mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-28 20:43:42 +01:00
Merge branch 'dev' of git.planet-casio.com:Slyvtt/Collab_RPG into graphics
This commit is contained in:
commit
d100d0c160
4 changed files with 274 additions and 37 deletions
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@ -59,7 +59,7 @@ int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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for(i=0;i<=BOX_HEIGHT;i++){
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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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update_npcs(game);
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game_draw(game);
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/* Fill the dialog box with white */
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@ -182,7 +182,7 @@ int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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/* Run another little fancy animation if we should. */
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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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update_npcs(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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@ -303,7 +303,7 @@ int _choice_call_before_end(Game *game, [[maybe_unused]] unsigned int org_i) {
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/* Make a little animation because we looove little animations ;) */
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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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update_npcs(game);
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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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@ -376,4 +376,4 @@ void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
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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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}
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@ -24,7 +24,7 @@ extern uint32_t nbNPC;
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void game_logic(Game *game) {
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update_npc( game );
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update_npcs( 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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265
src/npc.c
265
src/npc.c
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@ -22,36 +22,239 @@ float length( float x, float y )
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return sqrtf( x*x+y*y );
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}
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void update_npc( [[maybe_unused]] Game *game)
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int npc_clear_path(NPC *npc)
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{
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npc->currentPoint = 0;
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npc->hasPath = 0;
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npc->path_length = 0;
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free(npc->xpath);
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free(npc->ypath);
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npc->xpath = malloc(4);
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npc->ypath = malloc(4);
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if(npc->xpath == NULL || npc->ypath == NULL) return 1;
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return 0;
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}
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int npc_append_path(uint16_t x, uint16_t y, NPC *npc)
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{
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npc->xpath = realloc(npc->xpath, npc->path_length*2+2);
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npc->ypath = realloc(npc->ypath, npc->path_length*2+2);
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if(npc->xpath == NULL || npc->ypath == NULL) return 1;
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npc->path_length++;
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npc->xpath[npc->path_length-1] = x - npc->x;
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npc->ypath[npc->path_length-1] = y - npc->y;
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return 0;
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}
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void as_clean(uint8_t *visited, uint8_t *gscore, uint8_t *fscore)
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{
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free(visited);
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free(gscore);
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free(fscore);
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}
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int as_reconstruct_path(int16_t *came_from, int w, int h, int16_t spos,
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int16_t dest, NPC *npc)
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{
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if(npc_clear_path(npc)) goto as_recons_fail;
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int16_t next = came_from[dest];
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unsigned int i;
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for(i = 0; i < 64; i++)
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{
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if(npc_append_path((next%w)*T_WIDTH,(next/h)*T_HEIGHT, npc))
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{
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goto as_recons_fail;
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}
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next = came_from[next];
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if(next == spos){
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if(npc_append_path((spos%w)*T_WIDTH,(spos/h)*T_HEIGHT, npc))
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goto as_recons_fail;
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break;
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}
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}
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uint16_t tx, ty;
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//Flip the path because it started from the end
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for(i = 0; i < npc->path_length/2; i++)
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{
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tx = npc->xpath[i];
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ty = npc->ypath[i];
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npc->xpath[i] = npc->xpath[npc->path_length-i-1];
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npc->ypath[i] = npc->ypath[npc->path_length-i-1];
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npc->ypath[npc->path_length-i-1] = tx;
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npc->ypath[npc->path_length-i-1] = ty;
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}
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free(came_from);
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npc->hasPath = true;
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return 0;
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as_recons_fail:
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free(came_from);
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return 1;
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}
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//Returns non zero error code on failure
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//Custom a* implemetation
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//Unoptimized, may become an issue
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int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc)
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{
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int32_t i, j;
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int32_t w = full_map->w;
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int32_t h = full_map->h;
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int32_t x = floor(npc->curx)/T_WIDTH;
