void player_action(Game *game) {
|
||||
register size_t i;
|
||||
/* already doing something (action IS NOT with an NPC) */
|
||||
if(game->player.isDoingAction) return;
|
||||
|
||||
/* already doing something, or can't do anything*/
|
||||
if(game->player.isDoingAction || !game->player.canDoSomething) return;
|
||||
|
||||
if(!game->player.isInteractingWithNPC)
|
||||
{
|
||||
if(game->player.canDoSomething && !game->player.isInteractingWithNPC){
|
||||
/* we can do something */
|
||||
/* we indicate that the player is occupied */
|
||||
game->player.isDoingAction = true;
|
||||
|
||||
Sign *sign = &game->map_level->signs[game->player.whichAction];
|
||||
ExtraData *currentData = &game->map_level->extradata[game->player.whichAction];
|
||||
|
||||
/* we use the correct image as per the class of the item */
|
||||
|
||||
bopti_image_t *face;
|
||||
/* we use the correct image as per the type of the item */
|
||||
/* we use the correct image as per the class of the item */
|
||||
|
||||
if(sign->icon)
|
||||
|
||||
if (strcmp("INFO", currentData->type)==0){
|
||||
face = &INFO_Icon_img;
|
||||
else
|
||||
}else if (strcmp("SGN", currentData->type)==0){
|
||||
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++){
|
||||
struct Face current_face = faces[i];
|
||||
if(!strcmp(current_face.name, currentData->face)){
|
||||
face = current_face.face;
|
||||
}
|
||||
}
|
||||
if(!face) face = &npc_male;
|
||||
|
||||
uint32_t dialogStart = sign->dialogID;
|
||||
}
|
||||
|
||||
uint32_t dialogStart = currentData->dialogID;
|
||||
|
||||
dialogs_initiate_sequence(game, face, dialogStart);
|
||||
|
||||
/* when done we release the occupied status of the player */
|
||||
game->player.isDoingAction = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
}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;
|
||||
|
||||
NPC *currentNPC = &game->map_level->npcs[game->player.whichAction];
|
||||
NPC *currentNPC = &npcRPG[game->player.whichAction];
|
||||
|
||||
/* we use the correct image as per the class of the item */
|
||||
/*TODO*/
|
||||
bopti_image_t *face = &npc_male;
|
||||
|
||||
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++){
|
||||
struct 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);
|
||||
uint32_t dialogStart = currentNPC->dialogID;
|
||||
|
||||
/* we set this NPC to paused to avoid changing its position while
|
||||
* talking (the rest of the NPCs pursue their action) */
|
||||
currentNPC->paused = true;
|
||||
|
||||
|
||||
dialogs_initiate_sequence(game, face, dialogStart);
|
||||
|
||||
/* when done we release the occupied status of the player */
|
||||
|
@ -229,7 +256,7 @@ 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;
|
||||
}
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include "game.h"
|
||||
#include "memory.h"
|
||||
|
||||
|
||||
/* Structure 'Player' has been moved to game.h */
|
||||
/* to avoid circular references between map.h, game.h and player.h */
|
||||
/* only methods propotypes are now in dedicated header files */
|
||||
|
@ -27,7 +28,7 @@ void player_draw(Game *game);
|
|||
*/
|
||||
void player_move(Game *game, Direction direction);
|
||||
|
||||
/*Tries to do an action based on previously set flags (called if the shift key is pressed)*/
|
||||
/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
|
||||
void player_action(Game *game);
|
||||
|
||||
/* player_collision()
|
||||
|
|
Loading…
Reference in a new issue