Jaidyn Ann
939a433f32
Now entities (like the player) will be drawn more evenly, even if their faces are ~~owo~~ WEIRD uwu
245 lines
9.7 KiB
Common Lisp
245 lines
9.7 KiB
Common Lisp
;;;; Copyright © 2023, Jaidyn Ann <jadedctrl@posteo.at>
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;;;;
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;;;; This program is free software: you can redistribute it and/or
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;;;; modify it under the terms of the GNU General Public License as
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;;;; published by the Free Software Foundation, either version 3 of
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;;;; the License, or (at your option) any later version.
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;;;;
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;;;; This program is distributed in the hope that it will be useful,
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;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;;;; GNU General Public License for more details.
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;;;;
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;;;; You should have received a copy of the GNU General Public License
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;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
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;;;; FLORA-SEARCH-AURORA.OVERWORLD
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;;;; All game-functions and data relating to the “overworld” (that is,
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;;;; the primary gameplay, the RPG-ish-ish bits).
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(defpackage :flora-search-aurora.overworld
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(:use :cl
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:flora-search-aurora.input :flora-search-aurora.display
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:flora-search-aurora.ui)
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(:export #:overworld-state))
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(in-package :flora-search-aurora.overworld)
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;;; ———————————————————————————————————
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;;; Overworld loop
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;;; ———————————————————————————————————
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(defun overworld-state
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(matrix &key (map-path nil) (map (load-map-chunks map-path))
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(entities-alist
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'((player :coords (:x 3 :y 3) :face "uwu" :direction right))))
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"Render the given map to the matrix and take user-input — for one frame.
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A state-function for use with STATE-LOOP."
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(sleep .02)
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(overworld-state-draw matrix map entities-alist)
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(overworld-state-update map entities-alist))
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(defun overworld-state-draw (matrix map entities)
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"Draw the overworld map to the given matrix.
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A core part of OVERWORLD-STATE."
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(let* ((player-data (cdr (assoc 'player entities)))
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(chunk (getf (world-coords->screen-coords (getf player-data :coords)) :chunk)))
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(matrix-write-tiled-map-chunk matrix map chunk)
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(matrix-write-entities matrix entities)))
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(defun overworld-state-update (map entities-alist)
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"Do nothing, lol. Core part of OVERWORLD-STATE.
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Returns parameters to be used in the next invocation of OVERWORLD-STATE."
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(process-overworld-input map entities-alist)
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(list :map map :entities-alist entities-alist))
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;;; ———————————————————————————————————
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;;; Overworld logic
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;;; ———————————————————————————————————
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(defun process-overworld-input (map entities)
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"Get and process any keyboard input, modifying the map or entities as necessary."
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(if (listen)
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(let* ((input (normalize-char-plist (read-char-plist))))
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(cond
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((plist= input '(:modifier nil :char #\→))
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(move-entity 'player entities :x 1))
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((plist= input '(:modifier nil :char #\←))
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(move-entity 'player entities :x -1))
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((plist= input '(:modifier nil :char #\↑))
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(move-entity 'player entities :y -1))
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((plist= input '(:modifier nil :char #\↓))
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(move-entity 'player entities :y 1))))))
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(defun move-entity (entity entities-alist &key (x 0) (y 0))
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"Move an entity relative to its current position."
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(let ((entity-plist (cdr (assoc entity entities-alist))))
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(when (< x 0)
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(setf (getf entity-plist :direction) 'left))
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(when (> x 0)
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(setf (getf entity-plist :direction) 'right))
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(move-entity-to entity entities-alist
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:x (+ x (getf (getf entity-plist :coords) :x))
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:y (+ y (getf (getf entity-plist :coords) :y)))))
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(defun move-entity-to (entity entities-alist &key (x 0) (y 0))
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"Move the given entity to the given coordinates."
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(let ((entity-plist (cdr (assoc entity entities-alist))))
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(setf (getf (getf entity-plist :coords) :x) x)
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(setf (getf (getf entity-plist :coords) :y) y)))
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;;; ———————————————————————————————————
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;;; Mapping & map-rendering
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;;; ———————————————————————————————————
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(defun load-map-chunks (map-file)
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(let ((cells (mapcar #'cl-tiled:layer-cells
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(cl-tiled:map-layers (cl-tiled:load-map map-file)))))
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(collect-items-into-groups
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(cdar cells) ;; Only take the first layer, for now!
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(lambda (cell)
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(getf (world-coords->screen-coords (tiled-cell-world-coords cell))
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:chunk)))))
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(defun matrix-write-tiled-map-chunk (matrix map-alist chunk
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&key (chunk-width 72) (chunk-height 20))
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(mapcar (lambda (cell)
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(matrix-write-tiled-cell matrix cell))
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(cdr (assoc chunk map-alist))))
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(defun matrix-write-tiled-cell (matrix cell)
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"Set a matrice's (2d array's) element corresponding to
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a Tiled cell's character-value, using it's column and row."
