mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-28 04:23:42 +01:00
Using clang-format
This commit is contained in:
parent
eb6cd35830
commit
dafe7032f3
18 changed files with 839 additions and 884 deletions
7
.clang-format
Normal file
7
.clang-format
Normal file
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@ -0,0 +1,7 @@
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BasedOnStyle: LLVM
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IndentWidth: 4
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PointerAlignment: Right
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SpaceBeforeParens: Custom
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SpaceBeforeParensOptions:
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AfterControlStatements: false
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52
src/config.h
52
src/config.h
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@ -1,7 +1,6 @@
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#ifndef CONFIG_H
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#define CONFIG_H
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#define USB_FEATURE 0
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#define DEBUGMODE 0
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@ -9,48 +8,45 @@
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/* Enable GrayMode on either FX and FX_G3A targets */
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#if GINT_RENDER_MONO && defined(COLOR2BIT)
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#define GRAYMODEOK 1
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#define GRAYMODEOK 1
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#endif
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#if GINT_RENDER_RGB
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/* The tile size */
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#define T_HEIGHT 16
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#define T_WIDTH 16
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/* The size of a pixel */
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#define PXSIZE 2
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#define PATH_COLOR C_RED
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/* The size of the player */
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#define P_WIDTH 16
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#define P_HEIGHT 16
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/* The tile size */
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#define T_HEIGHT 16
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#define T_WIDTH 16
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/* The size of a pixel */
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#define PXSIZE 2
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#define PATH_COLOR C_RED
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/* The size of the player */
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#define P_WIDTH 16
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#define P_HEIGHT 16
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#else
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/* The tile size */
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#define T_HEIGHT 8
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#define T_WIDTH 8
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/* The pixel size */
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#define PXSIZE 1
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#define PATH_COLOR C_BLACK
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/* The player size */
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#define P_WIDTH 8
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#define P_HEIGHT 8
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/* The tile size */
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#define T_HEIGHT 8
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#define T_WIDTH 8
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/* The pixel size */
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#define PXSIZE 1
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#define PATH_COLOR C_BLACK
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/* The player size */
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#define P_WIDTH 8
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#define P_HEIGHT 8
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#endif
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/* SPEED should NOT be 8 or bigger: it may cause bugs when handling
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* collisions! */
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#define SPEED (PXSIZE*2)
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#define SPEED (PXSIZE * 2)
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/* The face size (in the dialogs) */
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#define F_WIDTH (32*PXSIZE)
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#define F_HEIGHT (32*PXSIZE)
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#define F_WIDTH (32 * PXSIZE)
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#define F_HEIGHT (32 * PXSIZE)
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/* the color of the text to go to the next dialog phase */
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/* it improves readability to have something lighter */
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#if GRAYMODEOK || (GINT_RENDER_RGB && !defined(COLOR1BIT))
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#define NEXT_COLOR C_DARK
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#define NEXT_COLOR C_DARK
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#else
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#define NEXT_COLOR C_BLACK
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#define NEXT_COLOR C_BLACK
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#endif
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#endif
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330
src/dialogs.c
330
src/dialogs.c
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@ -1,197 +1,210 @@
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#include "dialogs.h"
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#include <gint/keyboard.h>
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#include <gint/cpu.h>
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#include <gint/keyboard.h>
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#include <string.h>
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#include "config.h"
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#include "events.h"
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#include "game.h"
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#include "npc.h"
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#include "events.h"
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#define BOX_HEIGHT (F_HEIGHT/PXSIZE+8)
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#define BOX_HEIGHT (F_HEIGHT / PXSIZE + 8)
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#define CHOICE_BOX_HEIGHT 10
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#define CHOICE_BOX_PADDING_TOP 3
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extern font_t fontRPG;
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#define FONT_USED fontRPG
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#if GRAYMODEOK
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#include <gint/gray.h>
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uint32_t *lightVRAMnext, *darkVRAMnext;
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uint32_t *lightVRAMcurrent, *darkVRAMcurrent;
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#endif //GRAYMODEOK
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#include <gint/gray.h>
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uint32_t *lightVRAMnext, *darkVRAMnext;
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uint32_t *lightVRAMcurrent, *darkVRAMcurrent;
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#endif // GRAYMODEOK
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void blit() {
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dupdate();
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dupdate();
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#if GRAYMODEOK && !GINT_HW_CG
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dgray_getvram( &lightVRAMnext, &darkVRAMnext );
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dgray_getscreen( &lightVRAMcurrent, &darkVRAMcurrent );
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#if GRAYMODEOK && !GINT_HW_CG
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dgray_getvram(&lightVRAMnext, &darkVRAMnext);
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dgray_getscreen(&lightVRAMcurrent, &darkVRAMcurrent);
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memcpy( lightVRAMnext, lightVRAMcurrent, 256*sizeof( uint32_t) );
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memcpy( darkVRAMnext, darkVRAMcurrent, 256*sizeof( uint32_t) );
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#endif
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memcpy(lightVRAMnext, lightVRAMcurrent, 256 * sizeof(uint32_t));
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memcpy(darkVRAMnext, darkVRAMcurrent, 256 * sizeof(uint32_t));
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#endif
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}
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int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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int call_before_end(Game *game, unsigned int i),
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bool start_anim,
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bool end_anim,
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bool start_anim, bool end_anim,
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void for_each_screen(Game *game, unsigned int i),
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int line_duration, bool update_screen, unsigned int start_i,
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bool wait_continue) {
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int line_duration, bool update_screen,
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unsigned int start_i, bool wait_continue) {
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text = events_parse_string(&game->handler, text);
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dfont(&FONT_USED);
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unsigned int i, n, y = PXSIZE, l = 0;
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int line_max_chars, return_int = 0;
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unsigned int max_lines_amount = (BOX_HEIGHT-2)*PXSIZE/
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(FONT_USED.line_height+PXSIZE);
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unsigned int max_lines_amount =
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(BOX_HEIGHT - 2) * PXSIZE / (FONT_USED.line_height + PXSIZE);
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const char *c;
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if(start_anim){
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if(start_anim) {
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/* Run a little fancy animation. */
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for(i=0;i<=BOX_HEIGHT;i++){
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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_npcs(game);
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game_draw(game);
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/* Fill the dialog box with white */
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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drect(0, 0, DWIDTH, i * PXSIZE, C_WHITE);
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/* Draw a thick black line on the bottom of the dialog. */
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drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
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drect(0, i * PXSIZE, DWIDTH, (i + 1) * PXSIZE, C_BLACK);
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/* Draw the part of the face of the player that can fit correctly in
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* the dialog drawn. */
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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
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DIMAGE_NONE);
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dsubimage(4 * PXSIZE, 2 * PXSIZE, face, 0, 0, F_WIDTH,
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(i - 8) * PXSIZE, DIMAGE_NONE);
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blit();
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while(game->frame_duration < 20) sleep();
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while(game->frame_duration < 20)
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sleep();
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game->frame_duration = 0;
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}
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}else{
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} else {
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/* Here I'm drawing the same as if start_anim is true, but whitout
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* making an animation. */
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game_draw(game);
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drect(0, 0, DWIDTH, BOX_HEIGHT*PXSIZE, C_WHITE);
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drect(0, BOX_HEIGHT*PXSIZE, DWIDTH, (BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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dimage(4*PXSIZE, 2*PXSIZE, face);
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drect(0, 0, DWIDTH, BOX_HEIGHT * PXSIZE, C_WHITE);
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drect(0, BOX_HEIGHT * PXSIZE, DWIDTH, (BOX_HEIGHT + 1) * PXSIZE,
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C_BLACK);
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dimage(4 * PXSIZE, 2 * PXSIZE, face);
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if(update_screen){
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if(update_screen) {
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blit();
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while(game->frame_duration < 20) sleep();
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while(game->frame_duration < 20)
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sleep();
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game->frame_duration = 0;
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}
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}
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/* We should start to drawing the text on the x axis at BOX_HEIGHT to avoid
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* drawing on the face. */
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for(i=start_i;i<strlen(text);i++){
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if(!l && for_each_screen) for_each_screen(game, i);
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for(i = start_i; i < strlen(text); i++) {
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if(!l && for_each_screen)
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for_each_screen(game, i);
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/* Get how many chars we can draw on screen with a padding on the left
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* of BOX_HEIGHT px and on the right of 1 px. */
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c = drsize(text+i, &FONT_USED, DWIDTH-(BOX_HEIGHT*PXSIZE+PXSIZE), NULL);
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c = drsize(text + i, &FONT_USED,
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DWIDTH - (BOX_HEIGHT * PXSIZE + PXSIZE), NULL);
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/* c is a pointer to the last char that can be drawn. So: */
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line_max_chars = c-(text+i);
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line_max_chars = c - (text + i);
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/* TODO: Handle lines that are longer than what I can draw and '\n'. */
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/* Loop from the end to the start for word wrap. */
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if(*c){
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if(*c) {
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/* If we are not drawing the end of the text. */
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for(n=line_max_chars; n>0; n--) {
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for(n = line_max_chars; n > 0; n--) {
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/* If we found a space, we can draw this line and do the same
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* for the next line. */
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if(text[i+n] == ' '){
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dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
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DTEXT_TOP, text+i, n); /* Draw everything. */
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* for the next line. */
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if(text[i + n] == ' ') {
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dtext_opt(BOX_HEIGHT * PXSIZE, y, C_BLACK, C_NONE,
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DTEXT_LEFT, DTEXT_TOP, text + i,
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n); /* Draw everything. */
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/* Increment y by the line height. */
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y += FONT_USED.line_height+PXSIZE;
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y += FONT_USED.line_height + PXSIZE;
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i += n; /* We drew everything to i+n */
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l++; /* We drew one more line. */
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l++; /* We drew one more line. */
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break;
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}
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}
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}else{
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} else {
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/* If it is the last line of the text. */
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dtext_opt(BOX_HEIGHT*PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
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DTEXT_TOP, text+i, line_max_chars);
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y += FONT_USED.line_height+PXSIZE;
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dtext_opt(BOX_HEIGHT * PXSIZE, y, C_BLACK, C_NONE, DTEXT_LEFT,
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DTEXT_TOP, text + i, line_max_chars);
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y += FONT_USED.line_height + PXSIZE;
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i += line_max_chars;
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l++;
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}
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if(l>=max_lines_amount-1){
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if(l >= max_lines_amount - 1) {
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/* We drew one entire screen, reset everything to draw the next one.
