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https://git.planet-casio.com/Slyvtt/Collab_RPG.git
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npc : Ajout de npc_stack et réecriture des fonctions + Résolution de warnings
This commit is contained in:
parent
6c47d5d83c
commit
fd28af1005
5 changed files with 125 additions and 61 deletions
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@ -1,5 +1,9 @@
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#include "events.h"
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#include <gint/display.h>
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#include <gint/keyboard.h> /*debug*/
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#include <math.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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@ -17,9 +21,9 @@ int events_bind_variable(EventHandler *handler, int *var, char *name) {
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char op_chars[OP_AMOUNT + 1] = " =+-/*%";
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int _op_null(int a, int b) { return 0; }
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int _op_null(GUNUSED int a, GUNUSED int b) { return 0; }
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int _op_set(int a, int b) { return b; }
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int _op_set(GUNUSED int a, int b) { return b; }
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int _op_add(int a, int b) { return a + b; }
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40
src/game.c
40
src/game.c
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@ -84,14 +84,14 @@ void game_render_indicator(Game *game) {
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/* nothing to do for the player so we quit */
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if(game->player.canDoSomething)
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dimage(5, 5, &SignAction_img);
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int i;
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uint32_t i;
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Player *player = &game->player;
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for(i = 0; i < game->map_level->nbPortal; i++) {
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Portal *portal = &game->map_level->portals[i];
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if(player->x >= portal->collider.x1 * PXSIZE &&
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player->x < portal->collider.x2 * PXSIZE &&
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player->y >= portal->collider.y1 * PXSIZE &&
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player->y < portal->collider.y2 * PXSIZE) {
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if(player->x >= (int)portal->collider.x1 * PXSIZE &&
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player->x < (int)portal->collider.x2 * PXSIZE &&
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player->y >= (int)portal->collider.y1 * PXSIZE &&
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player->y < (int)portal->collider.y2 * PXSIZE) {
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dimage(5, 5, &SignAction_img);
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break;
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}
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@ -107,7 +107,8 @@ void game_draw(Game *game) {
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map_render_by_layer(game, FOREGROUND);
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game_render_indicator(game);
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/*DEBUG*/
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dprint(8, 8, C_BLACK, "Lifes: %d", game->player.life);
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extern uint32_t npc_count;
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dprint(8, 8, C_BLACK, "npc_count: %d", npc_count);
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dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
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dprint(8, 24, C_BLACK, "X: %d Y: %d", game->player.x, game->player.y);
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}
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@ -145,13 +146,13 @@ void game_get_inputs(Game *game) {
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}
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Player *player = &game->player;
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if(keydown(KEY_SHIFT)) {
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int i;
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uint32_t i;
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for(i = 0; i < game->map_level->nbPortal; i++) {
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Portal *portal = &game->map_level->portals[i];
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if(player->x >= portal->collider.x1 * PXSIZE &&
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player->x < portal->collider.x2 * PXSIZE &&
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player->y >= portal->collider.y1 * PXSIZE &&
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player->y < portal->collider.y2 * PXSIZE) {
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if(player->x >= (int)portal->collider.x1 * PXSIZE &&
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player->x < (int)portal->collider.x2 * PXSIZE &&
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player->y >= (int)portal->collider.y1 * PXSIZE &&
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player->y < (int)portal->collider.y2 * PXSIZE) {
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Portal *dest_portal = (Portal *)portal->portal;
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Collider dest_collider = dest_portal->collider;
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Map *dest_map = (Map *)portal->map;
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@ -167,6 +168,23 @@ void game_get_inputs(Game *game) {
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}
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}
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/*Temp debug*/
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if(keydown(KEY_F1)) {
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NPC *mynpc = npc_create();
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if(mynpc) {
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mynpc->curx = player->x;
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mynpc->cury = player->y;
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mynpc->x = 0;
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mynpc->y = 0;
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mynpc->hasPath = 0;
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mynpc->face = 0;
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mynpc->paused = 0;
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mynpc->has_dialog = 0;
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dprint(0, 50, 0, "succes");
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dupdate();
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}
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}
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/* Display Debug Information on screen */
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#if DEBUGMODE
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if(keydown(KEY_F1)) {
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93
src/npc.c
93
src/npc.c
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@ -16,8 +16,29 @@ extern bopti_image_t tiny_npc_female;
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extern bopti_image_t tiny_npc_milkman;
