flora-search-aurora/overworld.lisp

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;;;; Copyright © 2023, Jaidyn Ann <jadedctrl@posteo.at>
;;;;
;;;; This program is free software: you can redistribute it and/or
;;;; modify it under the terms of the GNU General Public License as
;;;; published by the Free Software Foundation, either version 3 of
;;;; the License, or (at your option) any later version.
;;;;
;;;; This program is distributed in the hope that it will be useful,
;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;;;; GNU General Public License for more details.
;;;;
;;;; You should have received a copy of the GNU General Public License
;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;;; FLORA-SEARCH-AURORA.OVERWORLD
;;;; All game-functions and data relating to the “overworld” (that is,
;;;; the primary gameplay, the RPG-ish-ish bits).
(defpackage :flora-search-aurora.overworld
(:use :cl
:flora-search-aurora.input :flora-search-aurora.display
:flora-search-aurora.ui)
(:export #:overworld-state))
(in-package :flora-search-aurora.overworld)
;;; ———————————————————————————————————
;;; Overworld loop
;;; ———————————————————————————————————
(defun overworld-state
(matrix &key (map-path nil) (map (load-map-chunks map-path))
(entities-alist
'((player :coords (:x 3 :y 3) :face "uwu" :direction right))))
"Render the given map to the matrix and take user-input for one frame.
A state-function for use with STATE-LOOP."
(sleep .02)
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(overworld-state-draw matrix map entities-alist)
(overworld-state-update map entities-alist))
(defun overworld-state-draw (matrix map entities)
"Draw the overworld map to the given matrix.
A core part of OVERWORLD-STATE."
(let* ((player-data (cdr (assoc 'player entities)))
(chunk (getf (world-coords->screen-coords (getf player-data :coords)) :chunk)))
(matrix-write-tiled-map-chunk matrix map chunk)
(matrix-write-entities matrix entities)))
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(defun overworld-state-update (map entities-alist)
"Do nothing, lol. Core part of OVERWORLD-STATE.
Returns parameters to be used in the next invocation of OVERWORLD-STATE."
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(process-overworld-input map entities-alist)
(list :map map :entities-alist entities-alist))
;;; ———————————————————————————————————
;;; Overworld logic
;;; ———————————————————————————————————
(defun process-overworld-input (map entities)
"Get and process any keyboard input, modifying the map or entities as necessary."
(if (listen)
(let* ((input (normalize-char-plist (read-char-plist))))
(cond
((plist= input '(:modifier nil :char #\→))
(move-entity 'player entities :x 1))
((plist= input '(:modifier nil :char #\←))
(move-entity 'player entities :x -1))
((plist= input '(:modifier nil :char #\↑))
(move-entity 'player entities :y -1))
((plist= input '(:modifier nil :char #\↓))
(move-entity 'player entities :y 1))))))
(defun move-entity (entity entities-alist &key (x 0) (y 0))
"Move an entity relative to its current position."
(let ((entity-plist (cdr (assoc entity entities-alist))))
(when (< x 0)
(setf (getf entity-plist :direction) 'left))
(when (> x 0)
(setf (getf entity-plist :direction) 'right))
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(move-entity-to entity entities-alist
:x (+ x (getf (getf entity-plist :coords) :x))
:y (+ y (getf (getf entity-plist :coords) :y)))))
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(defun move-entity-to (entity entities-alist &key (x 0) (y 0))
"Move the given entity to the given coordinates."
(let ((entity-plist (cdr (assoc entity entities-alist))))
(setf (getf (getf entity-plist :coords) :x) x)
(setf (getf (getf entity-plist :coords) :y) y)))
;;; ———————————————————————————————————
;;; Mapping & map-rendering
;;; ———————————————————————————————————
(defun load-map-chunks (map-file)
(let ((cells (mapcar #'cl-tiled:layer-cells
(cl-tiled:map-layers (cl-tiled:load-map map-file)))))
(collect-items-into-groups
(cdar cells) ;; Only take the first layer, for now!
(lambda (cell)
(getf (world-coords->screen-coords (tiled-cell-world-coords cell))
:chunk)))))
(defun matrix-write-tiled-map-chunk (matrix map-alist chunk
&key (chunk-width 72) (chunk-height 20))
(mapcar (lambda (cell)
(matrix-write-tiled-cell matrix cell))
(cdr (assoc chunk map-alist))))
(defun matrix-write-tiled-cell (matrix cell)
"Set a matrice's (2d array's) element corresponding to
a Tiled cell's character-value, using it's column and row."