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*/
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/* Make a little animation :). */
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if(update_screen) blit();
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while(game->frame_duration < line_duration) sleep();
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if(update_screen)
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blit();
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while(game->frame_duration < line_duration)
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sleep();
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game->frame_duration = 0;
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/* Ask the user to press SHIFT to continue. */
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dtext(BOX_HEIGHT*PXSIZE, y, NEXT_COLOR, "[SHIFT] : suite...");
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dtext(BOX_HEIGHT * PXSIZE, y, NEXT_COLOR, "[SHIFT] : suite...");
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}
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/* Make a little animation :). */
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if(update_screen) blit();
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if(l>=max_lines_amount-1){
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if(update_screen)
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blit();
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if(l >= max_lines_amount - 1) {
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/* If we drew one entire screen. */
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/* Wait that the SHIFT key is pressed if we should. */
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if(wait_continue){
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if(wait_continue) {
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while(getkey_opt(GETKEY_DEFAULT & ~GETKEY_MOD_SHIFT &
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~GETKEY_MOD_ALPHA, NULL).key != KEY_SHIFT){
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~GETKEY_MOD_ALPHA,
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NULL)
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.key != KEY_SHIFT) {
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sleep();
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}
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}
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/* Clear the text area. */
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drect(BOX_HEIGHT*PXSIZE, 0, DWIDTH, (BOX_HEIGHT-1)*PXSIZE-2,
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drect(BOX_HEIGHT * PXSIZE, 0, DWIDTH, (BOX_HEIGHT - 1) * PXSIZE - 2,
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C_WHITE);
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/* Reset y and l. */
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y = PXSIZE;
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l = 0;
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}
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else{
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} else {
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/* Else, wait a bit for the animation. */
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while(game->frame_duration < line_duration) sleep();
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while(game->frame_duration < line_duration)
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sleep();
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game->frame_duration = 0;
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}
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}
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if(l<max_lines_amount-1){
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if(l < max_lines_amount - 1) {
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/* If we have not filled everthing with text at the end. */
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/* Make a little animation :). */
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if(update_screen) blit();
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while(game->frame_duration < line_duration) sleep();
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if(update_screen)
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blit();
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while(game->frame_duration < line_duration)
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sleep();
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game->frame_duration = 0;
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/* Ask the user to press SHIFT to continue. */
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dtext(BOX_HEIGHT*PXSIZE, y, NEXT_COLOR, "[SHIFT] : suite...");
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dtext(BOX_HEIGHT * PXSIZE, y, NEXT_COLOR, "[SHIFT] : suite...");
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/* Update the screen and wait for SHIFT being pressed, if needed. */
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if(update_screen) blit();
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if(wait_continue){
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if(update_screen)
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blit();
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if(wait_continue) {
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while(getkey_opt(GETKEY_DEFAULT & ~GETKEY_MOD_SHIFT &
|
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~GETKEY_MOD_ALPHA, NULL).key != KEY_SHIFT){
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~GETKEY_MOD_ALPHA,
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NULL)
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.key != KEY_SHIFT) {
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sleep();
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}
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}
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}
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if(call_before_end) return_int = call_before_end(game, i);
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if(end_anim){
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if(call_before_end)
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return_int = call_before_end(game, i);
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if(end_anim) {
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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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for(i = BOX_HEIGHT; i > 0; i--) {
|
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/* It is the same as the start animation. */
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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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dsubimage(4*PXSIZE, 2*PXSIZE, face, 0, 0, F_WIDTH, (i-8)*PXSIZE,
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DIMAGE_NONE);
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drect(0, 0, DWIDTH, i * PXSIZE, C_WHITE);
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drect(0, i * PXSIZE, DWIDTH, (i + 1) * PXSIZE, C_BLACK);
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dsubimage(4 * PXSIZE, 2 * PXSIZE, face, 0, 0, F_WIDTH,
|
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(i - 8) * PXSIZE, DIMAGE_NONE);
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dupdate();
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|
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while(game->frame_duration < 20) sleep();
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while(game->frame_duration < 20)
|
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sleep();
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game->frame_duration = 0;
|
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}
|
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}
|
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|
@ -202,11 +215,10 @@ void dialogs_text(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end) {
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/* Run showtext_opt with some default values. It makes it easier to use in
|
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* simple dialogs. */
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dialogs_text_opt(game, face, text, NULL, dialog_start, dialog_end, NULL, 100,
|
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true, 0, true);
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dialogs_text_opt(game, face, text, NULL, dialog_start, dialog_end, NULL,
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100, true, 0, true);
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}
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/* Some variables and pointers used to get some arguments passed in
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* showtext_dialog_ask in _choice_call_before_end. */
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char *_choices, *_text;
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|
@ -216,31 +228,33 @@ unsigned int _i;
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/* Get where I started drawing a dialog page, to be able to redraw the last page
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* for the end animation in _choice_call_before_end. */
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void _choice_screen_call( [[maybe_unused]] Game *game, unsigned int i) {
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void _choice_screen_call([[maybe_unused]] Game *game, unsigned int i) {
|
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_i = i;
|
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}
|
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|
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int _choice_call_before_end(Game *game, [[maybe_unused]] unsigned int org_i) {
|
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int i, key;
|
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/* Make a little animation because we looove little animations ;) */
|
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for(i=0;i<DWIDTH/8+1;i++){
|
||||
for(i = 0; i < DWIDTH / 8 + 1; i++) {
|
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/* Fill the interaction box with white */
|
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drect(0, (BOX_HEIGHT+1)*PXSIZE+1, i*(DWIDTH/8),
|
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
|
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drect(0, (BOX_HEIGHT + 1) * PXSIZE + 1, i * (DWIDTH / 8),
|
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(BOX_HEIGHT + CHOICE_BOX_HEIGHT) * PXSIZE, C_WHITE);
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/* Draw a thick border on the right of the box. */
|
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drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
|
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(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
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drect(i * (DWIDTH / 8), BOX_HEIGHT * PXSIZE,
|
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i * (DWIDTH / 8) + PXSIZE - 1,
|
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(BOX_HEIGHT + CHOICE_BOX_HEIGHT + 1) * PXSIZE, C_BLACK);
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/* Draw a thick border on the bottom of the box. */
|
||||
drect(0, (BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, i*(DWIDTH/8),
|
||||
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
|
||||
drect(0, (BOX_HEIGHT + CHOICE_BOX_HEIGHT) * PXSIZE, i * (DWIDTH / 8),
|
||||
(BOX_HEIGHT + CHOICE_BOX_HEIGHT + 1) * PXSIZE, C_BLACK);
|
||||
/* Show everyting on screen. */
|
||||
blit();
|
||||
/* Wait some ms so that the animation isn't too fast. */
|
||||
while(game->frame_duration < 20) sleep();
|
||||
while(game->frame_duration < 20)
|
||||
sleep();
|
||||
game->frame_duration = 0;
|
||||
}
|
||||
/* Calculate the maximal size of a choice. */
|
||||
const int choice_size = DWIDTH/_choices_amount;
|
||||
const int choice_size = DWIDTH / _choices_amount;
|
||||
/* arrow_width: The space taken by the arrow that shows the selected item.
|
||||
* arrow_height: The height of the arrow used to show which item is choosen.
|
||||
* Used to calculate the size of the rectangle used to remove
|
||||
|
@ -256,29 +270,32 @@ int _choice_call_before_end(Game *game, [[maybe_unused]] unsigned int org_i) {
|
|||
dsize(">", &FONT_USED, &arrow_width, &arrow_height);
|
||||
/* Add the character spacing of the font to it. */
|
||||
arrow_width += FONT_USED.char_spacing;
|
||||
for(i=0;i<_choices_amount;i++){
|
||||
dtext(i*choice_size+arrow_width+PXSIZE,
|
||||
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE, C_BLACK,
|
||||
_choices+pos);
|
||||
pos += strlen(_choices+pos)+1;
|
||||
for(i = 0; i < _choices_amount; i++) {
|
||||
dtext(i * choice_size + arrow_width + PXSIZE,
|
||||
(BOX_HEIGHT + CHOICE_BOX_PADDING_TOP) * PXSIZE, C_BLACK,
|
||||
_choices + pos);
|
||||
pos += strlen(_choices + pos) + 1;
|
||||
}
|
||||
do{
|
||||
do {
|
||||
/* Display the diffrent choices. */
|
||||
for(i=0;i<_choices_amount;i++){
|
||||
if(i == selected) dtext(i*choice_size+PXSIZE,
|
||||
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
|
||||
C_BLACK, ">");
|
||||
for(i = 0; i < _choices_amount; i++) {
|
||||
if(i == selected)
|
||||
dtext(i * choice_size + PXSIZE,
|
||||
(BOX_HEIGHT + CHOICE_BOX_PADDING_TOP) * PXSIZE, C_BLACK,
|
||||
">");
|
||||
}
|
||||
blit();
|
||||
key = getkey_opt( GETKEY_DEFAULT & ~GETKEY_MOD_SHIFT & ~GETKEY_MOD_ALPHA, NULL).key;
|
||||
key = getkey_opt(GETKEY_DEFAULT & ~GETKEY_MOD_SHIFT & ~GETKEY_MOD_ALPHA,
|
||||
NULL)
|
||||
.key;
|
||||
/* If the player pressed the left arrow key and has not already selected
|
||||
* the first possible choice. */
|
||||
if(key == KEY_LEFT && selected > 0){
|
||||
if(key == KEY_LEFT && selected > 0) {
|
||||
/* Remove the old arrow. */
|
||||
drect(selected*choice_size+PXSIZE,
|
||||
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
|
||||
selected*choice_size+PXSIZE+arrow_width,
|
||||
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE+arrow_height,
|
||||
drect(selected * choice_size + PXSIZE,
|
||||
(BOX_HEIGHT + CHOICE_BOX_PADDING_TOP) * PXSIZE,
|
||||
selected * choice_size + PXSIZE + arrow_width,
|
||||
(BOX_HEIGHT + CHOICE_BOX_PADDING_TOP) * PXSIZE + arrow_height,
|
||||
C_WHITE);
|
||||
|
||||
/* Move the selection arrow and update the selected item. */
|
||||
|
@ -286,35 +303,37 @@ int _choice_call_before_end(Game *game, [[maybe_unused]] unsigned int org_i) {
|
|||
}
|
||||
/* If the player pressed the right arrow key and has not already
|
||||
* selected the last possible choice. */
|
||||
else if(key == KEY_RIGHT && selected < _choices_amount-1){
|
||||
else if(key == KEY_RIGHT && selected < _choices_amount - 1) {
|
||||
/* Remove the old arrow. */
|
||||
drect(selected*choice_size+PXSIZE,
|
||||
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE,
|
||||
selected*choice_size+PXSIZE+arrow_width,
|
||||
(BOX_HEIGHT+CHOICE_BOX_PADDING_TOP)*PXSIZE+arrow_height,
|
||||
drect(selected * choice_size + PXSIZE,
|
||||
(BOX_HEIGHT + CHOICE_BOX_PADDING_TOP) * PXSIZE,
|
||||
selected * choice_size + PXSIZE + arrow_width,
|
||||
(BOX_HEIGHT + CHOICE_BOX_PADDING_TOP) * PXSIZE + arrow_height,
|
||||
C_WHITE);
|
||||
|
||||
/* Move the selection arrow and update the selected item. */
|
||||
selected++;
|
||||
}
|
||||
/* If the user has not validated his choice by pressing SHIFT, we loop one
|
||||
* more time. */
|
||||
}while(key != KEY_SHIFT);
|
||||
/* If the user has not validated his choice by pressing SHIFT, we loop
|
||||
* one more time. */
|
||||
} while(key != KEY_SHIFT);
|
||||
/* Make a little animation because we looove little animations ;) */
|
||||
for(i=DWIDTH/8+1;i>0;i--){
|
||||
for(i = DWIDTH / 8 + 1; i > 0; i--) {
|
||||
/* I'm drawing the same box as on the start animation */
|
||||
update_npcs(game);
|
||||
game_draw(game);
|
||||
dialogs_text_opt(game, _face, _text, NULL, false, false, NULL, 0, false,
|
||||
_i, false);
|
||||
drect(0, (BOX_HEIGHT+1)*PXSIZE+1, i*(DWIDTH/8),
|
||||
(BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, C_WHITE);
|
||||
drect(i*(DWIDTH/8), BOX_HEIGHT*PXSIZE, i*(DWIDTH/8)+PXSIZE-1,
|
||||
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
|
||||
drect(0, (BOX_HEIGHT+CHOICE_BOX_HEIGHT)*PXSIZE, i*(DWIDTH/8),
|
||||
(BOX_HEIGHT+CHOICE_BOX_HEIGHT+1)*PXSIZE, C_BLACK);
|
||||
drect(0, (BOX_HEIGHT + 1) * PXSIZE + 1, i * (DWIDTH / 8),
|
||||
(BOX_HEIGHT + CHOICE_BOX_HEIGHT) * PXSIZE, C_WHITE);
|
||||
drect(i * (DWIDTH / 8), BOX_HEIGHT * PXSIZE,
|
||||
i * (DWIDTH / 8) + PXSIZE - 1,
|
||||
(BOX_HEIGHT + CHOICE_BOX_HEIGHT + 1) * PXSIZE, C_BLACK);
|
||||
drect(0, (BOX_HEIGHT + CHOICE_BOX_HEIGHT) * PXSIZE, i * (DWIDTH / 8),
|
||||
(BOX_HEIGHT + CHOICE_BOX_HEIGHT + 1) * PXSIZE, C_BLACK);
|
||||
dupdate();
|
||||
while(game->frame_duration < 20) sleep();
|
||||
while(game->frame_duration < 20)
|
||||
sleep();
|
||||
game->frame_duration = 0;
|
||||
}
|
||||
/* Return the selected item because he'll also be returned by showtext_opt.