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int32_t y = floor(npc->cury)/T_HEIGHT;
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dest_x /= T_WIDTH;
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dest_y /= T_HEIGHT;
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int32_t spos = y*w+x;
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uint8_t *map = full_map->walkable;
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if(dest_x < 0 || dest_x > w || dest_y < 0 || dest_x > h) return 2;
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if(map[spos]) return 2;
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if(map[dest_y*w+dest_x]) return 2;
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npc_clear_path(npc);
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uint8_t *visited = malloc(w*h);
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for(i=0; i<w*h; i++) visited[i] = 1;
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visited[spos] = 0;
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int16_t *came_from = malloc(w*h*2);
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for(i=0; i<w*h; i++) came_from[i] = -1;
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uint8_t *gscore = malloc(w*h*2);
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for(i=0; i<w*h; i++) gscore[i] = 255;
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gscore[spos] = 0;
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uint8_t *fscore = malloc(w*h*2);
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for(i=0; i<w*h; i++) fscore[i] = 255;
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fscore[spos] = length(dest_x-x, dest_y-y);
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uint8_t bscore;
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int32_t bx = x;
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int32_t by = y;
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for(int iter=0; iter < 64; iter++)
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{
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bscore = 255;
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//Cheapest known tile
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for(i = 0; i <= w*h; i++)
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{
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if(visited[i]) continue;
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if(map[i] == 1) continue;
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if(fscore[i] > bscore) continue;
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bx = i%w;
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by = i/w;
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bscore = fscore[i];
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}
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if(bx == dest_x && by == dest_y)
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{
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as_clean(visited, gscore, fscore);
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return as_reconstruct_path(came_from, w, h, spos,
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dest_y*w+dest_x, npc);
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}
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visited[by*w+bx] = 1;
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int att_score;
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for(i = bx-1; i < bx+2; i++)
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{
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if(i > w) break;
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for(j = by-1; j < by+2; j++)
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{
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if(j > h) break;
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if(map[j*w+i] == 1) continue;
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if(i == bx && j == by) continue;
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att_score = gscore[by*w+bx] + round(length(bx-i,by-j));
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if(att_score < gscore[j*w+i])
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{
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came_from[j*w+i] = by*w+bx;
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gscore[j*w+i] = att_score;
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fscore[j*w+i] = att_score + round(
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length(dest_x-i, dest_y-j));
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if(visited[j*w+i]) visited[j*w+i] = 0;
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}
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}
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}
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}
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as_clean(visited, gscore, fscore);
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free(came_from);
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return 3;
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}
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NPC *npc_create()
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{
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//Use temp pointer to avoid breaking the whole npcRPG on failure
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void *temp = realloc(npcRPG, (nbNPC+1)*sizeof(NPC));
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if(temp == NULL) return NULL;
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npcRPG = temp;
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nbNPC++;
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NPC *npc = &npcRPG[nbNPC-1];
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npc->xpath = malloc(2);
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npc->ypath = malloc(2);
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return npc;
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}
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void npc_remove(NPC *npc)
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{
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uint32_t pos = ((uint32_t)npc - (uint32_t)npcRPG)/sizeof(NPC);
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if(pos > nbNPC-1) return;
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if(pos == nbNPC-1)
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{
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nbNPC--;
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return;
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}
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memmove(npc, &npc[1], (nbNPC-pos-1)*sizeof(NPC));
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}
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//Refactoring to make adding complexity cleaner
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void update_npcs([[maybe_unused]] Game *game)
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{
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for( uint32_t u=0; u<nbNPC; u++ )
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{
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/* if the NPC has a path to follow AND is not currently in pause */
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/* (talking with the player) */
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if (npcRPG[u].hasPath==1 && npcRPG[u].paused==false)
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{
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float vecX = (float) (npcRPG[u].xpath[ npcRPG[u].currentPoint ] +
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npcRPG[u].x) - npcRPG[u].curx;
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float vecY = (float) (npcRPG[u].ypath[ npcRPG[u].currentPoint ] +
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npcRPG[u].y) - npcRPG[u].cury;
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float vecN = length(vecX, vecY);
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if (vecN>0.5f)
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{
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vecX /= vecN*2.0;
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vecY /= vecN*2.0;
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}
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else
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{
