flora-search-aurora/overworld.lisp

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Common 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.overworld
(:use :cl
:flora-search-aurora.input :flora-search-aurora.display
:flora-search-aurora.overworld.tiled
:flora-search-aurora.ui)
(:export #:overworld-state :player))
(in-package :flora-search-aurora.overworld)
;;; ———————————————————————————————————
;;; Overworld loop
;;; ———————————————————————————————————
(defun overworld-state
(matrix &key (map-path nil) (map (load-map map-path)))
"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)
(overworld-state-update map))
(defun overworld-state-draw (matrix map)
"Draw the overworld map to the given matrix.
A core part of OVERWORLD-STATE."
(let* ((player-data (cdr (assoc 'player (gethash :entities map))))
(chunk (world-coords-chunk (getf player-data :coords))))
(matrix-write-map-chunk matrix map chunk)
(matrix-write-entities matrix map)))
(defun overworld-state-update (map)
"Do nothing, lol. Core part of OVERWORLD-STATE.
Returns parameters to be used in the next invocation of OVERWORLD-STATE."
(process-overworld-input map)
(list :map map))
;;; ———————————————————————————————————
;;; Overworld logic
;;; ———————————————————————————————————
(defun process-overworld-input (map)
"Get and process any keyboard input, modifying the map or entities as necessary."
(if (listen)
(let* ((input (normalize-char-plist (read-char-plist))))
(cond
;; Interacting with nearby characters/entities
((plist= input '(:modifier nil :char #\return))
(let* ((player (assoc 'player (gethash :entities map)))
(interactee (car (entities-near-entity player (gethash :entities map))))
(interaction (getf (cdr interactee) :interact)))
(if interaction
(apply (intern (string-upcase interaction)) (list map)))))
;; Simple up-down-left-right movements
((plist= input '(:modifier nil :char #\→))
(move-entity map 'player :x 1))
((plist= input '(:modifier nil :char #\←))
(move-entity map 'player :x -1))
((plist= input '(:modifier nil :char #\↑))
(move-entity map 'player :y -1))
((plist= input '(:modifier nil :char #\↓))
(move-entity map 'player :y 1))))))
(defun move-entity (map entity &key (x 0) (y 0))
"Move an entity relative to its current position."
(let ((entity-plist (cdr (assoc entity (gethash :entities map)))))
(when (< x 0)
(setf (getf entity-plist :direction) 'left))
(when (> x 0)
(setf (getf entity-plist :direction) 'right))
(move-entity-to map entity
:x (+ x (getf (getf entity-plist :coords) :x))
:y (+ y (getf (getf entity-plist :coords) :y)))))
(defun move-entity-to (map entity &key (x 0) (y 0))
"Move the given entity to the given coordinates."
(let ((entity-plist (cdr (assoc entity (gethash :entities map)))))
(when (walkable-tile-p map x y)
(setf (getf (getf entity-plist :coords) :x) x)
(setf (getf (getf entity-plist :coords) :y) y))))
;;; ———————————————————————————————————
;;; Mapping & map-rendering
;;; ———————————————————————————————————
(defun matrix-write-map-chunk (matrix map chunk
&key (chunk-width 72) (chunk-height 20))
"Draw a maps specific chunk (by its ID) to the matrix."
(mapcar (lambda (cell)
(matrix-write-cell matrix cell))
(cdr (assoc chunk (gethash :tiles map)))))
(defun matrix-write-cell (matrix cell)
"Set a matrice's (2d array's) element corresponding to a “cell”; that is, an
alist containing a character (:CHAR) and :X & :Y coordinates."
(let ((coords (world-coords->screen-coords (getf cell :coords))))
(setf (aref matrix
(getf coords :y)
(getf coords :x))
(getf cell :char))))
(defun cell-at-world-coords-p (map-chunks coords)
"Return whether or not there is a cell at the given coordinates."
(let ((chunk (world-coords-chunk coords)))
(member 't (cdr (assoc chunk map-chunks))
:test (lambda (ignored cell)
(plist= (getf cell :coords) coords)))))
(defun walkable-tile-p (map x y)
"Return whether or not the given coordinates on the map are traversable for an entity."
(not (cell-at-world-coords-p (gethash :bump-map map)
(list :x x :y y))))
;;; ———————————————————————————————————
;;; Entity magic (AKA player, NPCs)
;;; ———————————————————————————————————
(defun matrix-write-entities (matrix map)
"Draw all entities from an alist of entities to the matrix."
(mapcar (lambda (entity-assoc)
(matrix-write-entity matrix (cdr entity-assoc)))
(gethash :entities map)))
(defun matrix-write-entity (matrix entity-plist)
"Render an entity-plist to the matrix."
(matrix-write-entity-head matrix entity-plist)
(matrix-write-entity-legs matrix entity-plist))
(defun matrix-write-entity-head (matrix entity-plist)
"Draw an entitys head. There aren't any Mami Tomoes in this game, dang it!"
(let* ((screen-coords (world-coords->screen-coords (getf entity-plist :coords)))
(direction (getf entity-plist :direction))
(face (getf entity-plist :face))
(width (+ (length face) 2)) ;; Face + |borders|
(y (- (getf screen-coords :y) 1))
(x (if (eq direction 'right)
(- (getf screen-coords :x) (floor (/ width 2)) 0)
(- (getf screen-coords :x) (floor (/ width 2)) 0))))
(render-line matrix face (+ x 1) y)
(ignore-errors (setf (aref matrix y x) #\|))
(ignore-errors (setf (aref matrix y (+ width x -1))
#\|))))
(defun matrix-write-entity-legs (matrix entity-plist)
"Draw a bipdel entitys 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))
(direction (getf entity-plist :direction)))
(cond ((eq direction 'right)
(ignore-errors (setf (aref matrix y x) #\|))
(ignore-errors (setf (aref matrix y (- x 1)) #\|)))
('t
(ignore-errors (setf (aref matrix y x) #\|))
(ignore-errors (setf (aref matrix y (+ x 1)) #\|))))))
;;; ———————————————————————————————————
;;; Misc. utility
;;; ———————————————————————————————————
(defun entities-near-coords (coords radius entities &key (x-radius radius) (y-radius radius))
(remove-if-not
(lambda (test-entity)
(let ((test-coords (getf (cdr test-entity) :coords)))
(and (< (abs (- (getf coords :x)
(getf test-coords :x)))
x-radius)
(< (abs (- (getf coords :y)
(getf test-coords :y)))
y-radius))))
entities))
(defun entities-near-entity (entity entities)
(remove-if
(lambda (test-entity)
(plist= (cdr entity)
(cdr test-entity)))
(entities-near-coords (getf (cdr entity) :coords)
(+ (length (getf (cdr entity) :face)) 2)
entities
:y-radius 2)))
(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))))