Première compilation refactoring ExtraData

This commit is contained in:
attilavs2 2024-07-28 12:35:23 +02:00
parent 903755f010
commit 5bdee9b5af
11 changed files with 577 additions and 520 deletions

View file

@ -251,7 +251,15 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
#create the structure of the map
structData = fxconv.Structure()
nbExtraData = 0
nbSign = 0
nbNPC = 0
nbPortal = 0
nbDiag = 0
npcs = fxconv.Structure()
signs = fxconv.Structure()
portals = fxconv.Structure()
layer = data["layers"][layer_extradata]
for i in layer["objects"]:
@ -260,8 +268,8 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
#we check if the type corresponds to a items of type Point in Tiled
if tpe in ( "SGN", "NPC", "INFO"):
currData = fxconv.Structure()
nbExtraData = nbExtraData + 1
x = i["x"] + xmin
y = i["y"] + ymin
nme = i["name"]
@ -278,7 +286,9 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
#we now fill all the properties of this item
for j in i["properties"]:
#property "dialog"
if j["name"]=="dialogID": dialogID = j[ "value" ]
if j["name"]=="dialogID":
dialogID = j[ "value" ]
nbDiag += 1
#property "isQuestion"
elif j["name"]=="needAction": needAction = j[ "value" ]
@ -314,7 +324,6 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
else:
if DEBUG: print( "PNJ has no Path" )
else:
print( "UNIDENTIFIED PROPERTY : ", j["name"])
@ -325,35 +334,83 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
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) )
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) )
if path==0:
structData += fxconv.u32(0)
structData += fxconv.u32(0)
structData += fxconv.u32(0)
structData += fxconv.u32(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
structData += fxconv.u32(path)
structData += fxconv.u32(path_length)
structData += fxconv.ptr(o_xdata)
structData += fxconv.ptr(o_ydata)
currData += fxconv.u32(path)
currData += fxconv.u32(path_length)
currData += fxconv.ptr(o_xdata)
currData += fxconv.ptr(o_ydata)
#else we do nothing (yet)
if tpe == "SGN" or tpe == "INFO":
nbSign += 1
signs += currData
else:
if DEBUG: print( "Skip this object" )
nbNPC += 1
signs += currData
return nbExtraData, structData
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
def convert_custom_image(input, output, params, target):

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

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

View file

@ -1,5 +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="14">
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="15">
<editorsettings>
<export target="level0.json" format="json"/>
</editorsettings>
@ -117,7 +117,6 @@
<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"/>
@ -127,7 +126,6 @@
<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"/>
@ -137,7 +135,6 @@
<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"/>
@ -171,5 +168,14 @@
<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>

View file

@ -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;
void game_logic(Game *game) {
/*NPCs take priority over signs*/
update_npcs( game );
for(uint32_t i=0; i<game->map_level->nbNPC; i++){
if(!game->map_level->npcs[i].has_dialogue) continue;
/* we check if interactions are possible close to the player */
for( uint32_t i=0; i<game->map_level->nbextradata; i++ ){
/* simple distance check along X and Y axis */
/* Be careful to use world coordinates, not local (i.e.map) ones */
if ((abs((int) game->player.wx -
(int) game->map_level->extradata[i].x*PXSIZE )
(int) game->map_level->npcs[i].curx*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)
&& (abs((int) game->player.wy -
(int) game->map_level->extradata[i].y*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)
&& strcmp(game->map_level->extradata[i].type, "NPC") != 0){
(int) game->map_level->npcs[i].cury*PXSIZE )
< MAX_INTERACTION_DISTANCE*PXSIZE)){
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
game->player.whichAction = i;
/* this is 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;
@ -75,6 +75,15 @@ void game_logic(Game *game) {
return;
}
void game_logic(Game *game) {
update_npcs( game );
/* we check if interactions are possible close to the player */
interaction_available(game);
}
void game_render_indicator(Game *game) {
/* nothing to do for the player so we quit */
@ -93,6 +102,7 @@ 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);
}

View file

@ -23,7 +23,12 @@ typedef enum {
P_RIGHTDOWN = 1
} Checkpos;
typedef struct
{
uint32_t x,y;
uint32_t w,h;
} Collider;
/* Struct that define player parameters */
typedef struct {
@ -63,33 +68,68 @@ typedef struct {
int32_t nextOther;
} Dialog;
typedef struct {
/* position of the item */
typedef struct
{
uint32_t x;
uint32_t y;
/* its name */
/*id of it's icon*/
uint16_t icon;
char *name;
/* its class (NPC, SGN, INFO, ... )*/
char *type;
char *face;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/* 0 if imperative dialog (story mode) */
/* or 1 if the player need to press [SHIFT] to initiate the sequence*/
/*if the dialog is interactive or not*/
uint32_t needAction;
} Sign;
typedef struct
{
/* current coordinates of the NPC */
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;
/* ... this can be extended as per needs ... */
} ExtraData;
int type;
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 */
@ -112,11 +152,15 @@ typedef struct {
/* this is given by the layer Walkable of the map in Tiled */
uint8_t *walkable;
/* structure that contains all the items on the map to interract with */
/* each portion of the map has its own list to avoid scrutinizing too much */
/* data when lloking for proximity of items */
uint32_t nbextradata;
ExtraData *extradata;
uint32_t nbNPC;
NPC *npcs;
uint32_t nbSign;
Sign *signs;
uint32_t nbPortal;
Portal *portals;
/* structure that contains all the dialogs for that part of the map */
uint32_t nbdialogsdata;