|
||||
|
@ -338,42 +357,41 @@ int dialogs_ask(Game *game, bopti_image_t *face, char *text, bool start,
|
|||
end, _choice_screen_call, 100, true, 0, true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
|
||||
uint32_t dialogNumber) {
|
||||
Dialog *currentDiag = &game->map_level->dialogs[dialogNumber];
|
||||
uint32_t dialogNumber) {
|
||||
Dialog *currentDiag = &game->map_level->dialogs[dialogNumber];
|
||||
|
||||
/* we collect the information */
|
||||
char *text = currentDiag->dialog;
|
||||
/* we collect the information */
|
||||
char *text = currentDiag->dialog;
|
||||
|
||||
char *choices = currentDiag->choices ;
|
||||
char *conclusion1 = currentDiag->conclusion1;
|
||||
int next1 = currentDiag->next1;
|
||||
char *conclusion2 = currentDiag->conclusion2;
|
||||
int next2 = currentDiag->next2;
|
||||
int nextOther = currentDiag->nextOther;
|
||||
int isQuestion = currentDiag->isQuestion;
|
||||
char *choices = currentDiag->choices;
|
||||
char *conclusion1 = currentDiag->conclusion1;
|
||||
int next1 = currentDiag->next1;
|
||||
char *conclusion2 = currentDiag->conclusion2;
|
||||
int next2 = currentDiag->next2;
|
||||
int nextOther = currentDiag->nextOther;
|
||||
int isQuestion = currentDiag->isQuestion;
|
||||
|
||||
/* we treat the action - i.e. we show a dialog */
|
||||
if (isQuestion == 1){
|
||||
/* we have to manage a question */
|
||||
int answer = dialogs_ask(game, face, text, true, true,
|
||||
choices, 2, 0);
|
||||
/* we treat the action - i.e. we show a dialog */
|
||||
if(isQuestion == 1) {
|
||||
/* we have to manage a question */
|
||||
int answer = dialogs_ask(game, face, text, true, true, choices, 2, 0);
|
||||
|
||||
/* TO DO we need to split the strings conclusion1 and conclusion2 */
|
||||
/* to extract the "gift" part */
|
||||
/* TO DO we need to split the strings conclusion1 and conclusion2 */
|
||||
/* to extract the "gift" part */
|
||||
|
||||
if(answer==0){
|
||||
dialogs_text(game, face, conclusion1, true, true);
|
||||
if (next1!=-1) dialogs_initiate_sequence(game, face, next1);
|
||||
}else{
|
||||
dialogs_text(game, face, conclusion2, true, true);
|
||||
if (next2!=-1) dialogs_initiate_sequence(game, face, next2);
|
||||
}
|
||||
}else{
|
||||
dialogs_text(game, face, text, true, true);
|
||||
if (nextOther!=-1) dialogs_initiate_sequence(game, face, nextOther);
|
||||
if(answer == 0) {
|
||||
dialogs_text(game, face, conclusion1, true, true);
|
||||
if(next1 != -1)
|
||||
dialogs_initiate_sequence(game, face, next1);
|
||||
} else {
|
||||
dialogs_text(game, face, conclusion2, true, true);
|
||||
if(next2 != -1)
|
||||
dialogs_initiate_sequence(game, face, next2);
|
||||
}
|
||||
} else {
|
||||
dialogs_text(game, face, text, true, true);
|
||||
if(nextOther != -1)
|
||||
dialogs_initiate_sequence(game, face, nextOther);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
#ifndef DIALOG_H
|
||||
#define DIALOG_H
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <string.h>
|
||||
#include "config.h"
|
||||
#include "game.h"
|
||||
#include "map.h"
|
||||
#include "config.h"
|
||||
#include <gint/display.h>
|
||||
#include <string.h>
|
||||
|
||||
/* dialogs_text_opt()
|
||||
*
|
||||
|
@ -37,8 +37,7 @@
|
|||
|
||||
int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
|
||||
int call_before_end(Game *game, unsigned int i),
|
||||
bool start_anim,
|
||||
bool end_anim,
|
||||
bool start_anim, bool end_anim,
|
||||
void for_each_screen(Game *game, unsigned int i),
|
||||
int line_duration, bool update_screen,
|
||||
unsigned int start_i, bool wait_continue);
|
||||
|
|
92
src/events.c
92
src/events.c
|
@ -1,62 +1,45 @@
|
|||
#include "events.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include "events.h"
|
||||
|
||||
void events_init_handler(EventHandler *handler) {
|
||||
handler->vars = 0;
|
||||
}
|
||||
void events_init_handler(EventHandler *handler) { handler->vars = 0; }
|
||||
|
||||
int events_bind_variable(EventHandler *handler, int *var, char *name) {
|
||||
if(handler->vars < MAX_VARIABLES){
|
||||
if(handler->vars < MAX_VARIABLES) {
|
||||
handler->variables[handler->vars] = var;
|
||||
handler->var_names[handler->vars++] = name;
|
||||
}else{
|
||||
} else {
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
char op_chars[OP_AMOUNT+1] = " =+-/*%";
|
||||
char op_chars[OP_AMOUNT + 1] = " =+-/*%";
|
||||
|
||||
int _op_null(int a, int b) {
|
||||
return 0;
|
||||
}
|
||||
int _op_null(int a, int b) { return 0; }
|
||||
|
||||
int _op_set(int a, int b) {
|
||||
return b;
|
||||
}
|
||||
int _op_set(int a, int b) { return b; }
|
||||
|
||||
int _op_add(int a, int b) {
|
||||
return a+b;
|
||||
}
|
||||
int _op_add(int a, int b) { return a + b; }
|
||||
|
||||
int _op_sub(int a, int b) {
|
||||
return a-b;
|
||||
}
|
||||
int _op_sub(int a, int b) { return a - b; }
|
||||
|
||||
int _op_div(int a, int b) {
|
||||
if(b == 0) return 0;
|
||||
return a/b;
|
||||
if(b == 0)
|
||||
return 0;
|
||||
return a / b;
|
||||
}
|
||||
|
||||
int _op_mul(int a, int b) {
|
||||
return a*b;
|
||||
}
|
||||
int _op_mul(int a, int b) { return a * b; }
|
||||
|
||||
int _op_mod(int a, int b) {
|
||||
if(b == 0) return 0;
|
||||
return a%b;
|
||||
if(b == 0)
|
||||
return 0;
|
||||
return a % b;
|
||||
}
|
||||
|
||||
int (*_operations[OP_AMOUNT])(int, int) = {
|
||||
_op_null,
|
||||
_op_set,
|
||||
_op_add,
|
||||
_op_sub,
|
||||
_op_div,
|
||||
_op_mul,
|
||||
_op_mod
|
||||
};
|
||||
int (*_operations[OP_AMOUNT])(int, int) = {_op_null, _op_set, _op_add, _op_sub,
|
||||
_op_div, _op_mul, _op_mod};
|
||||
|
||||
#define MIN(a, b) a < b ? a : b
|
||||
|
||||
|
@ -73,19 +56,19 @@ char *events_parse_string(EventHandler *handler, char *message) {
|
|||
char c;
|
||||
size_t i, n;
|
||||
int *var;
|
||||
for(i=0;i<strlen(message);i++){
|
||||
for(i = 0; i < strlen(message); i++) {
|
||||
c = message[i];
|
||||
if(c == '`'){
|
||||
if(c == '`') {
|
||||
in_token = !in_token;
|
||||
if(!in_token){
|
||||
if(tok_type == T_VAR_EDIT){
|
||||
if(!in_token) {
|
||||
if(tok_type == T_VAR_EDIT) {
|
||||
/* Do the calculation */
|
||||
var_name[MIN(name_pos, TOKEN_MAX_SZ)] = '\0';
|
||||
num[MIN(num_pos, TOKEN_MAX_SZ)] = '\0';
|
||||
for(n=0;n<handler->vars;n++){
|
||||
if(!strcmp(var_name, handler->var_names[n])){
|
||||
for(n = 0; n < handler->vars; n++) {
|
||||
if(!strcmp(var_name, handler->var_names[n])) {
|
||||
var = handler->variables[n];
|
||||
if(var_op){
|
||||
if(var_op) {
|
||||
*var = _operations[var_op](*var, atoi(num));
|
||||
}
|
||||
break;
|
||||
|
@ -98,22 +81,25 @@ char *events_parse_string(EventHandler *handler, char *message) {
|
|||
var_op = OP_NULL;
|
||||
num_pos = 0;
|
||||
}
|
||||
}else if(!in_token){
|
||||
if(message_pos < TOKEN_MAX_SZ) _message_buffer[message_pos++] = c;
|
||||
} else if(!in_token) {
|
||||
if(message_pos < TOKEN_MAX_SZ)
|
||||
_message_buffer[message_pos++] = c;
|
||||
}
|
||||
if(in_token && c != ' '){
|
||||
if(tok_type == T_VAR_EDIT){
|
||||
if(var_op != OP_NULL){
|
||||
if(num_pos < TOKEN_MAX_SZ) num[num_pos++] = c;
|
||||
if(in_token && c != ' ') {
|
||||
if(tok_type == T_VAR_EDIT) {
|
||||
if(var_op != OP_NULL) {
|
||||
if(num_pos < TOKEN_MAX_SZ)
|
||||
num[num_pos++] = c;
|
||||
}
|
||||
if(strchr(op_chars, c)){
|
||||
var_op = (Operation)(strchr(op_chars, c)-op_chars);
|
||||
if(strchr(op_chars, c)) {
|
||||
var_op = (Operation)(strchr(op_chars, c) - op_chars);
|
||||
}
|
||||
if(var_op == OP_NULL){
|
||||
if(name_pos < TOKEN_MAX_SZ) var_name[name_pos++] = c;
|
||||
if(var_op == OP_NULL) {
|
||||
if(name_pos < TOKEN_MAX_SZ)
|
||||
var_name[name_pos++] = c;
|
||||
}
|
||||
}
|
||||
if(c == '$'){
|
||||
if(c == '$') {
|
||||
tok_type = T_VAR_EDIT;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,11 +15,7 @@ typedef struct {
|
|||
unsigned int vars;
|
||||
} EventHandler;
|
||||
|
||||
typedef enum {
|
||||
T_NULL,
|
||||
T_VAR_EDIT,
|
||||
T_AMOUNT
|
||||
} Token;
|
||||
typedef enum { T_NULL, T_VAR_EDIT, T_AMOUNT } Token;
|
||||
|
||||
typedef enum {
|
||||
OP_NULL,
|
||||
|
|
81
src/game.c
81
src/game.c
|
@ -4,39 +4,37 @@
|
|||
|
||||
#include "config.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include <gint/cpu.h>
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "npc.h"
|
||||
|
||||
|
||||
extern bopti_image_t SignAction_img;
|
||||
|
||||
extern Dialog *dialogRPG;
|
||||
extern NPC *npcRPG;
|
||||
extern uint32_t nbNPC;
|
||||
|
||||
#define MAX_INTERACTION_DISTANCE 12
|
||||
|
||||
#define MAX_INTERACTION_DISTANCE 12
|
||||
|
||||
void game_logic(Game *game) {
|
||||
|
||||
update_npcs( game );
|
||||
update_npcs(game);
|
||||
|
||||
/* we check if interactions are possible close to the player */
|
||||
for( uint32_t i=0; i<game->map_level->nbextradata; i++ ){
|
||||
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 )
|
||||
< 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){
|
||||
if((abs((int)game->player.wx -
|
||||
(int)game->map_level->extradata[i].x * 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) {
|
||||
/* the player can do something */
|
||||
game->player.canDoSomething = true;
|
||||
/* we mark the action for futur treatment in player_action() */
|
||||
|
@ -47,16 +45,14 @@ void game_logic(Game *game) {
|
|||
}
|
||||
}
|
||||
|
||||
for(uint32_t i=0; i<nbNPC; i++){
|
||||
/* simple distance check along X and Y axis */
|
||||
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){
|
||||
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() */
|
||||
|
@ -67,7 +63,6 @@ void game_logic(Game *game) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/* else nothing to be done here */
|
||||
game->player.canDoSomething = false;
|
||||
game->player.whichAction = -1;
|
||||
|
@ -75,16 +70,15 @@ void game_logic(Game *game) {
|
|||
return;
|
||||
}
|
||||
|
||||
|
||||
void game_render_indicator(Game *game) {
|
||||
/* nothing to do for the player so we quit */
|
||||
if(game->player.canDoSomething==false) return;
|
||||
if(game->player.canDoSomething == false)
|
||||
return;
|
||||
|
||||
/* else we draw a small indicator on the screen */
|
||||
dimage(5, 5, &SignAction_img);
|
||||
}
|
||||
|
||||
|
||||
void game_draw(Game *game) {
|
||||
/* Draw everything. */
|
||||
dclear(C_WHITE);
|
||||
|
@ -106,18 +100,24 @@ void game_get_inputs(Game *game) {
|
|||
|
||||
/*************************************/
|
||||
|
||||
if(keydown(KEY_EXIT)) game->exittoOS = true;
|
||||
if(keydown(KEY_EXIT))
|
||||
game->exittoOS = true;
|
||||
|
||||
/* Player actions - Prototypes in player.h and implementation in player.c */
|
||||
if(keydown(KEY_LEFT)) player_move(game, D_LEFT);
|
||||
if(keydown(KEY_RIGHT)) player_move(game, D_RIGHT);
|
||||
if(keydown(KEY_UP)) player_move(game, D_UP);
|
||||
if(keydown(KEY_DOWN)) player_move(game, D_DOWN);
|
||||
if(keydown(KEY_SHIFT)) player_action(game);
|
||||
if(keydown(KEY_OPTN)){
|
||||
if(keydown(KEY_LEFT))
|
||||
player_move(game, D_LEFT);
|
||||
if(keydown(KEY_RIGHT))
|
||||
player_move(game, D_RIGHT);
|
||||
if(keydown(KEY_UP))
|
||||
player_move(game, D_UP);
|
||||
if(keydown(KEY_DOWN))
|
||||
player_move(game, D_DOWN);
|
||||
if(keydown(KEY_SHIFT))
|
||||
player_action(game);
|
||||
if(keydown(KEY_OPTN)) {
|
||||
game->player.is_male = !game->player.is_male;
|
||||
/* TODO: Make something cleaner */
|
||||
while(keydown(KEY_OPTN)){
|
||||
while(keydown(KEY_OPTN)) {
|
||||
clearevents();
|
||||
sleep();
|
||||
}
|
||||
|
@ -136,12 +136,13 @@ void game_get_inputs(Game *game) {
|
|||
}
|
||||
#endif
|
||||
|
||||
|
||||
