367 lines
16 KiB
Common Lisp
367 lines
16 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.DIALOGUE
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;;;; The dialogue-scripting part of the game. This handles all dialogue!
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(in-package :flora-search-aurora.dialogue)
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;;; ———————————————————————————————————
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;;; Misc. utilities
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;;; ———————————————————————————————————
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(defun pressed-enter-p ()
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"Whether or not the enter/return key has been pressed recently.
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Man, today’s a good day. Well, it wasn’t great, too be honest. Kind of bad,
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I slightly humiliated myself a tiny bit. But wow, I’m having such nice tea!
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Programming with nice tea! What a nice day this is. If you happen to be
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reading this, I hope your day is going well too!
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If not, have some tea on me: I’m paying. =w="
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(and (listen)
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(let ((input (getf (⌨:read-gamefied-char-plist) :semantic)))
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(or (eq input '⌨:🆗)
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(eq input '⌨:❎)))))
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;;; ———————————————————————————————————
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;;; Dialogue-generation helpers
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;;; ———————————————————————————————————
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(defun start-dialogue (&rest dialogue-tree)
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(reduce #'append dialogue-tree))
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(defun face (speaker face &optional (talking-face nil))
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(if talking-face
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(list
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(list :speaker speaker
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:face face
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:set :normal-face
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:to face)
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(list :speaker speaker
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:set :talking-face
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:to talking-face))
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(list
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(list :speaker speaker
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:face face
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:set :normal-face
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:to face))))
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(defun say (speaker &rest keys)
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(list
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(list :speaker speaker :progress 0
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:face (or (getf keys :face) 'talking-face)
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:text (…:getf-lang keys))
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(list :speaker speaker :face 'normal-face)))
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(defun mumble (speaker &rest keys)
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(list
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(list :speaker speaker :progress 0
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:text (…:getf-lang keys)
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:face (getf keys :face))))
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(defun move (speaker world-coords &key (delay .05))
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(list
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(list :speaker speaker :coords world-coords :delay delay)))
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;;; ———————————————————————————————————
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;;; Accessors
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;;; ———————————————————————————————————
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(defun dialogue-speaker (dialogue)
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"Get the DIALOGUE-speaker’s corresponding identifying symbol.
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Because they’re stored in strings. So we gotta, like, unstringify. Ya dig?"
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(getf dialogue :speaker))
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;;; ———————————————————————————————————
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;;; Dialogue logic
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;;; ———————————————————————————————————
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(defun appropriate-face (map speaker face)
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"Return the face appropriate for the speaker.
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If FACE is a string, used that.
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If FACE is 'TALKING-FACE, then use their talking-face (if they have one).
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If FACE is 'NORMAL-FACE, then use their normal-face (if they’ve got one).
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If FACE is NIL… guess what that does. :^)"
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(let ((talking-face (🌍:getf-entity-data map speaker :talking-face))
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(normal-face (🌍:getf-entity-data map speaker :normal-face)))
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(cond ((and (eq face 'talking-face)
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talking-face)
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talking-face)
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((and (eq face 'normal-face)
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normal-face)
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normal-face)
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((stringp face)
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face))))
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(defun update-speaking-face (map dialogue)
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"Given a line (plist) of DIALOGUE, change speaker’s face to either their
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talking-face or the face given by the DIALOGUE."
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(let* ((speaker (getf dialogue :speaker))
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(new-face (appropriate-face map speaker (getf dialogue :face))))
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;; Replace the face, when appropriate.
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(when new-face
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(setf (🌍:getf-entity-data map speaker :face) new-face))))
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(defun update-entity-data (map dialogue)
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"Given a plist of DIALOGUE, update an arbitrary bit of data in the speaker's
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data, using :SET and :TO of the DIALOGUE."
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(let* ((speaker (getf dialogue :speaker))
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(key (getf dialogue :set))
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(data (getf dialogue :to)))
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(when (and key data)
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(setf (🌍:getf-entity-data map speaker key) data))))
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;; (format *error-output* "[~A] ~A → ~A???~%" dialogue key data)
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;; (format *error-output* "~A!!!!~%" (🌍:getf-entity-data map speaker :normal-face)))))
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(defun progress-line-delivery (dialogue)
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"Progress the delivery of a line (plist) of DIALOGUE. That is, increment the
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“said character-count” :PROGRESS, which dictates the portion of the message that
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should be printed on the screen at any given moment."
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(let ((progress (getf dialogue :progress))
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(text (getf dialogue :text)))
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(when (and text
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(< progress (length text)))
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(incf (getf dialogue :progress) 1))))
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(defun progress-movement (map dialogue)
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"Move the entity by one tile in the targeted position — that is, the
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coordinates listed in the DIALOGUE’s :COORDS property. … If applicable, ofc."