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extern bopti_image_t tiny_npc_police;
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// NPC *npcRPG;
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// uint32_t nbNPC = 0;
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#define NPC_STACK_SIZE 256
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NPC npc_stack[NPC_STACK_SIZE];
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uint32_t npc_count;
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NPC *npc_create() {
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if(npc_count == 256)
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return NULL;
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return &npc_stack[npc_count++];
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}
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void npc_remove(NPC *npc) {
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uint32_t pos = (uint32_t)npc - (uint32_t)npc_stack;
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if(pos == npc_count) {
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npc_count--;
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return;
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}
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memmove(npc, npc + sizeof(NPC), sizeof(NPC) * (npc_count - pos));
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return;
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}
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float length(float x, float y) { return sqrtf(x * x + y * y); }
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@ -51,6 +72,7 @@ void as_clean(uint8_t *visited, uint8_t *gscore, uint8_t *fscore) {
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free(fscore);
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}
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// TODO : Fix
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int as_reconstruct_path(int16_t *came_from, int w, int h, int16_t spos,
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int16_t dest, NPC *npc) {
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if(npc_clear_path(npc))
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@ -100,9 +122,8 @@ as_recons_fail:
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return 1;
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}
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// Returns non zero error code on failure
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// Custom a* implemetation
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// Unoptimized, may become an issue
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/* Custom a* implemetation
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* Unoptimized, may become an issue */
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int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc) {
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int32_t i, j;
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@ -150,7 +171,8 @@ int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc) {
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for(int iter = 0; iter < 64; iter++) {
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bscore = 255;
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// Cheapest known tile
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/* Cheapest known tile */
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/* Could be improved with a priority queue*/
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for(i = 0; i <= w * h; i++) {
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if(visited[i])
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continue;
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@ -203,8 +225,12 @@ int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc) {
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// Refactoring to make adding complexity cleaner
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void update_npcs(Game *game) {
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for(uint32_t u = 0; u < game->map_level->nbNPC; u++) {
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update_npc(&game->map_level->npcs[u]);
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uint32_t i;
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for(i = 0; i < game->map_level->nbNPC; i++) {
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update_npc(&game->map_level->npcs[i]);
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}
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for(i = 0; i < npc_count; i++) {
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update_npc(&npc_stack[i]);
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}
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}
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@ -231,45 +257,52 @@ void update_npc(NPC *npc) {
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npc->cury += vecY * (float)(1 << PRECISION);
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}
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void npc_draw(Game *game) {
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Player *pl = &game->player;
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size_t i;
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const bopti_image_t *npc_sprites[FACES] = {
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&tiny_npc_male, &tiny_npc_female, &tiny_npc_milkman, &tiny_npc_police};
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bopti_image_t *npc_sprites[FACES] = {&tiny_npc_male, &tiny_npc_female,
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&tiny_npc_milkman, &tiny_npc_police};
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for(uint32_t u = 0; u < game->map_level->nbNPC; u++) {
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NPC *Data = &game->map_level->npcs[u];
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void npc_draw_single(NPC *npc, Player *pl) {
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/* Render the path if in debug*/
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/* Render the path if in debug and it has one*/
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#if DEBUGMODE
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if(!Data->hasPath)
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continue; /* this NPC has a trajectory */
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int NbPoints = Data->path_length + 1;
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if(npc->hasPath) {
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int NbPoints = npc->path_length + 1;
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for(int v = 0; v < NbPoints; v++) {
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int16_t deltaX1 =
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((int16_t)(Data->x + Data->xpath[v % NbPoints]) * PXSIZE) -
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((int16_t)(npc->x + npc->xpath[v % NbPoints]) * PXSIZE) -
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(int16_t)pl->wx;
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int16_t deltaY1 =
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((int16_t)(Data->y + Data->ypath[v % NbPoints]) * PXSIZE) -
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((int16_t)(npc->y + npc->ypath[v % NbPoints]) * PXSIZE) -
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(int16_t)pl->wy;
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int16_t deltaX2 =
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((int16_t)(Data->x + Data->xpath[(v + 1) % NbPoints]) *
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PXSIZE) -