/* if USB is enabled - keybinding for screencapture */
|
||||
#if USB_FEATURE
|
||||
|
||||
if(keydown(KEY_7)) game->screenshot = true;
|
||||
if(keydown(KEY_8)) game->record = !game->record;
|
||||
if(keydown(KEY_7))
|
||||
game->screenshot = true;
|
||||
if(keydown(KEY_8))
|
||||
game->record = !game->record;
|
||||
|
||||
#endif //USB_FEATURE
|
||||
#endif // USB_FEATURE
|
||||
}
|
||||
|
|
38
src/game.h
38
src/game.h
|
@ -1,39 +1,24 @@
|
|||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "events.h"
|
||||
|
||||
|
||||
|
||||
/* The direction where the player is going to. */
|
||||
typedef enum {
|
||||
D_UP,
|
||||
D_DOWN,
|
||||
D_LEFT,
|
||||
D_RIGHT
|
||||
} Direction;
|
||||
|
||||
typedef enum {
|
||||
P_LEFTUP = -1,
|
||||
P_CENTER = 0,
|
||||
P_RIGHTDOWN = 1
|
||||
} Checkpos;
|
||||
|
||||
typedef enum { D_UP, D_DOWN, D_LEFT, D_RIGHT } Direction;
|
||||
|
||||
typedef enum { P_LEFTUP = -1, P_CENTER = 0, P_RIGHTDOWN = 1 } Checkpos;
|
||||
|
||||
/* Struct that define player parameters */
|
||||
typedef struct {
|
||||
int16_t x, y; /* The position of the player int the current map */
|
||||
int16_t x, y; /* The position of the player int the current map */
|
||||
uint16_t px, py; /* The position of the player on screen */
|
||||
int16_t wx, wy; /* position of the player in the world */
|
||||
int8_t life; /* How many lives the player still has between 0 and 100. */
|
||||
int16_t wx, wy; /* position of the player in the world */
|
||||
int8_t life; /* How many lives the player still has between 0 and 100. */
|
||||
int8_t speed; /* The speed of the movement of the player. */
|
||||
|
||||
|
||||
/* set to true if a action can be done in the current position of the map */
|
||||
bool canDoSomething;
|
||||
/* indicates which data are relevant to the current action in the */
|
||||
|
@ -46,7 +31,6 @@ typedef struct {
|
|||
bool is_male;
|
||||
} Player;
|
||||
|
||||
|
||||
typedef struct {
|
||||
uint32_t ID;
|
||||
/* data to be shown in the dialog*/
|
||||
|
@ -64,7 +48,6 @@ typedef struct {
|
|||
int32_t nextOther;
|
||||
} Dialog;
|
||||
|
||||
|
||||
typedef struct {
|
||||
/* position of the item */
|
||||
uint32_t x;
|
||||
|
@ -91,7 +74,6 @@ typedef struct {
|
|||
/* ... this can be extended as per needs ... */
|
||||
} ExtraData;
|
||||
|
||||
|
||||
typedef struct {
|
||||
/* width, height and the number of layer of the map */
|
||||
uint32_t w;
|
||||
|
@ -114,7 +96,8 @@ typedef struct {
|
|||
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 */
|
||||
/* 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;
|
||||
|
@ -127,14 +110,12 @@ typedef struct {
|
|||
uint16_t *layers[];
|
||||
} Map;
|
||||
|
||||
|
||||
|
||||
/* This struct will contain all the data of the game. It will make it possible
|
||||
* to pass it to the NPCs to let them interact with the player and the rest of
|
||||
* the world. */
|
||||
typedef struct {
|
||||
Map *map_level; /* The level that the player is currently playing */
|
||||
Player player; /* The player data. */
|
||||
Map *map_level; /* The level that the player is currently playing */
|
||||
Player player; /* The player data. */
|
||||
EventHandler handler; /* The event handler (see events.h). */
|
||||
/* Some global variables */
|
||||
/* Set to true when asked for exit */
|
||||
|
@ -180,4 +161,3 @@ void game_render_indicator(Game *game);
|
|||
void game_get_inputs(Game *game);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
208
src/main.c
208
src/main.c
|
@ -1,27 +1,26 @@
|
|||
|
||||
#include <gint/cpu.h>
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include <gint/timer.h>
|
||||
#include <gint/cpu.h>
|
||||
|
||||
#include <fxlibc/printf.h>
|
||||
|
||||
#include "config.h"
|
||||
#include "npc.h"
|
||||
#include "events.h"
|
||||
#include "npc.h"
|
||||
|
||||
#if USB_FEATURE
|
||||
#include <gint/usb-ff-bulk.h>
|
||||
#include <gint/usb.h>
|
||||
#endif //USB_FEATURE
|
||||
|
||||
#include <gint/usb-ff-bulk.h>
|
||||
#include <gint/usb.h>
|
||||
#endif // USB_FEATURE
|
||||
|
||||
#if GRAYMODEOK
|
||||
#include <gint/gray.h>
|
||||
#endif //GRAYMODEOK
|
||||
#include <gint/gray.h>
|
||||
#endif // GRAYMODEOK
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "game.h"
|
||||
#include "mapdata.h"
|
||||
|
@ -30,56 +29,59 @@
|
|||
|
||||
extern bopti_image_t player_face_img;
|
||||
|
||||
|
||||
extern Map *worldRPG[];
|
||||
|
||||
/* Game data (defined in "game.h")*/
|
||||
Game game = {
|
||||
NULL,
|
||||
{12*PXSIZE, 36*PXSIZE, 0, 0, 12*PXSIZE, 36*PXSIZE, 100, SPEED, false, 0, false, false, true},
|
||||
{{}, {}, 0},
|
||||
false, false, false, 0
|
||||
Game game = {NULL,
|
||||
{12 * PXSIZE, 36 * PXSIZE, 0, 0, 12 * PXSIZE, 36 * PXSIZE, 100,
|
||||
SPEED, false, 0, false, false, true},
|
||||
{{}, {}, 0},
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
0
|
||||
|
||||
/* debug variables*/
|
||||
, false, false, false, 100
|
||||
};
|
||||
/* debug variables*/
|
||||
,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
100};
|
||||
|
||||
/* screen capture management code. TODO: Clean this up! */
|
||||
|
||||
#if USB_FEATURE
|
||||
|
||||
void USB_feature( void )
|
||||
{
|
||||
if (game.screenshot && usb_is_open()) {
|
||||
void USB_feature(void) {
|
||||
if(game.screenshot && usb_is_open()) {
|
||||
|
||||
#if GRAYMODEOK // This is a trick, if GRAYMODEOK is defined then
|
||||
// we make the code accessible
|
||||
#if GRAYMODEOK // This is a trick, if GRAYMODEOK is defined then
|
||||
// we make the code accessible
|
||||
|
||||
if (dgray_enabled())
|
||||
usb_fxlink_screenshot_gray(false);
|
||||
else
|
||||
if(dgray_enabled())
|
||||
usb_fxlink_screenshot_gray(false);
|
||||
else
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// else we just let the usual screeshot function
|
||||
usb_fxlink_screenshot(false);
|
||||
game.screenshot = false;
|
||||
}
|
||||
game.screenshot = false;
|
||||
}
|
||||
|
||||
if(game.record && usb_is_open()) {
|
||||
|
||||
if (game.record && usb_is_open()) {
|
||||
#if GRAYMODEOK
|
||||
|
||||
#if GRAYMODEOK
|
||||
if(dgray_enabled())
|
||||
usb_fxlink_videocapture_gray(false);
|
||||
else
|
||||
|
||||
if (dgray_enabled())
|
||||
usb_fxlink_videocapture_gray(false);
|
||||
else
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
usb_fxlink_videocapture(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -96,75 +98,76 @@ int main(void) {
|
|||
|
||||
int timer;
|
||||
timer = timer_configure(TIMER_TMU, 1000, GINT_CALL(update_time));
|
||||
if(timer < 0){
|
||||
if(timer < 0) {
|
||||
return -1;
|
||||
}
|
||||
timer_start(timer);
|
||||
|
||||
game.map_level = worldRPG[0];
|
||||
events_init_handler(&game.handler);
|
||||
events_bind_variable(&game.handler, (int*)&game.player.life, "life");
|
||||
events_bind_variable(&game.handler, (int *)&game.player.life, "life");
|
||||
events_bind_variable(&game.handler, &game.mana, "mana");
|
||||
|
||||
reload_npc(&game);
|
||||
|
||||
#if USB_FEATURE
|
||||
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
|
||||
usb_open(interfaces, GINT_CALL_NULL);
|
||||
#endif
|
||||
|
||||
#if USB_FEATURE
|
||||
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
|
||||
usb_open(interfaces, GINT_CALL_NULL);
|
||||
#endif
|
||||
|
||||
/* start grayscale engine */
|
||||
|
||||
#if GRAYMODEOK
|
||||
dgray(DGRAY_ON);
|
||||
#endif
|
||||
#if GRAYMODEOK
|
||||
dgray(DGRAY_ON);
|
||||
#endif
|
||||
|
||||
do{
|
||||
do {
|
||||
/* clear screen */
|
||||
dclear(C_WHITE);
|
||||
|
||||
/* render the map */
|
||||
game_draw(&game);
|
||||
|
||||
#if DEBUGMODE && GINT_RENDER_RGB
|
||||
if (game.debug_map)
|
||||
{
|
||||
dfont( NULL );
|
||||
drect( 5, 5,390, 55, C_WHITE );
|
||||
dprint(10, 10, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
|
||||
0, worldRPG[0]->xmin, worldRPG[0]->ymin,
|
||||
worldRPG[0]->xmax, worldRPG[0]->ymax);
|
||||
dprint(10, 20, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
|
||||
1, worldRPG[1]->xmin, worldRPG[1]->ymin,
|
||||
worldRPG[1]->xmax, worldRPG[1]->ymax);
|
||||
dprint(10, 30, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
|
||||
2, worldRPG[2]->xmin, worldRPG[2]->ymin,
|
||||
worldRPG[2]->xmax, worldRPG[2]->ymax);
|
||||
dprint(10, 40, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d",
|
||||
3, worldRPG[3]->xmin, worldRPG[3]->ymin,
|
||||
worldRPG[3]->xmax, worldRPG[3]->ymax);
|
||||
}
|
||||
if (game.debug_player)
|
||||
{
|
||||
dfont( NULL );
|
||||
drect( 5, 55,390, 75, C_WHITE );
|
||||
dprint( 10, 60, C_BLUE, "X= %d - Y= %d / Wx= %d - Wy= %d",
|
||||
game.player.x, game.player.y, game.player.wx,
|
||||
game.player.wy );
|
||||
}
|
||||
if (game.debug_extra)
|
||||
{
|
||||
dfont( NULL );
|
||||
for (int i=0; i<game.map_level->nbextradata; i++ )
|
||||
dprint( 10, 90+i*15, C_RED, "X= %d - Y= %d - T: %d - ID: %d - S: %c",
|
||||
game.map_level->extradata[i].x,
|
||||
game.map_level->extradata[i].y,
|
||||
game.map_level->extradata[i].dialogID,
|
||||
game.map_level->dialogs[ game.map_level->extradata[i].dialogID ].ID,
|
||||
game.map_level->dialogs[ game.map_level->extradata[i].dialogID ].conclusion1[0] );
|
||||
}
|
||||
#endif
|
||||
#if DEBUGMODE && GINT_RENDER_RGB
|
||||
if(game.debug_map) {
|
||||
dfont(NULL);
|
||||
drect(5, 5, 390, 55, C_WHITE);
|
||||
dprint(10, 10, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 0,
|
||||
worldRPG[0]->xmin, worldRPG[0]->ymin, worldRPG[0]->xmax,
|
||||
worldRPG[0]->ymax);
|
||||
dprint(10, 20, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 1,
|
||||
worldRPG[1]->xmin, worldRPG[1]->ymin, worldRPG[1]->xmax,
|
||||
worldRPG[1]->ymax);
|
||||
dprint(10, 30, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 2,
|
||||
worldRPG[2]->xmin, worldRPG[2]->ymin, worldRPG[2]->xmax,
|
||||
worldRPG[2]->ymax);
|
||||
dprint(10, 40, C_RED, "Map[%d] : Xmn %d Ymn %d Xmx %d Ymx %d", 3,
|
||||
worldRPG[3]->xmin, worldRPG[3]->ymin, worldRPG[3]->xmax,
|
||||
worldRPG[3]->ymax);
|
||||
}
|
||||
if(game.debug_player) {
|
||||
dfont(NULL);
|
||||
drect(5, 55, 390, 75, C_WHITE);
|
||||
dprint(10, 60, C_BLUE, "X= %d - Y= %d / Wx= %d - Wy= %d",
|
||||
game.player.x, game.player.y, game.player.wx,
|
||||
game.player.wy);
|
||||
}
|
||||
if(game.debug_extra) {
|
||||
dfont(NULL);
|
||||
for(int i = 0; i < game.map_level->nbextradata; i++)
|
||||
dprint(10, 90 + i * 15, C_RED,
|
||||
"X= %d - Y= %d - T: %d - ID: %d - S: %c",
|
||||
game.map_level->extradata[i].x,
|
||||
game.map_level->extradata[i].y,
|
||||
game.map_level->extradata[i].dialogID,
|
||||
game.map_level
|
||||
->dialogs[game.map_level->extradata[i].dialogID]
|
||||
.ID,
|
||||
game.map_level
|
||||
->dialogs[game.map_level->extradata[i].dialogID]
|
||||
.conclusion1[0]);
|
||||
}
|
||||
#endif
|
||||
|
||||
/* start the logic of the game */
|
||||
game_logic(&game);
|
||||
|
@ -172,33 +175,30 @@ int main(void) {
|
|||
/* Screen blit */
|
||||
dupdate();
|
||||
|
||||
/* Screen capture feature if enabled */
|
||||
#if USB_FEATURE
|
||||
USB_feature();
|
||||
#endif
|
||||
/* Screen capture feature if enabled */
|
||||
#if USB_FEATURE
|
||||
USB_feature();
|
||||
#endif
|
||||
|
||||
/* Management of the inputs */
|
||||
game_get_inputs(&game);
|
||||
/* Run the game at max. 50fps */
|
||||
while(game.frame_duration < 20) sleep();
|
||||
while(game.frame_duration < 20)
|
||||
sleep();
|
||||
/* Reset frame_duration for the next frame */
|
||||
game.frame_duration = 0;
|
||||
}while(!game.exittoOS); // want to exit ?
|
||||
} while(!game.exittoOS); // want to exit ?