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(let* ((speaker (dialogue-speaker dialogue))
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(target-coords (getf dialogue :coords))
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(speaker-coords (🌍:getf-entity-data map speaker :coords))
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(finished-moving-p (if target-coords (…:plist= speaker-coords target-coords) 't)))
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(when (not finished-moving-p)
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(🌍:move-entity
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map speaker
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:Δx (cond ((< (getf target-coords :x) (getf speaker-coords :x)) -1)
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((> (getf target-coords :x) (getf speaker-coords :x)) 1)
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('t 0))
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:Δy (cond ((< (getf target-coords :y) (getf speaker-coords :y)) -1)
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((> (getf target-coords :y) (getf speaker-coords :y)) 1)
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('t 0)))
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(sleep (or (getf dialogue :delay) 0)))
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finished-moving-p))
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(defun finished-printing-p (dialogue)
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"Whether or not a line of dialogue has been completely printed to the screen."
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(or (not (getf dialogue :text))
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(eq (length (getf dialogue :text))
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(getf dialogue :progress))))
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(defun dialogue-state-update (map dialogue-list)
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"The logic/input-processing helper function for DIALOGUE-STATE.
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Progress through the lines of dialogue when the user hits ENTER, etc.
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Returns the state for use with STATE-LOOP, pay attention!"
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(update-speaking-face map (car dialogue-list))
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(update-entity-data map (car dialogue-list))
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(progress-line-delivery (car dialogue-list))
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;; Progress to the next line of dialogue as appropriate.
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(let* ((dialogue (car dialogue-list))
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(text (getf dialogue :text))
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(did-press-enter-p (pressed-enter-p))
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(did-finish-printing-p (finished-printing-p dialogue))
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(did-finish-moving-p (progress-movement map dialogue)))
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;; Only show the cursor when rendering text!
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(if (or did-finish-moving-p (not did-finish-printing-p))
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(✎:show-cursor)
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(✎:hide-cursor))
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(cond
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;; When enter’s hit and most everything is done (rendering text, etc),
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;; progress the dialogue.
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((or (and did-press-enter-p did-finish-printing-p did-finish-moving-p)
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(and (not text) did-finish-moving-p))
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(if (cdr dialogue-list)
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(list :dialogue (cdr dialogue-list) :map map)
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(progn
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(✎:hide-cursor)
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(values (or (getf dialogue :return) nil)
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(or (getf dialogue :return-2)
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(list :map map))))))
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;; Allow interupting text-printing to end it!
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((and did-press-enter-p (not did-finish-printing-p))
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(setf (getf (car dialogue-list) :progress) (length text))
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(list :dialogue dialogue-list :map map))
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;; If no input, keep steady!
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('t
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(list :dialogue dialogue-list :map map)))))
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;;; ———————————————————————————————————
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;;; Dialogue drawing
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;;; ———————————————————————————————————
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(defun optimal-text-placement-horizontally (text coords &key (rightp nil) (width 72) (height 20))
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"Given a horizontal direction (RIGHTP defined or nil) and a focal point COORDS,
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return the parameters of a text-box that can optimally fit the given TEXT in the
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direction specified relative to the focal point. If a legible position can’t be
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found, just give up! Return nil.
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Otherwise, return a list list with the coordinates, max column, and max row — for
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use with RENDER-STRING."
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(let* ((text-x-margin (if rightp
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(+ (getf coords :x) 3)
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0))
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(text-width (…:at-most (floor (* width 3/5)) ;; Not _too_ wide!
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(if rightp
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(- width text-x-margin)
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(- (getf coords :x) 3))))
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(lines (ignore-errors (str:lines (…:linewrap-string text text-width))))
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(text-height (length lines)))
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(format *error-output* "HEIGHT: ~A WIDTH ~A LINES: ~A~%" text-height text-width lines)
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;; When this layout is valid…
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(when (and lines
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(>= height text-height) ;; If the text’ll fit on screen
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(> text-width 10)) ;; If the text is wide enough to be legible
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(let ((y (…:at-least 0 (- (getf coords :y)
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(if (eq (length lines) 1) ;; Align toward the speaker’s face
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1 0)
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(floor (/ (length lines) 2)))))
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(x (if (and (not rightp)
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(eq (length lines) 1))
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(- text-width (length text))
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text-x-margin)))
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(list (list :x x :y y) ;; Coords
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text-width ;;(+ x text-width) ;; Max column
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height))))) ;; Max row
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(defun optimal-text-placement-vertically (text coords &key (downp nil) (width 72) (height 20))
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"Given a vertical direction (DOWNP defined or nil) and a focal point COORDS,)
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return the parameters of a text-box that can optimally fit the given TEXT in the
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direction specified relative to the focal point. Return nil if no such placement
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is found, otherwise return a list of the coordinates, max-column, and max-row
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(for use with RENDER-STRING)."
