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 :💬)
(:use :cl)
(:export #:dialogue-state
#: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)))
;;; ———————————————————————————————————
;;; Dialogue logic
;;; ———————————————————————————————————
(defun pressed-enter-p ()
"Whether or not the enter/return key has been pressed recently."
(and (listen)
(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. :^)"
(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
(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)))))
(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 dialogue-state-draw (matrix dialogue-list)
"Draw the dialogue where appropriate.
Helper function for DIALOGUE-STATE."
(let ((text (getf (car dialogue-list) :text))
(progress (getf (car dialogue-list) :progress)))
(when text
(:show-cursor)
(📋:render-string-partially matrix text 0 0 :char-count progress))))
;;; ———————————————————————————————————
;;; 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 .02)
(dialogue-state-draw matrix dialogue)
(dialogue-state-update map dialogue))