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(let ((coords (world-coords->screen-coords (tiled-cell-world-coords cell))))
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(setf (aref matrix
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(getf coords :y)
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(getf coords :x))
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(tiled-tile-character
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(cl-tiled:cell-tile cell)))))
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(defun tiled-tile-character (tile)
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"Given a tileset's tile, return it's corresponding text character,
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assuming that the tileset is a bitmap font starting with char-code 32
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with 15 characters-per-line."
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(code-char
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(+ (* (cl-tiled:tile-row tile) 15)
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(cl-tiled:tile-column tile)
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32)))
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(defun tiled-cell-world-coords (cell)
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(list :x (cl-tiled:cell-column cell) :y (cl-tiled:cell-row cell)))
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(defun world-coords->screen-coords (world-coords &key (chunk-width 72) (chunk-height 20))
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(let* ((chunk-x (floor (/ (getf world-coords :x)
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chunk-width)))
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(chunk-y (floor (/ (getf world-coords :y)
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chunk-height)))
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(x (- (getf world-coords :x) (* chunk-x chunk-width)))
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(y (- (getf world-coords :y) (* chunk-y chunk-height))))
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(list :x x
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:y y
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:chunk (coords->symbol chunk-x chunk-y))))
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(defun coords->symbol (x y)
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(intern (format nil "~A,~A" x y)))
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(defun symbol->coords (coords-symbol)
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(str:split #\, (symbol-name coords-symbol)))
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;;; ———————————————————————————————————
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;;; Entity magic (AKA player, NPCs)
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;;; ———————————————————————————————————
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(defun matrix-write-entities (matrix entities-alist)
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"Draw all entities from an alist of entities to the matrix."
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(mapcar (lambda (entity-assoc)
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;; (ignore-errors
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(matrix-write-entity matrix (cdr entity-assoc)))
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entities-alist))
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(defun matrix-write-entity (matrix entity-plist)
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"Render an entity-plist to the matrix."
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(matrix-write-entity-head matrix entity-plist)
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(matrix-write-entity-legs matrix entity-plist))
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(defun matrix-write-entity-head (matrix entity-plist)
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"Draw an entity’s head. There aren't any Mami Tomoes in this game, dang it!"
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(let* ((screen-coords (world-coords->screen-coords (getf entity-plist :coords)))
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(direction (getf entity-plist :direction))
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(face (getf entity-plist :face))
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(width (+ (length face) 2)) ;; Face + |borders|
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(y (- (getf screen-coords :y) 1))
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(x (if (eq direction 'right)
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(- (getf screen-coords :x) (floor (/ width 2)) 0)
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(- (getf screen-coords :x) (floor (/ width 2)) 0))))
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(render-line matrix face (+ x 1) y)
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(ignore-errors (setf (aref matrix y x) #\|))
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(ignore-errors (setf (aref matrix y (+ width x -1))
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#\|))))
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(defun matrix-write-entity-legs (matrix entity-plist)
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"Draw a bipdel entity’s legs — a surprisingly in-depth task!"
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(let* ((screen-coords (world-coords->screen-coords (getf entity-plist :coords)))
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(x (getf screen-coords :x))
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(y (getf screen-coords :y))
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(direction (getf entity-plist :direction)))
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(cond ((eq direction 'right)
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(ignore-errors (setf (aref matrix y x) #\|))
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(ignore-errors (setf (aref matrix y (- x 1)) #\|)))
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((eq direction 'left)
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(ignore-errors (setf (aref matrix y x) #\|))
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(ignore-errors (setf (aref matrix y (+ x 1)) #\|))))))
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;;; ———————————————————————————————————
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;;; Misc. utility
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;;; ———————————————————————————————————
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(defun collect-items-into-groups (list key-function)
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"Given a LIST of items and a function categorizing an individual item
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(returning a “category” symbol for any given item), return an sorted
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associative list."
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(let ((groups-alist '()))
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(loop for item in list
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do (let ((key (apply key-function (list item))))
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(setf (assoc-utils:aget groups-alist key)
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(append (assoc-utils:aget groups-alist key)
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(list item)))))
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groups-alist))
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(defun every-other-element (list)
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"Collect every-other-element of a list. E.g., (1 2 3 4) → (1 3)."
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(when list
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(cons (car list)
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(every-other-element (cddr list)))))
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(defun plist= (a b &key (test #'eql))
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"Return whether or not two property lists are equal, by comparing values of each pair.
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Uses the keys of plist a."
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(let ((keys (every-other-element a)))
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(loop for key in keys
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do (when (not (apply test (list (getf a key)
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(getf b key))))
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(return nil))
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finally (return 't))))
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