|
||||
|
||||
/* shutdown grayengine*/
|
||||
#if GRAYMODEOK
|
||||
dgray(DGRAY_OFF);
|
||||
#endif
|
||||
|
||||
|
||||
/* shutdown grayengine*/
|
||||
#if GRAYMODEOK
|
||||
dgray(DGRAY_OFF);
|
||||
#endif
|
||||
|
||||
|
||||
/* close USB */
|
||||
#if USB_FEATURE
|
||||
usb_close();
|
||||
#endif
|
||||
/* close USB */
|
||||
#if USB_FEATURE
|
||||
usb_close();
|
||||
#endif
|
||||
|
||||
timer_stop(timer);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
148
src/map.c
148
src/map.c
|
@ -5,8 +5,7 @@
|
|||
#include <gint/display.h>
|
||||
|
||||
extern Map *worldRPG[];
|
||||
//extern ExtraData *extraRPG[];
|
||||
|
||||
// extern ExtraData *extraRPG[];
|
||||
|
||||
void map_render(Game *game) {
|
||||
|
||||
|
@ -25,9 +24,10 @@ void map_render(Game *game) {
|
|||
unsigned char mx, my;
|
||||
/* dw and dh contain the amount of tiles that will be drawn on x and on
|
||||
* y. */
|
||||
unsigned char dw = DWIDTH/T_WIDTH+2, dh = DHEIGHT/T_HEIGHT+1;
|
||||
unsigned char dw = DWIDTH / T_WIDTH + 2, dh = DHEIGHT / T_HEIGHT + 1;
|
||||
/* mw and mh will contain the height and the width of the map. */
|
||||
unsigned short int mw = map_level->w*T_WIDTH, mh = map_level->h*T_HEIGHT;
|
||||
unsigned short int mw = map_level->w * T_WIDTH,
|
||||
mh = map_level->h * T_HEIGHT;
|
||||
/* tile contains the tile to draw. */
|
||||
short int tile;
|
||||
/* The position where I start drawing */
|
||||
|
@ -39,62 +39,62 @@ void map_render(Game *game) {
|
|||
/* The index of the current tile we're drawing in the layer. */
|
||||
int current_index;
|
||||
/* Fix sx. */
|
||||
if(player->x<DWIDTH/2){
|
||||
if(player->x < DWIDTH / 2) {
|
||||
/* If I can't center the player because I'm near the left border of
|
||||
* the map. */
|
||||
player->px = player->x;
|
||||
sx = 0;
|
||||
}else if(player->x+DWIDTH/2>mw){
|
||||
} else if(player->x + DWIDTH / 2 > mw) {
|
||||
/* If I can't center the player because I'm near the right border of
|
||||
* the map. */
|
||||
sx = mw-DWIDTH;
|
||||
player->px = player->x-sx;
|
||||
}else{
|
||||
sx = mw - DWIDTH;
|
||||
player->px = player->x - sx;
|
||||
} else {
|
||||
/* I can center the player. */
|
||||
player->px = DWIDTH/2;
|
||||
sx = player->x-player->px;
|
||||
player->px = DWIDTH / 2;
|
||||
sx = player->x - player->px;
|
||||
}
|
||||
/* Fix sy. */
|
||||
if(player->y<DHEIGHT/2){
|
||||
if(player->y < DHEIGHT / 2) {
|
||||
/* If I can't center the player because I'm near the top border of
|
||||
* the map. */
|
||||
player->py = player->y;
|
||||
sy = 0;
|
||||
}else if(player->y+DHEIGHT/2>mh){
|
||||
} else if(player->y + DHEIGHT / 2 > mh) {
|
||||
/* If I can't center the player because I'm near the bottom border
|
||||
* of the map. */
|
||||
sy = mh-DHEIGHT;
|
||||
player->py = player->y-sy;
|
||||
}else{
|
||||
sy = mh - DHEIGHT;
|
||||
player->py = player->y - sy;
|
||||
} else {
|
||||
/* I can center the player. */
|
||||
player->py = DHEIGHT/2;
|
||||
sy = player->y-player->py;
|
||||
player->py = DHEIGHT / 2;
|
||||
sy = player->y - player->py;
|
||||
}
|
||||
tx = sx/T_WIDTH;
|
||||
ty = sy/T_HEIGHT;
|
||||
mx = sx-tx*T_WIDTH;
|
||||
my = sy-ty*T_HEIGHT;
|
||||
for (l = 0; l < map_level->nblayers-1; l++){
|
||||
tx = sx / T_WIDTH;
|
||||
ty = sy / T_HEIGHT;
|
||||
mx = sx - tx * T_WIDTH;
|
||||
my = sy - ty * T_HEIGHT;
|
||||
for(l = 0; l < map_level->nblayers - 1; l++) {
|
||||
/* Draw a layer of the map on screen. */
|
||||
for(y=0;y<dh;y++){
|
||||
for(x=0;x<dw;x++){
|
||||
for(y = 0; y < dh; y++) {
|
||||
for(x = 0; x < dw; x++) {
|
||||
/* I get the tile number if his position is inside the map. Then
|
||||
* I draw it. */
|
||||
if(tx+x>=0 && tx+x < map_level->w &&
|
||||
ty+y>=0 && ty+y < map_level->h){
|
||||
if(tx + x >= 0 && tx + x < map_level->w && ty + y >= 0 &&
|
||||
ty + y < map_level->h) {
|
||||
/* index of the current tile */
|
||||
current_index = (y+ty) * map_level->w + tx+x;
|
||||
current_index = (y + ty) * map_level->w + tx + x;
|
||||
/* we get the ID of the tile in the current drawable layers
|
||||
*/
|
||||
tile = map_level->layers[l][current_index];
|
||||
|
||||
/* tile == -1 means nothing to be drawn */
|
||||
if(tile >= 0){
|
||||
if(tile >= 0) {
|
||||
/* get x and y position in the tileset image */
|
||||
xtile = (tile % map_level->tileset_size) * T_WIDTH;
|
||||
ytile = (tile / map_level->tileset_size) * T_HEIGHT;
|
||||
/* render */
|
||||
dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
|
||||
dsubimage(x * T_WIDTH - mx, y * T_HEIGHT - my,
|
||||
map_level->tileset, xtile, ytile, T_WIDTH,
|
||||
T_HEIGHT, DIMAGE_NONE);
|
||||
}
|
||||
|
@ -121,9 +121,10 @@ void map_render_by_layer(Game *game, int layer) {
|
|||
unsigned char mx, my;
|
||||
/* dw and dh contain the amount of tiles that will be drawn on x and on
|
||||
* y. */
|
||||
unsigned char dw = DWIDTH/T_WIDTH+2, dh = DHEIGHT/T_HEIGHT+1;
|
||||
unsigned char dw = DWIDTH / T_WIDTH + 2, dh = DHEIGHT / T_HEIGHT + 1;
|
||||
/* mw and mh will contain the height and the width of the map. */
|
||||
unsigned short int mw = map_level->w*T_WIDTH, mh = map_level->h*T_HEIGHT;
|
||||
unsigned short int mw = map_level->w * T_WIDTH,
|
||||
mh = map_level->h * T_HEIGHT;
|
||||
/* tile contains the tile to draw. */
|
||||
short int tile;
|
||||
/* The position where I start drawing */
|
||||
|
@ -131,63 +132,63 @@ void map_render_by_layer(Game *game, int layer) {
|
|||
/* The position of the tile in the tileset. */
|
||||
unsigned short int xtile, ytile;
|
||||
/* Fix sx. */
|
||||
if(player->x<DWIDTH/2){
|
||||
if(player->x < DWIDTH / 2) {
|
||||
/* If I can't center the player because I'm near the left border of
|
||||
* the map. */
|
||||
player->px = player->x;
|
||||
sx = 0;
|
||||
}else if(player->x+DWIDTH/2>mw){
|
||||
} else if(player->x + DWIDTH / 2 > mw) {
|
||||
/* If I can't center the player because I'm near the right border of
|
||||
* the map. */
|
||||
sx = mw-DWIDTH;
|
||||
player->px = player->x-sx;
|
||||
}else{
|
||||
sx = mw - DWIDTH;
|
||||
player->px = player->x - sx;
|
||||
} else {
|
||||
/* I can center the player. */
|
||||
player->px = DWIDTH/2;
|
||||
sx = player->x-player->px;
|
||||
player->px = DWIDTH / 2;
|
||||
sx = player->x - player->px;
|
||||
}
|
||||
/* Fix sy. */
|
||||
if(player->y<DHEIGHT/2){
|
||||
if(player->y < DHEIGHT / 2) {
|
||||
/* If I can't center the player because I'm near the top border of
|
||||
* the map. */
|
||||
player->py = player->y;
|
||||
sy = 0;
|
||||
}else if(player->y+DHEIGHT/2>mh){
|
||||
} else if(player->y + DHEIGHT / 2 > mh) {
|
||||
/* If I can't center the player because I'm near the bottom border
|
||||
* of the map. */
|
||||
sy = mh-DHEIGHT;
|
||||
player->py = player->y-sy;
|
||||
}else{
|
||||
sy = mh - DHEIGHT;
|
||||
player->py = player->y - sy;
|
||||
} else {
|
||||
/* I can center the player. */
|
||||
player->py = DHEIGHT/2;
|
||||
sy = player->y-player->py;
|
||||
player->py = DHEIGHT / 2;
|
||||
sy = player->y - player->py;
|
||||
}
|
||||
tx = sx/T_WIDTH;
|
||||
ty = sy/T_HEIGHT;
|
||||
mx = sx-tx*T_WIDTH;
|
||||
my = sy-ty*T_HEIGHT;
|
||||
tx = sx / T_WIDTH;
|
||||
ty = sy / T_HEIGHT;
|
||||
mx = sx - tx * T_WIDTH;
|
||||
my = sy - ty * T_HEIGHT;
|
||||
/* Draw a layer of the map on screen. */
|
||||
for(y=0;y<dh;y++){
|
||||
for(x=0;x<dw;x++){
|
||||
for(y = 0; y < dh; y++) {
|
||||
for(x = 0; x < dw; x++) {
|
||||
/* I get the tile number if his position is inside the map. Then
|
||||
* I draw it. */
|
||||
if(tx+x>=0 && tx+x < map_level->w &&
|
||||
ty+y>=0 && ty+y < map_level->h){
|
||||
* I draw it. */
|
||||
if(tx + x >= 0 && tx + x < map_level->w && ty + y >= 0 &&
|
||||
ty + y < map_level->h) {
|
||||
/* index of the current tile */
|
||||
int currentIndex = (y+ty) * map_level->w + tx+x;
|
||||
int currentIndex = (y + ty) * map_level->w + tx + x;
|
||||
/* we get the ID of the tile in the current drawable layers
|
||||
*/
|
||||
*/
|
||||
tile = map_level->layers[layer][currentIndex];
|
||||
|
||||
/* tile == -1 means nothing to be drawn */
|
||||
if(tile >= 0){
|
||||
if(tile >= 0) {
|
||||
/* get x and y position in the tileset image */
|
||||
xtile = (tile % map_level->tileset_size) * T_WIDTH;
|
||||
ytile = (tile / map_level->tileset_size) * T_HEIGHT;
|
||||
/* render */
|
||||
dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
|
||||
map_level->tileset, xtile, ytile, T_WIDTH,
|
||||
T_HEIGHT, DIMAGE_NONE);
|
||||
dsubimage(x * T_WIDTH - mx, y * T_HEIGHT - my,
|
||||
map_level->tileset, xtile, ytile, T_WIDTH,
|
||||
T_HEIGHT, DIMAGE_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -200,8 +201,9 @@ short int map_get_tile(Game *game, int x, int y, int l) {
|
|||
|
||||
/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
|
||||
* it's not found. */
|
||||
return (x>=0 && x < (int) map_level->w && y>=0 && y < (int) map_level->h) ?
|
||||
map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
|
||||
return (x >= 0 && x < (int)map_level->w && y >= 0 && y < (int)map_level->h)
|
||||
? map_level->layers[l][y * map_level->w + x]
|
||||
: MAP_OUTSIDE;
|
||||
}
|
||||
|
||||
short int map_get_walkable(Game *game, int x, int y) {
|
||||
|
@ -209,29 +211,29 @@ short int map_get_walkable(Game *game, int x, int y) {
|
|||
Map *map_level = game->map_level;
|
||||
/* Get the tile at (x, y). Returns the tile ID or MAP_OUTSIDE if she's not
|
||||
* found. */
|
||||
return (x>=0 && x < (int) map_level->w && y>=0 && y < (int) map_level->h) ?
|
||||
map_level->walkable[y * map_level->w + x] : MAP_OUTSIDE;
|
||||
return (x >= 0 && x < (int)map_level->w && y >= 0 && y < (int)map_level->h)
|
||||
? map_level->walkable[y * map_level->w + x]
|
||||
: MAP_OUTSIDE;
|
||||
}
|
||||
|
||||
/* return the pointer to the map containing the given position */
|
||||
Map *map_get_for_coordinates( Game *game, int x, int y )
|
||||
{
|
||||
Map *map_get_for_coordinates(Game *game, int x, int y) {
|
||||
/* check if the current map contains the point */
|
||||
if (x>= (int)game->map_level->xmin && x< (int)game->map_level->xmax &&
|
||||
y>= (int)game->map_level->ymin && y< (int)game->map_level->ymax){
|
||||
if(x >= (int)game->map_level->xmin && x < (int)game->map_level->xmax &&
|
||||
y >= (int)game->map_level->ymin && y < (int)game->map_level->ymax) {
|
||||
return game->map_level;
|
||||
}
|
||||
|
||||
/* else we check in worldRPG if there is a mal containing that point */
|
||||
int i = 0;
|
||||
Map *current = worldRPG[i];
|
||||
do{
|
||||
if (x>= (int)current->xmin && x< (int)current->xmax &&
|
||||
y>= (int)current->ymin && y< (int)current->ymax)
|
||||
do {
|
||||
if(x >= (int)current->xmin && x < (int)current->xmax &&
|
||||
y >= (int)current->ymin && y < (int)current->ymax)
|
||||
return current;
|
||||
i++;
|
||||
current = worldRPG[i];
|
||||
}while (current!=NULL);
|
||||
} while(current != NULL);
|
||||
|
||||
/* else we return NULL cause the point is a not within a map */
|
||||
return NULL;
|
||||
|
|
12
src/map.h
12
src/map.h
|
@ -1,24 +1,20 @@
|
|||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
|
||||
#define BACKGROUND 0
|
||||
#define FOREGROUND 1
|
||||
|
||||
#define MAP_OUTSIDE -2 /* Returned by get_tile_at_pos if the point is outside of
|
||||
* the map. */
|
||||
#define MAP_OUTSIDE \
|
||||
-2 /* Returned by get_tile_at_pos if the point is outside of \
|
||||
* the map. */
|
||||
|
||||
#include "game.h"
|
||||
#include "player.h"
|
||||
|
||||
|
||||
|
||||
/* Structure 'Map' 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 */
|
||||
|
||||
|
||||
|
||||
/* map_render()
|
||||
*
|
||||
* Draws the map map on the entire screen to be viewed by the player player.