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(let* ((text-y-margin (if downp
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(+ (getf coords :y) 2)
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(- (getf coords :y) 2)))
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(text-height (if downp
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(- height text-y-margin)
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(- text-y-margin 1)))
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(text-width (floor (* width 3/5))) ;; Too wide’s illegible! So ⅗-screen.
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(lines (ignore-errors (str:lines (…:linewrap-string text text-width)))))
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(format *error-output* "HEIGHT: ~A WIDTH ~A LINES: ~A~%" text-height text-width lines)
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;; When the text can be printed with this layout…
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(when (and lines (>= text-height (length lines)))
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(let ((y (…:at-least
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0
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(if downp
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text-y-margin
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(- text-y-margin (length lines)))))
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(x (…:at-least
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0
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(- (getf coords :x)
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(if (eq (length lines) 1)
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(floor (/ (length (car lines)) 2))
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(floor (/ text-width 2)))))))
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(list (list :x x :y y) ;; Coords
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text-width ;;(+ x text-width) ;; Max column
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(+ y text-height)))))) ;; Max row
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(defun optimal-speech-layout (map dialogue &key (width 72) (height 20))
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"Given a line of DIALOGUE and MAP data, return the ideal “text-box” for the
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text. This tries to place the text on the screen without covering up anything
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important, if possible.
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The data returned is a list of the box’es top-left coordinate, max-column,
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and max-row; for use with RENDER-STRING. Like so:
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((:x X :y Y) MAX-COLUMN MAX-ROW)"
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(let* ((speaker-id (dialogue-speaker dialogue))
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(playerp (eq speaker-id '✿:player))
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(leftp (not (🌍:getf-entity-data map speaker-id :facing-right)))
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(text (getf dialogue :text))
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(coords (🌍:world-coords->screen-coords (🌍:getf-entity-data map speaker-id :coords))))
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;; Ideally, place text-box above/below (NPC/player); otherwise, place it behind speaker
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(or (optimal-text-placement-vertically text coords :width width :height height
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:downp playerp)
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(optimal-text-placement-horizontally text coords :width width :height height
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:rightp leftp)
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;; … Worst-case scenario, just do whatever’ll fit :w:”
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(optimal-text-placement-horizontally text coords :width width :height height
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:rightp (not leftp))
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(optimal-text-placement-vertically text coords :width width :height height
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:downp (not playerp)))))
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(defun render-dialogue-block (matrix map dialogue)
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"Render a bit of DIALOGUE to the MATRIX, in an intelligent fashion; that is,
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make it pretty, dang it! >O<
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☆:.。.o(≧▽≦)o.。.:☆"
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(let* ((progress (getf dialogue :progress))
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(text (getf dialogue :text))
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(optimal-layout (when text (optimal-speech-layout map dialogue)))
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(coords (car optimal-layout)))
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(when (and text optimal-layout)
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(format *error-output* "~A~%" optimal-layout)
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;; (✎:render-fill-rectangle matrix #\space
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;; (list :x (- (getf coords :x) 1)
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;; :y (- (getf coords :y) 1)
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;; (- (second optimal-layout) (getf coords :x) -2)
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;; (- (third optimal-layout) (getf coords :y) -2))
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(✎:render-string
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matrix text (first optimal-layout)
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:width (second optimal-layout)
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:char-count progress))))
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(defun dialogue-state-draw (matrix map dialogue-list)
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"Draw the dialogue where appropriate.
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Helper function for DIALOGUE-STATE."
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(when (getf (car dialogue-list) :text)
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(✎:show-cursor)
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(render-dialogue-block matrix map (car dialogue-list))))
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;;; ———————————————————————————————————
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;;; Dialogue loop
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;;; ———————————————————————————————————
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(defun dialogue-state (matrix &key dialogue map)
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"Render a bit of DIALOGUE to the screen, using :FLORA-SEARCH-AURORA.OVERWORLD
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entities as the speakers. Dialogue should be in the format:
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((:text \"Hello, papa!\"
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:speaker \"son\" ;; The entity’s ID (if applicable)
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:face \"owo\") ;; If you want their face to change
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(:face \"=w=\" :speaker 'son) ;; change their face back when done talking
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(:text \"My dearest son, it’s been so long~!\"
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:speaker \"papa\"
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...))
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A state-function for use with STATE-LOOP."
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(sleep .05)
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(dialogue-state-draw matrix map dialogue)
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(dialogue-state-update map dialogue))
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(defun make-dialogue-state (map dialogue-list)
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"Return a state-function for a section of dialogue, for use with STATE-LOOP."
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(lambda (matrix &key (map map) (dialogue dialogue-list))
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(🌍:overworld-state-draw matrix map)
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(dialogue-state matrix :map map :dialogue dialogue)))
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;; Split a banana in two, bisection-fruit,
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;; Yummy-yummy, toot-toot~ 🎵
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