flora-search-aurora/overworld.lisp
Jaidyn Ann 7f77c4b887 Render the map in bits-and-pieces (chunks)
Rather than have several map-files of 72×20 tiles,
now we can have one huge map that's automatically
split into 72×20 chunks.
2023-06-11 17:12:52 -05:00

228 lines
8.8 KiB
Common Lisp
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

;;;; 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 . (:x 0 :y 0 :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-alist)
"Draw the overworld map to the given matrix.
A core part of OVERWORLD-STATE."
(matrix-write-tiled-map-chunk matrix map 0 0)
(matrix-write-entities matrix entities-alist))
(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 entity-plist :x))
:y (+ y (getf entity-plist :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 entity-plist :x) x)
(setf (getf entity-plist :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
(car cells)
(lambda (cell)
(apply #'coords->symbol (map-chunk-of-tiled-cell cell))))))
(defun matrix-write-tiled-map-chunk (matrix map-alist x y
&key (chunk-width 72) (chunk-height 20))
(mapcar (lambda (cell)
(matrix-write-tiled-cell matrix cell
:x-offset (* x chunk-width)
:y-offset (* y chunk-height)))
(cdr (assoc (coords->symbol x y) map-alist))))
(defun matrix-write-tiled-cell (matrix cell &key (x-offset 0) (y-offset 0))
"Set a matrice's (2d array's) element corresponding to
a Tiled cell's character-value, using it's column and row."
(setf (aref matrix
(- (cl-tiled:cell-row cell) y-offset)
(- (cl-tiled:cell-column cell) x-offset))
(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 map-chunk-of-tiled-cell (cell &key (chunk-width 72) (chunk-height 20))
"Given a Tiled cell, return a corresponding map chunk it resides in."
(map-chunk-of-coords (cl-tiled:cell-column cell)
(cl-tiled:cell-row cell)
:chunk-width chunk-width :chunk-height chunk-height))
(defun map-chunk-of-coords (x y &key (chunk-width 72) (chunk-height 20))
"Given a pair of coordinates, return the map chunk they reside within."
(list (floor (/ x chunk-width)) (floor (/ y chunk-height))))
(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)
(matrix-write-entity matrix (cdr entity-assoc)))
entities-alist))
(defun matrix-write-entity (matrix entity-plist)
"Render an entity-plist to the matrix."
(let ((x (getf entity-plist :x))
(y (getf entity-plist :y))
(face (getf entity-plist :face)))
(setf (aref matrix y x) #\|)
(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 ((x (getf entity-plist :x))
(y (+ (getf entity-plist :y) 1))
(width (+ (length (getf entity-plist :face)) 2))
(direction (getf entity-plist :direction)))
(cond ((eq direction 'right)
(setf (aref matrix y (+ x 1)) #\|)
(setf (aref matrix y (+ x 2)) #\|))
((eq direction 'left)
(setf (aref matrix y (+ x width -2)) #\|)
(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))))