|
||||
|
@ -61,6 +57,6 @@ short int map_get_walkable(Game *game, int x, int y);
|
|||
* x: The coordinates to look at.
|
||||
* y: The coordinates to look at.
|
||||
*/
|
||||
Map* map_get_for_coordinates(Game *game, int x, int y );
|
||||
Map *map_get_for_coordinates(Game *game, int x, int y);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,10 +1,9 @@
|
|||
#ifndef MAPDATA_H
|
||||
#define MAPDATA_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include "game.h"
|
||||
#include <stdint.h>
|
||||
|
||||
extern Map *worldRPG[];
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -2,11 +2,10 @@
|
|||
|
||||
bool memory_is_in(short int *array, short int array_length, short int item) {
|
||||
short int i;
|
||||
for(i=0;i<array_length;i++){
|
||||
if(array[i] == item){
|
||||
for(i = 0; i < array_length; i++) {
|
||||
if(array[i] == item) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -12,4 +12,3 @@
|
|||
bool memory_is_in(short int *array, short int array_length, short int item);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
398
src/npc.c
398
src/npc.c
|
@ -1,32 +1,26 @@
|
|||
#include "npc.h"
|
||||
#include "config.h"
|
||||
#include "dialogs.h"
|
||||
#include "game.h"
|
||||
#include "map.h"
|
||||
#include "config.h"
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h> /*debug*/
|
||||
|
||||
#include <math.h>
|
||||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
|
||||
extern bopti_image_t tiny_npc_male;
|
||||
extern bopti_image_t tiny_npc_female;
|
||||
extern bopti_image_t tiny_npc_milkman;
|
||||
extern bopti_image_t tiny_npc_police;
|
||||
|
||||
|
||||
NPC *npcRPG;
|
||||
uint32_t nbNPC = 0;
|
||||
|
||||
float length( float x, float y )
|
||||
{
|
||||
return sqrtf( x*x+y*y );
|
||||
}
|
||||
float length(float x, float y) { return sqrtf(x * x + y * y); }
|
||||
|
||||
int npc_clear_path(NPC *npc)
|
||||
{
|
||||
int npc_clear_path(NPC *npc) {
|
||||
npc->currentPoint = 0;
|
||||
npc->hasPath = 0;
|
||||
npc->path_length = 0;
|
||||
|
@ -34,47 +28,46 @@ int npc_clear_path(NPC *npc)
|
|||
free(npc->ypath);
|
||||
npc->xpath = malloc(4);
|
||||
npc->ypath = malloc(4);
|
||||
if(npc->xpath == NULL || npc->ypath == NULL) return 1;
|
||||
if(npc->xpath == NULL || npc->ypath == NULL)
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int npc_append_path(uint16_t x, uint16_t y, NPC *npc)
|
||||
{
|
||||
npc->xpath = realloc(npc->xpath, npc->path_length*2+2);
|
||||
npc->ypath = realloc(npc->ypath, npc->path_length*2+2);
|
||||
if(npc->xpath == NULL || npc->ypath == NULL) return 1;
|
||||
int npc_append_path(uint16_t x, uint16_t y, NPC *npc) {
|
||||
npc->xpath = realloc(npc->xpath, npc->path_length * 2 + 2);
|
||||
npc->ypath = realloc(npc->ypath, npc->path_length * 2 + 2);
|
||||
if(npc->xpath == NULL || npc->ypath == NULL)
|
||||
return 1;
|
||||
npc->path_length++;
|
||||
npc->xpath[npc->path_length-1] = x - npc->x;
|
||||
npc->ypath[npc->path_length-1] = y - npc->y;
|
||||
npc->xpath[npc->path_length - 1] = x - npc->x;
|
||||
npc->ypath[npc->path_length - 1] = y - npc->y;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void as_clean(uint8_t *visited, uint8_t *gscore, uint8_t *fscore)
|
||||
{
|
||||
void as_clean(uint8_t *visited, uint8_t *gscore, uint8_t *fscore) {
|
||||
free(visited);
|
||||
free(gscore);
|
||||
free(fscore);
|
||||
}
|
||||
|
||||
int as_reconstruct_path(int16_t *came_from, int w, int h, int16_t spos,
|
||||
int16_t dest, NPC *npc)
|
||||
{
|
||||
if(npc_clear_path(npc)) goto as_recons_fail;
|
||||
int16_t dest, NPC *npc) {
|
||||
if(npc_clear_path(npc))
|
||||
goto as_recons_fail;
|
||||
|
||||
int16_t next = came_from[dest];
|
||||
|
||||
unsigned int i;
|
||||
|
||||
for(i = 0; i < 64; i++)
|
||||
{
|
||||
if(npc_append_path((next%w)*T_WIDTH,(next/h)*T_HEIGHT, npc))
|
||||
{
|
||||
for(i = 0; i < 64; i++) {
|
||||
if(npc_append_path((next % w) * T_WIDTH, (next / h) * T_HEIGHT, npc)) {
|
||||
goto as_recons_fail;
|
||||
}
|
||||
|
||||
next = came_from[next];
|
||||
if(next == spos){
|
||||
if(npc_append_path((spos%w)*T_WIDTH,(spos/h)*T_HEIGHT, npc))
|
||||
if(next == spos) {
|
||||
if(npc_append_path((spos % w) * T_WIDTH, (spos / h) * T_HEIGHT,
|
||||
npc))
|
||||
goto as_recons_fail;
|
||||
break;
|
||||
}
|
||||
|
@ -82,16 +75,15 @@ int as_reconstruct_path(int16_t *came_from, int w, int h, int16_t spos,
|
|||
|
||||
uint16_t tx, ty;
|
||||
|
||||
//Flip the path because it started from the end
|
||||
// Flip the path because it started from the end
|
||||
|
||||
for(i = 0; i < npc->path_length/2; i++)
|
||||
{
|
||||
for(i = 0; i < npc->path_length / 2; i++) {
|
||||
tx = npc->xpath[i];
|
||||
ty = npc->ypath[i];
|
||||
npc->xpath[i] = npc->xpath[npc->path_length-i-1];
|
||||
npc->ypath[i] = npc->ypath[npc->path_length-i-1];
|
||||
npc->ypath[npc->path_length-i-1] = tx;
|
||||
npc->ypath[npc->path_length-i-1] = ty;
|
||||
npc->xpath[i] = npc->xpath[npc->path_length - i - 1];
|
||||
npc->ypath[i] = npc->ypath[npc->path_length - i - 1];
|
||||
npc->ypath[npc->path_length - i - 1] = tx;
|
||||
npc->ypath[npc->path_length - i - 1] = ty;
|
||||
}
|
||||
|
||||
free(came_from);
|
||||
|
@ -100,95 +92,103 @@ int as_reconstruct_path(int16_t *came_from, int w, int h, int16_t spos,
|
|||
|
||||
return 0;
|
||||
|
||||
as_recons_fail:
|
||||
as_recons_fail:
|
||||
|
||||
free(came_from);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//Returns non zero error code on failure
|
||||
//Custom a* implemetation
|
||||
//Unoptimized, may become an issue
|
||||
int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc)
|
||||
{
|
||||
// Returns non zero error code on failure
|
||||
// Custom a* implemetation
|
||||
// Unoptimized, may become an issue
|
||||
int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc) {
|
||||
int32_t i, j;
|
||||
|
||||
int32_t w = full_map->w;
|
||||
int32_t h = full_map->h;
|
||||
int32_t x = floor(npc->curx)/T_WIDTH;
|
||||
int32_t y = floor(npc->cury)/T_HEIGHT;
|
||||
int32_t x = floor(npc->curx) / T_WIDTH;
|
||||
int32_t y = floor(npc->cury) / T_HEIGHT;
|
||||
dest_x /= T_WIDTH;
|
||||
dest_y /= T_HEIGHT;
|
||||
int32_t spos = y*w+x;
|
||||
int32_t spos = y * w + x;
|
||||
|
||||
uint8_t *map = full_map->walkable;
|
||||
|
||||
if(dest_x < 0 || dest_x > w || dest_y < 0 || dest_x > h) return 2;
|
||||
if(map[spos]) return 2;
|
||||
if(map[dest_y*w+dest_x]) return 2;
|
||||
if(dest_x < 0 || dest_x > w || dest_y < 0 || dest_x > h)
|
||||
return 2;
|
||||
if(map[spos])
|
||||
return 2;
|
||||
if(map[dest_y * w + dest_x])
|
||||
return 2;
|
||||
|
||||
npc_clear_path(npc);
|
||||
|
||||
uint8_t *visited = malloc(w*h);
|
||||
for(i=0; i<w*h; i++) visited[i] = 1;
|
||||
uint8_t *visited = malloc(w * h);
|
||||
for(i = 0; i < w * h; i++)
|
||||
visited[i] = 1;
|
||||
visited[spos] = 0;
|
||||
|
||||
int16_t *came_from = malloc(w*h*2);
|
||||
for(i=0; i<w*h; i++) came_from[i] = -1;
|
||||
int16_t *came_from = malloc(w * h * 2);
|
||||
for(i = 0; i < w * h; i++)
|
||||
came_from[i] = -1;
|
||||
|
||||
uint8_t *gscore = malloc(w*h*2);
|
||||
for(i=0; i<w*h; i++) gscore[i] = 255;
|
||||
uint8_t *gscore = malloc(w * h * 2);
|
||||
for(i = 0; i < w * h; i++)
|
||||
gscore[i] = 255;
|
||||
gscore[spos] = 0;
|
||||
|
||||
uint8_t *fscore = malloc(w*h*2);
|
||||
for(i=0; i<w*h; i++) fscore[i] = 255;
|
||||
fscore[spos] = length(dest_x-x, dest_y-y);
|
||||
uint8_t *fscore = malloc(w * h * 2);
|
||||
for(i = 0; i < w * h; i++)
|
||||
fscore[i] = 255;
|
||||
fscore[spos] = length(dest_x - x, dest_y - y);
|
||||
|
||||
uint8_t bscore;
|
||||
int32_t bx = x;
|
||||
int32_t by = y;
|
||||
|
||||
for(int iter=0; iter < 64; iter++)
|
||||
{
|
||||
for(int iter = 0; iter < 64; iter++) {
|
||||
bscore = 255;
|
||||
//Cheapest known tile
|
||||
for(i = 0; i <= w*h; i++)
|
||||
{
|
||||
if(visited[i]) continue;
|
||||
if(map[i] == 1) continue;
|
||||
if(fscore[i] > bscore) continue;
|
||||
bx = i%w;
|
||||
by = i/w;
|
||||
// Cheapest known tile
|
||||
for(i = 0; i <= w * h; i++) {
|
||||
if(visited[i])
|
||||
continue;
|
||||
if(map[i] == 1)
|
||||
continue;
|
||||
if(fscore[i] > bscore)
|
||||
continue;
|
||||
bx = i % w;
|
||||
by = i / w;
|
||||
bscore = fscore[i];
|
||||
}
|
||||
if(bx == dest_x && by == dest_y)
|
||||
{
|
||||
if(bx == dest_x && by == dest_y) {
|
||||
as_clean(visited, gscore, fscore);
|
||||
return as_reconstruct_path(came_from, w, h, spos,
|
||||
dest_y*w+dest_x, npc);
|
||||
dest_y * w + dest_x, npc);
|
||||
}
|
||||
|
||||
visited[by*w+bx] = 1;
|
||||
visited[by * w + bx] = 1;
|
||||
|
||||
int att_score;
|
||||
|
||||
for(i = bx-1; i < bx+2; i++)
|
||||
{
|
||||
if(i > w) break;
|
||||
for(j = by-1; j < by+2; j++)
|
||||
{
|
||||
if(j > h) break;
|
||||
if(map[j*w+i] == 1) continue;
|
||||
if(i == bx && j == by) continue;
|
||||
att_score = gscore[by*w+bx] + round(length(bx-i,by-j));
|
||||
if(att_score < gscore[j*w+i])
|
||||
{
|
||||
came_from[j*w+i] = by*w+bx;
|
||||
gscore[j*w+i] = att_score;
|
||||
fscore[j*w+i] = att_score + round(
|
||||
length(dest_x-i, dest_y-j));
|
||||
if(visited[j*w+i]) visited[j*w+i] = 0;
|
||||
for(i = bx - 1; i < bx + 2; i++) {
|
||||
if(i > w)
|
||||
break;
|
||||
for(j = by - 1; j < by + 2; j++) {
|
||||
if(j > h)
|
||||
break;
|
||||
if(map[j * w + i] == 1)
|
||||
continue;
|
||||
if(i == bx && j == by)
|
||||
continue;
|
||||
att_score = gscore[by * w + bx] + round(length(bx - i, by - j));
|
||||
if(att_score < gscore[j * w + i]) {
|
||||
came_from[j * w + i] = by * w + bx;
|
||||
gscore[j * w + i] = att_score;
|
||||
fscore[j * w + i] =
|
||||
att_score + round(length(dest_x - i, dest_y - j));
|
||||
if(visited[j * w + i])
|
||||
visited[j * w + i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -200,101 +200,87 @@ int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc)
|
|||
return 3;
|
||||
}
|
||||
|
||||
NPC *npc_create()
|
||||
{
|
||||
//Use temp pointer to avoid breaking the whole npcRPG on failure
|
||||
void *temp = realloc(npcRPG, (nbNPC+1)*sizeof(NPC));
|
||||
if(temp == NULL) return NULL;
|
||||
NPC *npc_create() {
|
||||
// Use temp pointer to avoid breaking the whole npcRPG on failure
|
||||
void *temp = realloc(npcRPG, (nbNPC + 1) * sizeof(NPC));
|
||||
if(temp == NULL)
|
||||
return NULL;
|
||||
npcRPG = temp;
|
||||
nbNPC++;
|
||||
NPC *npc = &npcRPG[nbNPC-1];
|
||||
NPC *npc = &npcRPG[nbNPC - 1];
|
||||
npc->xpath = malloc(2);
|
||||
npc->ypath = malloc(2);
|
||||
return npc;
|
||||
}
|
||||
|
||||
void npc_remove(NPC *npc)
|
||||
{
|
||||
uint32_t pos = ((uint32_t)npc - (uint32_t)npcRPG)/sizeof(NPC);
|
||||
if(pos > nbNPC-1) return;
|
||||
if(pos == nbNPC-1)
|
||||
{
|
||||
void npc_remove(NPC *npc) {
|
||||
uint32_t pos = ((uint32_t)npc - (uint32_t)npcRPG) / sizeof(NPC);
|
||||
if(pos > nbNPC - 1)
|
||||
return;
|
||||
if(pos == nbNPC - 1) {
|
||||
nbNPC--;
|
||||
return;
|
||||
}
|
||||
memmove(npc, &npc[1], (nbNPC-pos-1)*sizeof(NPC));
|
||||
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++ )
|
||||
{
|
||||
// Refactoring to make adding complexity cleaner
|
||||
void update_npcs([[maybe_unused]] Game *game) {
|
||||
for(uint32_t u = 0; u < nbNPC; u++) {
|
||||
update_npc(&npcRPG[u]);
|
||||
}
|
||||
}
|
||||
|
||||
void update_npc(NPC *npc)
|
||||
{
|
||||
void update_npc(NPC *npc) {
|
||||
/* if the NPC has no path or is paused, skip it */
|
||||
if (!npc->hasPath || npc->paused==true) return;
|
||||
if(!npc->hasPath || npc->paused == true)
|
||||
return;
|
||||
|
||||
float vecX = (float) (npc->xpath[ npc->currentPoint ] +
|
||||
npc->x) - npc->curx;
|
||||
float vecY = (float) (npc->ypath[ npc->currentPoint ] +
|
||||
npc->y) - npc->cury;
|
