flora-search-aurora/dialogue.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.dialogue
(:nicknames :fsa.dia :dialogue :💬)
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(:use :cl)
(:export #:dialogue-state
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#:start-dialogue #:face #:say #:mumble))
(in-package :flora-search-aurora.dialogue)
;;; ———————————————————————————————————
;;; Dialogue-generation DSL (sorta)
;;; ———————————————————————————————————
(defun start-dialogue (&rest dialogue-tree)
(reduce (lambda (a b) (append a b))
dialogue-tree))
(defun face (speaker face)
(list
(list :speaker speaker :face face)))
(defun say (speaker text)
(list
(list :speaker speaker :text text :face 'talking-face :progress 0)
(car (face speaker 'normal-face))))
(defun mumble (speaker text)
(list
(list :speaker speaker :text text :progress 0)))
;;; ———————————————————————————————————
;;; Accessors
;;; ———————————————————————————————————
(defun dialogue-speaker (dialogue)
(intern (string-upcase (getf dialogue :speaker))))
;;; ———————————————————————————————————
;;; Dialogue logic
;;; ———————————————————————————————————
(defun pressed-enter-p ()
"Whether or not the enter/return key has been pressed recently."
(and (listen)
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(eq (getf (:normalize-char-plist (:read-char-plist)) :char)
#\return)))
(defun appropriate-face (map speaker face)
"Return the face appropriate for the speaker.
If FACE is a string, used that.
If FACE is 'TALKING-FACE, then use their talking-face (if they have one).
If FACE is 'NORMAL-FACE, then use their normal-face (if theyve got one).
If FACE is NIL guess what that does. :^)"
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(let ((talking-face (🌍:getf-entity-data map speaker :talking-face))
(normal-face (🌍:getf-entity-data map speaker :normal-face)))
(cond ((and (eq face 'talking-face)
talking-face)
talking-face)
((and (eq face 'normal-face)
normal-face)
normal-face)
((stringp face)
face))))
(defun update-speaking-face (map dialogue)
"Given a line (plist) of dialogue, change speakers face to either their
talking-face or the face given by the dialogue."
(let* ((speaker (intern (string-upcase (getf dialogue :speaker))))
(new-face (appropriate-face map speaker (getf dialogue :face))))
;; Replace the face, when appropriate.
(when new-face
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(setf (🌍:getf-entity-data map speaker :face) new-face))))
(defun progress-line-delivery (dialogue)
"Progress the delivery of a line (plist) of dialogue. That is, increment the
said character-count :PROGRESS, which dictates the portion of the message that
should be printed on the screen at any given moment."
(let ((progress (getf dialogue :progress))
(text (getf dialogue :text)))
(when (and text
(< progress (length text)))
(incf (getf dialogue :progress) 1))))
(defun dialogue-state-update (map dialogue-list)
"The logic/input-processing helper function for DIALOGUE-STATE."
(update-speaking-face map (car dialogue-list))
(progress-line-delivery (car dialogue-list))
;; Progress to the next line of dialogue as appropriate.
(let ((text (getf (car dialogue-list) :text)))
(cond ((or (pressed-enter-p)
(not text))
(if (cdr dialogue-list)
(list :dialogue (cdr dialogue-list) :map map)
(progn
(:hide-cursor)
(values nil
(list :map map)))))
((cdr dialogue-list)
(list :dialogue dialogue-list :map map)))))
;;; ———————————————————————————————————
;;; Dialogue drawing
;;; ———————————————————————————————————
(defun optimal-speech-layout-horizontally (text coords &key (rightp nil) (width 72) (height 20))
(let* ((text-x-margin (if rightp
(+ (getf coords :x) 3)
0))
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(text-width (:at-most (floor (* width 3/5)) ;; Not _too_ wide!