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((int16_t)(npc->x + npc->xpath[(v + 1) % NbPoints]) * PXSIZE) -
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(int16_t)pl->wx;
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int16_t deltaY2 =
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((int16_t)(Data->y + Data->ypath[(v + 1) % NbPoints]) *
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PXSIZE) -
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((int16_t)(npc->y + npc->ypath[(v + 1) % NbPoints]) * PXSIZE) -
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(int16_t)pl->wy;
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dline(pl->px + deltaX1, pl->py + deltaY1, pl->px + deltaX2,
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pl->py + deltaY2, PATH_COLOR);
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}
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#endif // DEBUGMODE
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}
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#endif /* DEBUGMODE */
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int16_t delX = ((Data->curx * PXSIZE) >> PRECISION) - (int16_t)pl->x;
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int16_t delY = ((Data->cury * PXSIZE) >> PRECISION) - (int16_t)pl->y;
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bopti_image_t *face = npc_sprites[Data->face];
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dimage(pl->px - P_WIDTH / 2 + delX, pl->py - P_HEIGHT / 2 + delY, face);
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int16_t delX = ((npc->curx * PXSIZE) >> PRECISION) - (int16_t)pl->x;
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int16_t delY = ((npc->cury * PXSIZE) >> PRECISION) - (int16_t)pl->y;
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bopti_image_t *face = npc_sprites[npc->face];
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dimage(pl->px - P_WIDTH / 2 + delX, pl->py - P_HEIGHT / 2 + delY, face);
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}
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void npc_draw(Game *game) {
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Player *pl = &game->player;
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uint32_t u;
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for(u = 0; u < game->map_level->nbNPC; u++) {
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npc_draw_single(&game->map_level->npcs[u], pl);
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}
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for(u = 0; u < npc_count; u++) {
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npc_draw_single(&npc_stack[u], pl);
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}
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}
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void npc_reload(GUNUSED Game *game) { npc_count = 0; }
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43
src/npc.h
43
src/npc.h
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@ -16,34 +16,41 @@ enum {
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};
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// Frees then malloc()s a new path to npc
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// Useful if you want to safely edit a path
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int npc_clear_path(NPC *npc);
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/* /!\ Warning /!\
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* Do not keep hard references to non-static NPCs, as they will likely move
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* in the stack */
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// Adds point x,y to the path of npc
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// Won't work on static NPCs, use npc_clear_path before or make them on the heap
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int npc_append_path(uint16_t x, uint16_t y, NPC *npc);
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// Clears the NPCs path and creates a new one going to dest,
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// avoiding non-walkable tiles
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// Returns non-zero on failure
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int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc);
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// realloc()s npcRPG to adequate size and returns a pointer to the new element
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// Returns NULL on failure
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/* Creates a new NPC in the NPC stack (Needs to be set to valid values !)
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* Returns NULL on failure */
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NPC *npc_create();
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// Pops the NPC from npcRPG
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/* Pops the NPC from the NPC stack
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* Consider this as a free */
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void npc_remove(NPC *npc);
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/* Frees then malloc()s a new path to npc
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* Useful if you want to safely edit a path */
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int npc_clear_path(NPC *npc);
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/* Adds point x,y to the path of npc
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* Won't work on static NPCs, use npc_clear_path before or make them on the
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* heap */
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int npc_append_path(uint16_t x, uint16_t y, NPC *npc);
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/* Clears the NPCs path and creates a new one going to dest,
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* avoiding non-walkable tiles
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* Returns non-zero on failure */
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int npc_pathfind(int32_t dest_x, int32_t dest_y, Map *full_map, NPC *npc);
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/* Draws the player player. This function should be called after drawing the
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* map! */
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void npc_draw(Game *game);
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/* Updates the static NPCs and the NPC stack */
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void update_npcs(Game *game);
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/* Updates the singular NPC npc. Be careful with it ! */
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void update_npc(NPC *npc);
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void reload_npc(Game *game);
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/* Inits/Clears the NPC stack*/
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void npc_reload(Game *game);
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#endif
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@ -106,6 +106,8 @@ void player_move(Game *game, Direction direction) {
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if(target->y < game->map_level->y) {
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player->y = target->h * T_HEIGHT;
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}
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npc_reload(game);
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game->map_level = target;
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}
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}
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