;;;; Copyright © 2023, Jaidyn Ann ;;;; ;;;; 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 . ;;;; 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 1 :y 1) :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) (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))) (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." (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)) (move-entity-to entity entities-alist :x (+ x (getf (getf entity-plist :coords) :x)) :y (+ y (getf (getf entity-plist :coords) :y))))) (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))) (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))) ;;; ——————————————————————————————————— ;;; 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))) entities-alist)) (defun matrix-write-entity (matrix entity-plist) "Render an entity-plist to the matrix." (let* ((screen-coords (world-coords->screen-coords (getf entity-plist :coords))) (x (getf screen-coords :x)) (y (getf screen-coords :y)) (face (getf entity-plist :face))) (ignore-errors (setf (aref matrix y x) #\|)) (ignore-errors (setf (aref matrix y (+ (length face) x 1)) #\|)) (render-line matrix face (+ x 1) y) (matrix-write-entity-legs matrix entity-plist))) (defun matrix-write-entity-legs (matrix entity-plist) "Draw an entity's 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) 1)) (width (+ (length (getf entity-plist :face)) 2)) (direction (getf entity-plist :direction))) (cond ((eq direction 'right) (ignore-errors (setf (aref matrix y (+ x 1)) #\|)) (ignore-errors (setf (aref matrix y (+ x 2)) #\|))) ((eq direction 'left) (ignore-errors (setf (aref matrix y (+ x width -2)) #\|)) (ignore-errors (setf (aref matrix y (+ x width -3)) #\|)))))) ;;; ——————————————————————————————————— ;;; 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)) (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))))