||||
float vecX = (float)(npc->xpath[npc->currentPoint] + npc->x) - npc->curx;
|
||||
float vecY = (float)(npc->ypath[npc->currentPoint] + npc->y) - npc->cury;
|
||||
float vecN = length(vecX, vecY);
|
||||
|
||||
if (vecN>0.5f)
|
||||
{
|
||||
vecX /= vecN*2.0;
|
||||
vecY /= vecN*2.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(vecN > 0.5f) {
|
||||
vecX /= vecN * 2.0;
|
||||
vecY /= vecN * 2.0;
|
||||
} else {
|
||||
npc->currentPoint++;
|
||||
npc->currentPoint = npc->currentPoint % npc->path_length;
|
||||
}
|
||||
|
||||
npc->curx += vecX;
|
||||
npc->cury += vecY;
|
||||
|
||||
}
|
||||
|
||||
void reload_npc(Game *game)
|
||||
{
|
||||
if (npcRPG!=NULL)
|
||||
{
|
||||
void reload_npc(Game *game) {
|
||||
if(npcRPG != NULL) {
|
||||
free(npcRPG);
|
||||
npcRPG = NULL;
|
||||
|
||||
}
|
||||
|
||||
nbNPC = 0;
|
||||
|
||||
|
||||
for (uint32_t u=0; u<game->map_level->nbextradata; u++)
|
||||
{
|
||||
for(uint32_t u = 0; u < game->map_level->nbextradata; u++) {
|
||||
ExtraData *Data = &game->map_level->extradata[u];
|
||||
|
||||
if (strcmp(Data->type, "NPC")==0) /* the current data is a NPC */
|
||||
if(strcmp(Data->type, "NPC") == 0) /* the current data is a NPC */
|
||||
{
|
||||
nbNPC++;
|
||||
}
|
||||
}
|
||||
|
||||
npcRPG = (NPC*) malloc( nbNPC * sizeof(NPC) );
|
||||
if(npcRPG == NULL) return;
|
||||
int currentNPC=0;
|
||||
npcRPG = (NPC *)malloc(nbNPC * sizeof(NPC));
|
||||
if(npcRPG == NULL)
|
||||
return;
|
||||
int currentNPC = 0;
|
||||
|
||||
for (uint32_t u=0; u<game->map_level->nbextradata; u++)
|
||||
{
|
||||
for(uint32_t u = 0; u < game->map_level->nbextradata; u++) {
|
||||
ExtraData *Data = &game->map_level->extradata[u];
|
||||
|
||||
if (strcmp(Data->type, "NPC")==0) /* the current data is a NPC */
|
||||
if(strcmp(Data->type, "NPC") == 0) /* the current data is a NPC */
|
||||
{
|
||||
npcRPG[currentNPC].curx = (float) Data->x;
|
||||
npcRPG[currentNPC].cury = (float) Data->y;
|
||||
npcRPG[currentNPC].curx = (float)Data->x;
|
||||
npcRPG[currentNPC].cury = (float)Data->y;
|
||||
npcRPG[currentNPC].x = Data->x;
|
||||
npcRPG[currentNPC].y = Data->y;
|
||||
npcRPG[currentNPC].dialogID = Data->dialogID;
|
||||
|
@ -313,107 +299,107 @@ void reload_npc(Game *game)
|
|||
void npc_draw(Game *game) {
|
||||
Player *pl = &game->player;
|
||||
size_t i;
|
||||
const Face npc_sprites[FACES] = {
|
||||
{"MALE", &tiny_npc_male},
|
||||
{"FEMALE", &tiny_npc_female},
|
||||
{"MILKMAN", &tiny_npc_milkman},
|
||||
{"POLICE", &tiny_npc_police}
|
||||
};
|
||||
const Face npc_sprites[FACES] = {{"MALE", &tiny_npc_male},
|
||||
{"FEMALE", &tiny_npc_female},
|
||||
{"MILKMAN", &tiny_npc_milkman},
|
||||
{"POLICE", &tiny_npc_police}};
|
||||
|
||||
for (uint32_t u=0; u<nbNPC; u++)
|
||||
{
|
||||
for(uint32_t u = 0; u < nbNPC; u++) {
|
||||
NPC *Data = &npcRPG[u];
|
||||
|
||||
/* Render the path if in debug*/
|
||||
#if DEBUGMODE
|
||||
if (Data->hasPath==1) /* this NPC has a trajectory */
|
||||
{
|
||||
int NbPoints = Data->path_length+1;
|
||||
for(int v=0; v<NbPoints; v++)
|
||||
{
|
||||
/* Render the path if in debug*/
|
||||
#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) pl->wx;
|
||||
int16_t deltaY1=((int16_t) (Data->y +
|
||||
Data->ypath[v % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wy;
|
||||
int16_t deltaX2=((int16_t) (Data->x +
|
||||
Data->xpath[(v+1) % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wx;
|
||||
int16_t deltaY2=((int16_t) (Data->y +
|
||||
Data->ypath[(v+1) % NbPoints]) * PXSIZE)
|
||||
-(int16_t) pl->wy;
|
||||
int16_t deltaX1 =
|
||||
((int16_t)(Data->x + Data->xpath[v % NbPoints]) * PXSIZE) -
|
||||
(int16_t)pl->wx;
|
||||
int16_t deltaY1 =
|
||||
((int16_t)(Data->y + Data->ypath[v % NbPoints]) * PXSIZE) -
|
||||
(int16_t)pl->wy;
|
||||
int16_t deltaX2 =
|
||||
((int16_t)(Data->x + Data->xpath[(v + 1) % NbPoints]) *
|
||||
PXSIZE) -
|
||||
(int16_t)pl->wx;
|
||||
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
|
||||
}
|
||||
#endif // DEBUGMODE
|
||||
|
||||
int16_t delX=((int16_t) (Data->curx * PXSIZE))-(int16_t) pl->wx;
|
||||
int16_t delY=((int16_t) (Data->cury * PXSIZE))-(int16_t) pl->wy;
|
||||
int16_t delX = ((int16_t)(Data->curx * PXSIZE)) - (int16_t)pl->wx;
|
||||
int16_t delY = ((int16_t)(Data->cury * PXSIZE)) - (int16_t)pl->wy;
|
||||
bopti_image_t *face = &tiny_npc_male;
|
||||
for(i=0;i<FACES;i++){
|
||||
if(!strcmp(npc_sprites[i].name, Data->face)){
|
||||
for(i = 0; i < FACES; i++) {
|
||||
if(!strcmp(npc_sprites[i].name, Data->face)) {
|
||||
face = npc_sprites[i].face;
|
||||
}
|
||||
}
|
||||
dimage( pl->px-P_WIDTH/2+delX, pl->py-P_HEIGHT/2+delY, face);
|
||||
dimage(pl->px - P_WIDTH / 2 + delX, pl->py - P_HEIGHT / 2 + delY, face);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void OLD_npc_draw(Game *game) {
|
||||
Player *player = &game->player;
|
||||
|
||||
for (uint32_t u=0; u<game->map_level->nbextradata; u++) //uint pour enlever un warning
|
||||
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 */
|
||||
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 DEBUGMODE
|
||||
|
||||
if (Data->hasPath==1) /* 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 + 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 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;
|
||||
|
||||
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);
|
||||
}
|
||||
dline(player->px + deltaX1, player->py + deltaY1,
|
||||
player->px + deltaX2, player->py + deltaY2,
|
||||
PATH_COLOR);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // DEBUGMODE
|
||||
|
||||
int16_t deltaX=((int16_t) (Data->x * PXSIZE))-(int16_t) player->wx;
|
||||
int16_t deltaY=((int16_t) (Data->y * PXSIZE))-(int16_t) player->wy;
|
||||
dimage( player->px-P_WIDTH/2+deltaX,
|
||||
player->py-P_HEIGHT/2+deltaY,
|
||||
&tiny_npc_male);
|
||||
#endif // DEBUGMODE
|
||||
|
||||
int16_t deltaX =
|
||||
((int16_t)(Data->x * PXSIZE)) - (int16_t)player->wx;
|
||||
int16_t deltaY =
|
||||
((int16_t)(Data->y * PXSIZE)) - (int16_t)player->wy;
|
||||
dimage(player->px - P_WIDTH / 2 + deltaX,
|
||||
player->py - P_HEIGHT / 2 + deltaY, &tiny_npc_male);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
35
src/npc.h
35
src/npc.h
|
@ -1,29 +1,27 @@
|
|||
#ifndef NPC_H
|
||||
#define NPC_H
|
||||
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "game.h"
|
||||
#include "memory.h"
|
||||
|
||||
enum
|
||||
{
|
||||
enum {
|
||||
|
||||
NPC_NONE = 0,
|
||||
NPC_FRIENDLY = 1, //The player's team
|
||||
NPC_HOSTILE = 2, //to the player
|
||||
NPC_FRIENDLY = 1, // The player's team
|
||||
NPC_HOSTILE = 2, // to the player
|
||||
NPC_ALL = 3
|
||||
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
typedef struct {
|
||||
/* current coordinates of the NPC */
|
||||
float curx, cury;
|
||||
|
||||
/* initial coordinates of the NPC (needed to get absolute coordinates of path) */
|
||||
/* 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 */
|
||||
|
@ -49,24 +47,24 @@ typedef struct
|
|||
char *face;
|
||||
} NPC;
|
||||
|
||||
//Frees then malloc()s a new path to npc
|
||||
//Useful if you want to safely edit a path
|
||||
// Frees then malloc()s a new path to npc
|
||||
// Useful if you want to safely edit a path
|
||||
int npc_clear_path(NPC *npc);
|
||||
|
||||
//Adds point x,y to the path of npc
|
||||
//Won't work on static NPCs, use npc_clear_path before or make them on the heap
|
||||
// Adds point x,y to the path of npc
|
||||
// Won't work on static NPCs, use npc_clear_path before or make them on the heap
|
||||
int npc_append_path(uint16_t x, uint16_t y, NPC *npc);
|
||||
|
||||
//Clears the NPCs path and creates a new one going to dest,
|
||||
//avoiding non-walkable tiles
|
||||
//Returns non-zero on failure
|
||||
// Clears the NPCs path and creates a new one going to dest,
|
||||
// avoiding non-walkable tiles
|
||||
// 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
|
||||
// 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
|
||||
// Pops the NPC from npcRPG
|
||||
void npc_remove(NPC *npc);
|
||||
|
||||
/* Draws the player player. This function should be called after drawing the
|
||||
|
@ -80,4 +78,3 @@ void update_npc(NPC *npc);
|
|||
void reload_npc(Game *game);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
163
src/player.c
163
src/player.c
|
@ -1,8 +1,8 @@
|
|||
#include "player.h"
|
||||
#include "config.h"
|
||||
#include "dialogs.h"
|
||||
#include "game.h"
|
||||
#include "map.h"
|
||||
#include "config.h"
|
||||
#include "npc.h"
|
||||
#include <gint/display.h>
|
||||
|
||||
|
@ -15,82 +15,73 @@ extern bopti_image_t npc_police;
|
|||
extern bopti_image_t SGN_Icon_img;
|
||||
extern bopti_image_t INFO_Icon_img;
|
||||
|
||||
const Face faces[FACES] = {
|
||||
{"MALE", &npc_male},
|
||||
{"FEMALE", &npc_female},
|
||||
{"MILKMAN", &npc_milkman},
|
||||
{"POLICE", &npc_police}
|
||||
};
|
||||
const Face faces[FACES] = {{"MALE", &npc_male},
|
||||
{"FEMALE", &npc_female},
|
||||
{"MILKMAN", &npc_milkman},
|
||||
{"POLICE", &npc_police}};
|
||||
|
||||
const char one_px_mov[8] = {
|
||||
0, -1, /* Up */
|
||||
0, 1, /* Down */
|
||||
-1, 0, /* Left */
|
||||
1, 0 /* Right */
|
||||
0, -1, /* Up */
|
||||
0, 1, /* Down */
|
||||
-1, 0, /* Left */
|
||||
1, 0 /* Right */
|
||||
};
|
||||
|
||||
/* TODO: Search for all hard tiles in the tileset. hard_tiles is a list of their
|
||||
* IDs */
|
||||
/* The speed of the player on the diffrent tiles in the walkable layer. */
|
||||
#define WALKABLE_TILE_MAX 4
|
||||
const short int walkable_speed[WALKABLE_TILE_MAX] = {
|
||||
SPEED, 0, PXSIZE, PXSIZE
|
||||
};
|
||||
const short int walkable_speed[WALKABLE_TILE_MAX] = {SPEED, 0, PXSIZE, PXSIZE};
|
||||
|
||||
/* How much damage the player takes on the diffrent tiles in the walkable
|
||||
* layer. */
|
||||
const char damage_taken_walkable[WALKABLE_TILE_MAX] = {
|
||||
0, 0, 5, 0
|
||||
};
|
||||
const char damage_taken_walkable[WALKABLE_TILE_MAX] = {0, 0, 5, 0};
|
||||
|
||||
extern bopti_image_t demo_player_img;
|
||||
|
||||
extern NPC *npcRPG;
|
||||
extern uint32_t nbNPC;
|
||||
|
||||
|
||||
void player_draw(Game *game) {
|
||||
Player *player = &game->player;
|
||||
dimage(player->px-P_WIDTH/2, player->py-P_HEIGHT/2,
|
||||
dimage(player->px - P_WIDTH / 2, player->py - P_HEIGHT / 2,
|
||||
player->is_male ? &player_male_img : &player_female_img);
|
||||
}
|
||||
|
||||
void player_move(Game *game, Direction direction) {
|
||||
Player *player = &game->player;
|
||||
|
||||
|
||||
/* How this player movement will modify the player x and y. */
|
||||
char dx, dy;
|
||||
|
||||
/* If the player will collide with a hard tile or if the will go outside of
|
||||
* the map. */
|
||||
|
||||
if(player_collision(game, direction, P_CENTER)){
|
||||
if(player_collision(game, direction, P_CENTER)) {
|
||||
|
||||
/* If the will collide with the center of the player. */
|
||||
dx = one_px_mov[direction*2]*player->speed;
|
||||
dy = one_px_mov[direction*2+1]*player->speed;
|
||||
dx = one_px_mov[direction * 2] * player->speed;
|
||||
dy = one_px_mov[direction * 2 + 1] * player->speed;
|
||||
|
||||
player_fix_position(game, dx, dy);
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
if(player_collision(game, direction, P_RIGHTDOWN) ||
|
||||
player_collision(game, direction, P_LEFTUP)){
|
||||
player_collision(game, direction, P_LEFTUP)) {
|
||||
|
||||
/* If the will collide with the edges of the player. */
|
||||
/* I fix his position so he won't be partially in the tile. */
|
||||
/* I invert dx and dy to fix the axis where he is not moving on. */
|
||||
/* Do not replace dx==0 with !dx or dy==0 with !dy, it won't work!