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npcRPG[u].currentPoint++;
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npcRPG[u].currentPoint = npcRPG[u].currentPoint % npcRPG[u].path_length;
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}
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npcRPG[u].curx += vecX;
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npcRPG[u].cury += vecY;
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}
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update_npc(&npcRPG[u]);
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}
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}
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void update_npc(NPC *npc)
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{
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/* if the NPC has no path or is paused, skip it */
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if (!npc->hasPath || npc->paused==true) return;
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float vecX = (float) (npc->xpath[ npc->currentPoint ] +
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npc->x) - npc->curx;
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float vecY = (float) (npc->ypath[ npc->currentPoint ] +
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npc->y) - npc->cury;
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float vecN = length(vecX, vecY);
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if (vecN>0.5f)
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{
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vecX /= vecN*2.0;
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vecY /= vecN*2.0;
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}
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else
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{
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npc->currentPoint++;
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npc->currentPoint = npc->currentPoint % npc->path_length;
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}
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npc->curx += vecX;
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npc->cury += vecY;
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}
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@ -67,7 +270,7 @@ void reload_npc(Game *game)
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nbNPC = 0;
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for (uint32_t u=0; u<game->map_level->nbextradata; u++) //uint pour enlever un warning
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for (uint32_t u=0; u<game->map_level->nbextradata; u++)
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{
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ExtraData *Data = &game->map_level->extradata[u];
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@ -78,9 +281,10 @@ void reload_npc(Game *game)
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}
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npcRPG = (NPC*) malloc( nbNPC * sizeof(NPC) );
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if(npcRPG == NULL) return;
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int currentNPC=0;
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for (uint32_t u=0; u<game->map_level->nbextradata; u++) //uint pour enlever un warning
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for (uint32_t u=0; u<game->map_level->nbextradata; u++)
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{
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ExtraData *Data = &game->map_level->extradata[u];
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@ -106,12 +310,11 @@ void reload_npc(Game *game)
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void npc_draw(Game *game) {
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Player *pl = &game->player;
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for (uint32_t u=0; u<nbNPC; u++) //uint pour enlever un warning
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for (uint32_t u=0; u<nbNPC; u++)
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{
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NPC *Data = &npcRPG[u];
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/* TODO : This is for debugging purpose, JUste to render the path */
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/* to be followed by the NPC when this will be implemented */
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/* Render the path if in debug*/
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#if DEBUGMODE
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if (Data->hasPath==1) /* this NPC has a trajectory */
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{
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36
src/npc.h
36
src/npc.h
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@ -8,6 +8,15 @@
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#include "game.h"
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#include "memory.h"
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enum
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{
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NPC_NONE = 0,
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NPC_FRIENDLY = 1, //The player's team
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NPC_HOSTILE = 2, //to the player
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NPC_ALL = 3
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};
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typedef struct
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{
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@ -29,19 +38,44 @@ typedef struct
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int16_t *xpath;
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int16_t *ypath;
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int type;
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int8_t current_group;
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int8_t hostile_to_group;
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/* is the current NPC in pause (during dialog) */
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bool paused;
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char *face;
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} NPC;
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//Frees then malloc()s a new path to npc
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//Useful if you want to safely edit a path
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int npc_clear_path(NPC *npc);
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//Adds point x,y to the path of npc
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//Won't work on static NPCs, use npc_clear_path before or make them on the heap
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int npc_append_path(uint16_t x, uint16_t y, NPC *npc);
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//Clears the NPCs path and creates a new one going to dest,
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//avoiding non-walkable tiles
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//Returns non-zero on failure
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int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc);
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//realloc()s npcRPG to adequate size and returns a pointer to the new element
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//Returns NULL on failure
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NPC *npc_create();
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//Pops the NPC from npcRPG
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void npc_remove(NPC *npc);
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/* Draws the player player. This function should be called after drawing the
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* map! */
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void npc_draw(Game *game);
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void update_npc(Game *game);
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void update_npcs(Game *game);
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void update_npc(NPC *npc);
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void reload_npc(Game *game);
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