(if rightp
(- width text-x-margin)
(- (getf coords :x) 3))))
(lines (ignore-errors (:split-string-by-length text text-width)))
(text-height (length lines)))
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;; When this layout is valid…
(when (and lines
(>= height text-height) ;; If the textll fit on screen
(> text-width 10)) ;; If the text is wide enough to be legible
(let ((y (:at-least 0 (- (getf coords :y)
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(if (eq (length lines) 1) ;; Align toward the speakers face
1 0)
(floor (/ (length lines) 2)))))
(x (if (and (not rightp)
(eq (length lines) 1))
(- text-width (length text))
text-x-margin)))
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(list (list :x x :y y) ;; Coords
(+ x text-width) ;; Max column
height))))) ;; Max row
(defun optimal-speech-layout-vertical (text coords &key (downp nil) (width 72) (height 20))
(let* ((text-y-margin (if downp
(+ (getf coords :y) 1)
(- (getf coords :y) 2)))
(text-height (if downp
(- height text-y-margin)
(- text-y-margin 1)))
(text-width (floor (* width 3/5))) ;; Too wides illegible! So ⅗-screen.
(lines (ignore-errors (:split-string-by-length text text-width))))
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;; When the text can be printed with this layout…
(when (and lines (>= text-height (length lines)))
(let ((y (:at-least
0
(if downp
text-y-margin
(- text-y-margin (length lines)))))
(x (:at-least
0
(- (getf coords :x)
(if (eq (length lines) 1)
(floor (/ (length (car lines)) 2))
(floor (/ text-width 2)))))))
(list (list :x x :y y) ;; Coords
(+ x text-width) ;; Max column
(+ y text-height)))))) ;; Max row
(defun optimal-speech-layout (map dialogue &key (width 72) (height 20))
(let* ((speaker-id (dialogue-speaker dialogue))
(direction (🌍:getf-entity-data map speaker-id :direction))
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(playerp (eq speaker-id 'player))
(leftp (not (eq direction '🌍:right)))
(text (getf dialogue :text))
(coords (🌍:world-coords->screen-coords (🌍:getf-entity-data map speaker-id :coords))))
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(format *error-output* "AAA ~A - ~A - ~A" leftp direction 'RIGHT)
(or (optimal-speech-layout-horizontally text coords :width width :height height
:rightp leftp)
(optimal-speech-layout-vertical text coords :width width :height height
:downp playerp)
(optimal-speech-layout-horizontally text coords :width width :height height
:rightp (not leftp))
(optimal-speech-layout-vertical text coords :width width :height height
:downp (not playerp)))))
(defun render-dialogue-block (matrix map dialogue)
(let* ((progress (getf dialogue :progress))
(text (getf dialogue :text))
(optimal-layout (when text (optimal-speech-layout map dialogue))))
(when (and text optimal-layout)
(📋:render-string-partially
matrix text (first optimal-layout)
:max-column (second optimal-layout)
:max-row (third optimal-layout)
:char-count progress))))
(defun dialogue-state-draw (matrix map dialogue-list)
"Draw the dialogue where appropriate.
Helper function for DIALOGUE-STATE."
(when (getf (car dialogue-list) :text)
(:show-cursor)
(render-dialogue-block matrix map (car dialogue-list))))
;;; ———————————————————————————————————
;;; Dialogue loop
;;; ———————————————————————————————————
(defun dialogue-state (matrix &key dialogue map)
"Render a bit of dialogue to the screen, using :FLORA-SEARCH-AURORA.OVERWORLD
entities as the speakers. Dialogue should be in the format:
((:text \"Hello, papa!\"
:speaker \"son\" ;; The entitys ID (if applicable)
:face \"owo\") ;; If you want their face to change
(:face \"=w=\" :speaker 'son) ;; change their face back when done talking
(:text \"Hello, you little gremlin! <3\"
:speaker \"papa\"
...))
A state-function for use with STATE-LOOP."
(sleep .05)
(dialogue-state-draw matrix map dialogue)
(dialogue-state-update map dialogue))
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;; Split a banana in two, bisection-fruit,
;; Yummy-yummy, toot-toot~ 🎵