|
||||
*/
|
||||
dx = one_px_mov[direction*2]*player->speed;
|
||||
dy = one_px_mov[direction*2+1]*player->speed;
|
||||
dx = one_px_mov[direction * 2] * player->speed;
|
||||
dy = one_px_mov[direction * 2 + 1] * player->speed;
|
||||
|
||||
player_fix_position(game, dx==0, dy==0);
|
||||
player_fix_position(game, dx == 0, dy == 0);
|
||||
}
|
||||
|
||||
/* If he won't collide with the center, so I just move him normally */
|
||||
dx = one_px_mov[direction*2]*player->speed;
|
||||
dy = one_px_mov[direction*2+1]*player->speed;
|
||||
dx = one_px_mov[direction * 2] * player->speed;
|
||||
dy = one_px_mov[direction * 2 + 1] * player->speed;
|
||||
|
||||
player->x += dx;
|
||||
player->y += dy;
|
||||
|
@ -103,38 +94,39 @@ 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.isDoingAction)
|
||||
return;
|
||||
|
||||
if(game->player.canDoSomething && !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;
|
||||
|
||||
ExtraData *currentData = &game->map_level->extradata[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 class of the item */
|
||||
|
||||
|
||||
if (strcmp("INFO", currentData->type)==0){
|
||||
if(strcmp("INFO", currentData->type) == 0) {
|
||||
face = &INFO_Icon_img;
|
||||
}else if (strcmp("SGN", currentData->type)==0){
|
||||
} else if(strcmp("SGN", currentData->type) == 0) {
|
||||
face = &SGN_Icon_img;
|
||||
}else{
|
||||
} 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++){
|
||||
for(i = 0; i < FACES; i++) {
|
||||
Face current_face = faces[i];
|
||||
if(!strcmp(current_face.name, currentData->face)){
|
||||
if(!strcmp(current_face.name, currentData->face)) {
|
||||
face = current_face.face;
|
||||
}
|
||||
}
|
||||
if(!face) face = &npc_male;
|
||||
|
||||
if(!face)
|
||||
face = &npc_male;
|
||||
}
|
||||
|
||||
uint32_t dialogStart = currentData->dialogID;
|
||||
|
@ -143,7 +135,8 @@ void player_action(Game *game) {
|
|||
|
||||
/* when done we release the occupied status of the player */
|
||||
game->player.isDoingAction = false;
|
||||
}else if(game->player.canDoSomething && game->player.isInteractingWithNPC){
|
||||
} 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;
|
||||
|
@ -152,18 +145,20 @@ void player_action(Game *game) {
|
|||
|
||||
/* we use the correct image as per the class of the item */
|
||||
|
||||
ExtraData *currentData = &game->map_level->extradata[game->player.whichAction];
|
||||
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. */
|
||||
* fast string comparison. */
|
||||
face = NULL;
|
||||
for(i=0;i<FACES;i++){
|
||||
for(i = 0; i < FACES; i++) {
|
||||
Face current_face = faces[i];
|
||||
if(!strcmp(current_face.name, currentNPC->face)){
|
||||
if(!strcmp(current_face.name, currentNPC->face)) {
|
||||
face = current_face.face;
|
||||
}
|
||||
if(!face) face = &npc_male;
|
||||
if(!face)
|
||||
face = &npc_male;
|
||||
}
|
||||
dtext(2, 64, C_BLACK, currentData->type);
|
||||
uint32_t dialogStart = currentNPC->dialogID;
|
||||
|
@ -172,7 +167,6 @@ void player_action(Game *game) {
|
|||
* 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 */
|
||||
|
@ -180,9 +174,6 @@ void player_action(Game *game) {
|
|||
|
||||
currentNPC->paused = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
bool player_collision(Game *game, Direction direction,
|
||||
|
@ -191,32 +182,32 @@ bool player_collision(Game *game, Direction direction,
|
|||
Player *player = &game->player;
|
||||
|
||||
/* Where is the tile where he will go to from his position. */
|
||||
char dx = one_px_mov[direction*2];
|
||||
char dy = one_px_mov[direction*2+1];
|
||||
char dx = one_px_mov[direction * 2];
|
||||
char dy = one_px_mov[direction * 2 + 1];
|
||||
|
||||
if(!dx){
|
||||
if(!dx) {
|
||||
dx += nomov_axis_check;
|
||||
}else if(!dy){
|
||||
} else if(!dy) {
|
||||
dy += nomov_axis_check;
|
||||
}
|
||||
|
||||
dx = dx*(P_WIDTH/2+1);
|
||||
dy = dy*(P_HEIGHT/2+1);
|
||||
dx = dx * (P_WIDTH / 2 + 1);
|
||||
dy = dy * (P_HEIGHT / 2 + 1);
|
||||
|
||||
/* The tile he will go to. */
|
||||
int player_tile_x = player->x+dx;
|
||||
int player_tile_y = player->y+dy;
|
||||
int player_tile_x = player->x + dx;
|
||||
int player_tile_y = player->y + dy;
|
||||
|
||||
/* check where the player is expected to go on the next move */
|
||||
/* if outside the map, we check if there is a map on the other */
|
||||
/* side of the current map*/
|
||||
if (map_get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE){
|
||||
if(map_get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE) {
|
||||
// we compute the expected world coordinates accordingly
|
||||
// while taking care of the scaling between fx and cg models (PXSIZE)
|
||||
int worldX = (player->wx+dx) / PXSIZE;
|
||||
int worldY = (player->wy+dy) / PXSIZE;
|
||||
int worldX = (player->wx + dx) / PXSIZE;
|
||||
int worldY = (player->wy + dy) / PXSIZE;
|
||||
Map *map = map_get_for_coordinates(game, worldX, worldY);
|
||||
if (map!=NULL && map!=game->map_level){
|
||||
if(map != NULL && map != game->map_level) {
|
||||
Map *backupmap = game->map_level;
|
||||
int backupx = player->x;
|
||||
int backupy = player->y;
|
||||
|
@ -228,19 +219,20 @@ bool player_collision(Game *game, Direction direction,
|
|||
player->wx = worldX * PXSIZE;
|
||||
player->wy = worldY * PXSIZE;
|
||||
|
||||
player->x = (worldX - map->xmin ) * PXSIZE;
|
||||
player->y = (worldY - map->ymin ) * PXSIZE;
|
||||
player->x = (worldX - map->xmin) * PXSIZE;
|
||||
player->y = (worldY - map->ymin) * PXSIZE;
|
||||
|
||||
int on_walkable = map_get_walkable(game, player->x/T_WIDTH,
|
||||
player->y/T_HEIGHT);
|
||||
int on_walkable = map_get_walkable(game, player->x / T_WIDTH,
|
||||
player->y / T_HEIGHT);
|
||||
|
||||
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
|
||||
walkable_speed[on_walkable] : 0;
|
||||
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX)
|
||||
? walkable_speed[on_walkable]
|
||||
: 0;
|
||||
|
||||
/* if he's on a hard tile and we need to revert the changes as */
|
||||
/* tile on the next side of the border is not walkable */
|
||||
|
||||
if(!speed){
|
||||
if(!speed) {
|
||||
game->map_level = backupmap;
|
||||
player->x = backupx;
|
||||
player->y = backupy;
|
||||
|
@ -257,21 +249,25 @@ bool player_collision(Game *game, Direction direction,
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/* Handle a negative position differently than a positive one. */
|
||||
if(player_tile_x < 0) player_tile_x = player_tile_x/T_WIDTH-1;
|
||||
else player_tile_x = player_tile_x/T_WIDTH;
|
||||
if(player_tile_x < 0)
|
||||
player_tile_x = player_tile_x / T_WIDTH - 1;
|
||||
else
|
||||
player_tile_x = player_tile_x / T_WIDTH;
|
||||
|
||||
if(player_tile_y < 0) player_tile_y = player_tile_y/T_HEIGHT-1;
|
||||
else player_tile_y = player_tile_y/T_HEIGHT;
|
||||
if(player_tile_y < 0)
|
||||
player_tile_y = player_tile_y / T_HEIGHT - 1;
|
||||
else
|
||||
player_tile_y = player_tile_y / T_HEIGHT;
|
||||
|
||||
int on_walkable = map_get_walkable(game, player_tile_x, player_tile_y);
|
||||
|
||||
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
|
||||
walkable_speed[on_walkable] : 0;
|
||||
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX)
|
||||
? walkable_speed[on_walkable]
|
||||
: 0;
|
||||
|
||||
/* if he's on a hard tile */
|
||||
if(!speed){
|
||||
if(!speed) {
|
||||
return true; /* He will collide with it. */
|
||||
}
|
||||
|
||||
|
@ -286,16 +282,17 @@ void player_fix_position(Game *game, bool fix_x, bool fix_y) {
|
|||
|
||||
/* I fix his poition on x or/and on y if y need to, so that he won't be over
|
||||
* the hard tile that he collided with. */
|
||||
if(fix_x) player->x = player->x/T_WIDTH*T_WIDTH+P_WIDTH/2;
|
||||
if(fix_x)
|
||||
player->x = player->x / T_WIDTH * T_WIDTH + P_WIDTH / 2;
|
||||
|
||||
if(fix_y) player->y = player->y/T_HEIGHT*T_HEIGHT+P_HEIGHT/2;
|
||||
if(fix_y)
|
||||
player->y = player->y / T_HEIGHT * T_HEIGHT + P_HEIGHT / 2;
|
||||
}
|
||||
|
||||
void player_damage(Game *game, int amount) {
|
||||
|
||||
Player *player = &game->player;
|
||||
|
||||
player->life-=amount;
|
||||
player->life -= amount;
|
||||
/* TODO: Let the player dye if life < 1. */
|
||||
};
|
||||
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "config.h"
|
||||
#include "game.h"
|
||||
#include "memory.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
typedef struct {
|
||||
const char *name;
|
||||
|
@ -17,7 +17,6 @@ typedef struct {
|
|||
/* to avoid circular references between map.h, game.h and player.h */
|
||||
/* only methods propotypes are now in dedicated header files */
|
||||
|
||||
|
||||
/* player_draw()
|
||||
*
|
||||
* Draws the player. This function should be called after drawing the
|
||||
|
@ -58,7 +57,6 @@ bool player_collision(Game *game, Direction direction,
|
|||
*/
|
||||
void player_fix_position(Game *game, bool fix_x, bool fix_y);
|
||||
|
||||
|
||||
/* player_damage()
|
||||
*
|
||||
* Apply damage to player
|
||||
|
@ -68,4 +66,3 @@ void player_fix_position(Game *game, bool fix_x, bool fix_y);
|
|||
void player_damage(Game *game, int amount);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue