flora-search-aurora/tiled.lisp
Jaidyn Ann 0f512e80ea Switch MAP to being a hash-table instead of a plist
Having MAP be a hash-table makes it a little more
mutable (friendly for a game of this structure.
Because, y’know, we… I’m too lazy to explain this.
Read the code. Which I’m pretty sure is illegible.
Sorry… =w=""""") :w:
>o< cries cries cires criesd
2023-06-16 12:41:19 -05:00

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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.tiled
(:use :cl)
(:export #:load-map
#:world-coords-chunk #:world-coords->screen-coords))
(in-package :flora-search-aurora.overworld.tiled)
;;; ———————————————————————————————————
;;; Tiled maps → Map lists
;;; ———————————————————————————————————
(defun load-map (map-file)
"Parse a map-file into an plist of its data. This consists of:
:BUMP-MAP, an alist of tiles (keyed by chunk) in a “collidable” layer
:TILES, an alist of visible tiles (keyed by chunk).
:ENTITIES, a list of entity plists."
(let ((tile-chunks '())
(bump-map '())
(entities '())
(hash (make-hash-table)))
(mapcar (lambda (layer)
(typecase layer
(cl-tiled.data-types:tile-layer
(when (gethash "colliding" (cl-tiled:properties layer) #'string-equal)
(setf bump-map (tile-layer-chunks layer bump-map)))
(setf tile-chunks (tile-layer-chunks layer tile-chunks)))
(cl-tiled.data-types:object-layer
(setf entities (object-layer-entities layer entities)))))
(cl-tiled:map-layers (cl-tiled:load-map map-file)))
(setf (gethash :tiles hash) tile-chunks)
(setf (gethash :bump-map hash) bump-map)
(setf (gethash :entities hash) entities)
hash))
(defun object-layer-entities (layer &optional (entities '()))
"Convert all objects in an object layer into entity plists."
(append
entities
(mapcar
(lambda (object)
(tiled-object->entity object
(cl-tiled:layer-map layer)))
(layer-objects layer))))
(defun tiled-object->entity (tiled-obj tiled-map)
"Convert a Tiled object into an entity plist."
(let ((properties (cl-tiled:properties tiled-obj)))
(list (intern (string-upcase (gethash "id" properties #'string-equal)))
:coords (list :x (floor (/ (cl-tiled:object-x tiled-obj)
(cl-tiled:map-tile-width tiled-map)))
:y (floor (/ (cl-tiled:object-y tiled-obj)
(cl-tiled:map-tile-height tiled-map))))
:face (gethash "face" properties #'string-equal)
:interact (gethash "interact" properties #'string-equal)
:direction (if (gethash "facing_right" properties #'string-equal)
'right
'left))))
(defun tile-layer-chunks (layer &optional (chunks '()))
"Given a Tiled tile-layer (that is, graphics of the map), parse it into an
alist of Tiled cell “chunks”."
(let ((cells (mapcar #'tiled-cell->cell (cl-tiled:layer-cells layer))))
(collect-items-into-groups
cells
(lambda (cell)
(world-coords-chunk (getf cell :coords)))
:groups chunks)))
(defun tiled-cell->cell (tiled-cell)
"Convert a Tiled cell into a cell plist."
(list :coords (list :x (cl-tiled:cell-column tiled-cell)
:y (cl-tiled:cell-row tiled-cell))
:char (tile-character (cl-tiled:cell-tile tiled-cell))))
(defun layer-objects (layer)
"Return all Tiled objects in the given object layer."
(slot-value layer 'cl-tiled.data-types::objects))
(defun 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)))
;;; ———————————————————————————————————
;;; Misc. utility
;;; ———————————————————————————————————
(defun collect-items-into-groups (list key-function &key (groups '()))
"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."
(loop for item in list
do (let ((key (apply key-function (list item))))
(setf (assoc-utils:aget groups key)
(append (assoc-utils:aget groups key)
(list item)))))
groups)
(defun world-coords->screen-coords (world-coords &key (chunk-width 72) (chunk-height 20))
"Given a set of “world” coordinates, determine where this spot would be on the screen.
The world is split into screen-sized “chunks” to this end.
— Chester P. Runk"
(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 world-coords-chunk (coords)
(getf (world-coords->screen-coords coords) :chunk))
(defun coords->symbol (x y)
(intern (format nil "~A,~A" x y)))
(defun symbol->coords (coords-symbol)
(str:split #\, (symbol-name coords-symbol)))