View file

@ -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};

View file

@ -3,6 +3,7 @@
#include "game.h"
#include <gint/display.h>
#include <gint/keyboard.h>
extern Map *worldRPG[];
//extern ExtraData *extraRPG[];

View file

@ -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 )
{
@ -197,6 +197,8 @@ 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
@ -220,14 +222,14 @@ 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<nbNPC; u++ )
for( uint32_t u=0; u<game->map_level->nbNPC; u++ )
{
update_npc(&npcRPG[u]);
update_npc(&game->map_level->npcs[u]);
}
}
@ -258,7 +260,7 @@ void update_npc(NPC *npc)
}
void reload_npc(Game *game)
/*void reload_npc(Game *game)
{
if (npcRPG!=NULL)
{
@ -274,7 +276,7 @@ void reload_npc(Game *game)
{
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++;
}
@ -288,7 +290,7 @@ void reload_npc(Game *game)
{
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;
@ -305,19 +307,18 @@ void reload_npc(Game *game)
currentNPC++;
}
}
}
}*/
void npc_draw(Game *game) {
Player *pl = &game->player;
for (uint32_t u=0; u<nbNPC; u++)
for (uint32_t u=0; u<game->map_level->nbNPC; u++)
{
NPC *Data = &npcRPG[u];
NPC *Data = &game->map_level->npcs[u];
/* Render the path if in debug*/
#if DEBUGMODE
if (Data->hasPath==1) /* this NPC has a trajectory */
{
if(!Data->hasPath) continue; /* this NPC has a trajectory */
int NbPoints = Data->path_length+1;
for(int v=0; v<NbPoints; v++)
{
@ -335,10 +336,8 @@ void npc_draw(Game *game) {
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
@ -347,57 +346,3 @@ 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);
}
}
}

View file

@ -18,37 +18,6 @@ enum
};
typedef struct
{
/* current coordinates of the NPC */
float curx, cury;
/* initial coordinates of the NPC (needed to get absolute coordinates of path) */
uint32_t x;
uint32_t y;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/* the number of the target point of the path */
/* Note: it must keep the value 0 if NPC has no path assigned */
uint32_t currentPoint;
/* data of the path */
uint32_t hasPath;
uint32_t path_length;
int16_t *xpath;
int16_t *ypath;
int type;
int8_t current_group;
int8_t hostile_to_group;
/* is the current NPC in pause (during dialog) */
bool paused;
char *face;
} NPC;
//Frees then malloc()s a new path to npc
//Useful if you want to safely edit a path
int npc_clear_path(NPC *npc);
@ -62,12 +31,13 @@ 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! */

View file

@ -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) {
@ -106,78 +106,51 @@ 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;
if(game->player.canDoSomething && !game->player.isInteractingWithNPC){
/* already doing something, or can't do anything*/
if(game->player.isDoingAction || !game->player.canDoSomething) return;
if(!game->player.isInteractingWithNPC)
{
/* we can do something */
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
ExtraData *currentData = &game->map_level->extradata[game->player.whichAction];
/* we use the correct image as per the class of the item */
Sign *sign = &game->map_level->signs[game->player.whichAction];
bopti_image_t *face;
/* we use the correct image as per the class of the item */
/* we use the correct image as per the type of the item */
if (strcmp("INFO", currentData->type)==0){
if(sign->icon)
face = &INFO_Icon_img;
}else if (strcmp("SGN", currentData->type)==0){
else
face = &SGN_Icon_img;
}else{
/* It's a NPC */
/* (Mibi88) TODO: Use string hash + strcmp if the hashes match for
* fast string comparison. */
face = NULL;
for(i=0;i<FACES;i++){
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 = currentData->dialogID;
uint32_t dialogStart = sign->dialogID;
dialogs_initiate_sequence(game, face, dialogStart);
/* when done we release the occupied status of the player */
game->player.isDoingAction = false;
}else if(game->player.canDoSomething && game->player.isInteractingWithNPC){
}
else
{
/* we can do something (action IS with an NPC) */
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
NPC *currentNPC = &npcRPG[game->player.whichAction];
NPC *currentNPC = &game->map_level->npcs[game->player.whichAction];
/* we use the correct image as per the class of the item */
ExtraData *currentData = &game->map_level->extradata[game->player.whichAction];
/*TODO*/
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 */
@ -256,7 +229,7 @@ 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;
}

View file

@ -6,7 +6,6 @@
#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 */
@ -28,7 +27,7 @@ void player_draw(Game *game);
*/
void player_move(Game *game, Direction direction);
/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
/*Tries to do an action based on previously set flags (called if the shift key is pressed)*/
void player_action(Game *game);
/* player_collision()