(let ((coords (world-coords->screen-coords (tiled-cell-world-coords cell))))
(setf (aref matrix
(getf coords :y)
(getf coords :x))
(tiled-tile-character
(cl-tiled:cell-tile cell)))))
(defun tiled-tile-character (tile)
"Given a tileset's tile, return it's corresponding text character,
assuming that the tileset is a bitmap font starting with char-code 32
with 15 characters-per-line."
(code-char
(+ (* (cl-tiled:tile-row tile) 15)
(cl-tiled:tile-column tile)
32)))
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(defun tiled-cell-world-coords (cell)
(list :x (cl-tiled:cell-column cell) :y (cl-tiled:cell-row cell)))
(defun world-coords->screen-coords (world-coords &key (chunk-width 72) (chunk-height 20))
(let* ((chunk-x (floor (/ (getf world-coords :x)
chunk-width)))
(chunk-y (floor (/ (getf world-coords :y)
chunk-height)))
(x (- (getf world-coords :x) (* chunk-x chunk-width)))
(y (- (getf world-coords :y) (* chunk-y chunk-height))))
(list :x x
:y y
:chunk (coords->symbol chunk-x chunk-y))))
(defun coords->symbol (x y)
(intern (format nil "~A,~A" x y)))
(defun symbol->coords (coords-symbol)
(str:split #\, (symbol-name coords-symbol)))
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;;; ———————————————————————————————————
;;; Entity magic (AKA player, NPCs)
;;; ———————————————————————————————————
(defun matrix-write-entities (matrix entities-alist)
"Draw all entities from an alist of entities to the matrix."
(mapcar (lambda (entity-assoc)
;; (ignore-errors
(matrix-write-entity matrix (cdr entity-assoc)))
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entities-alist))
(defun matrix-write-entity (matrix entity-plist)
"Render an entity-plist to the matrix."
(matrix-write-entity-head matrix entity-plist)
(matrix-write-entity-legs matrix entity-plist))
(defun matrix-write-entity-head (matrix entity-plist)
"Draw an entitys head. There aren't any Mami Tomoes in this game, dang it!"
(let* ((screen-coords (world-coords->screen-coords (getf entity-plist :coords)))
(direction (getf entity-plist :direction))
(face (getf entity-plist :face))
(width (+ (length face) 2)) ;; Face + |borders|
(y (- (getf screen-coords :y) 1))
(x (if (eq direction 'right)
(- (getf screen-coords :x) (floor (/ width 2)) 0)
(- (getf screen-coords :x) (floor (/ width 2)) 0))))
(render-line matrix face (+ x 1) y)
(ignore-errors (setf (aref matrix y x) #\|))
(ignore-errors (setf (aref matrix y (+ width x -1))
#\|))))
(defun matrix-write-entity-legs (matrix entity-plist)
"Draw a bipdel entitys legs — a surprisingly in-depth task!"
(let* ((screen-coords (world-coords->screen-coords (getf entity-plist :coords)))
(x (getf screen-coords :x))
(y (getf screen-coords :y))
(direction (getf entity-plist :direction)))
(cond ((eq direction 'right)
(ignore-errors (setf (aref matrix y x) #\|))
(ignore-errors (setf (aref matrix y (- x 1)) #\|)))
((eq direction 'left)
(ignore-errors (setf (aref matrix y x) #\|))
(ignore-errors (setf (aref matrix y (+ x 1)) #\|))))))
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;;; ———————————————————————————————————
;;; Misc. utility
;;; ———————————————————————————————————
(defun collect-items-into-groups (list key-function)
"Given a LIST of items and a function categorizing an individual item
(returning a category symbol for any given item), return an sorted
associative list."
(let ((groups-alist '()))
(loop for item in list
do (let ((key (apply key-function (list item))))
(setf (assoc-utils:aget groups-alist key)
(append (assoc-utils:aget groups-alist key)
(list item)))))
groups-alist))
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(defun every-other-element (list)
"Collect every-other-element of a list. E.g., (1 2 3 4) → (1 3)."
(when list
(cons (car list)
(every-other-element (cddr list)))))
(defun plist= (a b &key (test #'eql))
"Return whether or not two property lists are equal, by comparing values of each pair.
Uses the keys of plist a."
(let ((keys (every-other-element a)))
(loop for key in keys
do (when (not (apply test (list (getf a key)
(getf b key))))
(return nil))
finally (return 't))))