/** * @file world.c * @brief The content pipeline: sprites, characters, the town map, and what the * map's actors do once they exist. * * Almost nothing here is game logic. It is the four steps between a directory * of JSON and a world with people standing in it, in the one order that works, * plus the two hooks -- a `movementlogicfunc` and a `renderfunc` -- that a game * has to supply because the library does not. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "jrpg.h" /* * The three character templates and the twenty-four sprites that dress them. * The file names are a product of these three tables rather than a list of * twenty-four strings, because that is what the naming convention *is*: one * sprite per character, per motion, per facing. A missing combination shows up * as a load failure naming the file, not as art that silently never appears. */ /* Character template Sprite name prefix */ static char *CAST[] = { "player", /* jrpg_player jrpg_player_* */ "elder", /* jrpg_elder jrpg_elder_* */ "shopkeeper" /* jrpg_shopkeeper jrpg_shopkeeper_* */ }; static char *MOTIONS[] = { "idle", "walk" }; static char *FACINGS[] = { "up", "down", "left", "right" }; #define CAST_COUNT (sizeof(CAST) / sizeof(CAST[0])) #define MOTION_COUNT (sizeof(MOTIONS) / sizeof(MOTIONS[0])) #define FACING_COUNT (sizeof(FACINGS) / sizeof(FACINGS[0])) /** @brief One person in the town who has something to say. */ typedef struct { char *actor; /**< Registry key, which is the `name` of the map object that spawned them. */ char *line; /**< What they say. */ } jrpg_Townsfolk; /* * Actor (the map object's name) What they say */ static jrpg_Townsfolk TOWNSFOLK[] = { { "elder", "ELDER: The old road north is closed. Nothing to be done about it,\nand nothing beyond it worth the walk." }, { "shopkeeper", "SHOPKEEPER: Nothing in stock but tiles and good intentions.\nCome back when I have inventory." } }; #define TOWNSFOLK_COUNT (sizeof(TOWNSFOLK) / sizeof(TOWNSFOLK[0])) /** @brief How close the player has to stand, in pixels between sprite centres. */ #define TALK_RANGE 64.0f /* * The player's footprint, in pixels from the top-left of a 32x32 frame. A * character stands on the bottom third of their sprite, so that is the part * that has to fit through a doorway -- testing the whole frame would make every * corridor two tiles wide. * * 0 32 * +------------------------------+ 0 * | | * | (art) | * | | * | +----------------+ | 20 FEET_TOP * | | footprint | | * +------+----------------+------+ 30 FEET_TOP + FEET_H * 6 26 * FEET_X FEET_X + FEET_W */ #define FEET_X 6.0f #define FEET_W 20.0f #define FEET_TOP 20.0f #define FEET_H 10.0f /** @brief Where the party member walks, in pixels relative to the player. */ #define FOLLOWER_OFFSET_X (-14.0f) #define FOLLOWER_OFFSET_Y (10.0f) /** * @brief Load one sprite definition by its three naming components. * * @param cast Character stem, e.g. `"player"`. * @param motion `"idle"` or `"walk"`. * @param facing `"up"`, `"down"`, `"left"` or `"right"`. * @return `NULL` on success, otherwise an error context owned by the caller. */ static akerr_ErrorContext *sprite_load(char *cast, char *motion, char *facing) { PREPARE_ERROR(errctx); char path[PATH_MAX]; int written = 0; FAIL_ZERO_RETURN(errctx, cast, AKERR_NULLPOINTER, "cast"); FAIL_ZERO_RETURN(errctx, motion, AKERR_NULLPOINTER, "motion"); FAIL_ZERO_RETURN(errctx, facing, AKERR_NULLPOINTER, "facing"); PASS(errctx, aksl_snprintf( &written, path, sizeof(path), "%s/sprite_jrpg_%s_%s_%s.json", JRPG_ASSET_DIR, cast, motion, facing )); PASS(errctx, akgl_sprite_load_json(path)); SUCCEED_RETURN(errctx); } /** * @brief Load one character definition by its stem. * @param cast Character stem, e.g. `"player"`. * @return `NULL` on success, otherwise an error context owned by the caller. */ static akerr_ErrorContext *character_load(char *cast) { PREPARE_ERROR(errctx); char path[PATH_MAX]; int written = 0; FAIL_ZERO_RETURN(errctx, cast, AKERR_NULLPOINTER, "cast"); PASS(errctx, aksl_snprintf( &written, path, sizeof(path), "%s/character_jrpg_%s.json", JRPG_ASSET_DIR, cast )); PASS(errctx, akgl_character_load_json(path)); SUCCEED_RETURN(errctx); } akerr_ErrorContext *jrpg_world_load(void) { PREPARE_ERROR(errctx); char path[PATH_MAX]; int written = 0; size_t c = 0; size_t m = 0; size_t f = 0; // Sprites first. A character JSON names its sprites by registry key and // akgl_character_load_json refuses one it cannot find, so loading the two // the other way round fails on every mapping in the file. for ( c = 0; c < CAST_COUNT; c++ ) { for ( m = 0; m < MOTION_COUNT; m++ ) { for ( f = 0; f < FACING_COUNT; f++ ) { PASS(errctx, sprite_load(CAST[c], MOTIONS[m], FACINGS[f])); } } } for ( c = 0; c < CAST_COUNT; c++ ) { PASS(errctx, character_load(CAST[c])); } // And the map last: loading it creates an actor for every `actor` object in // its object layer, and each of those resolves a character by name. PASS(errctx, aksl_snprintf(&written, path, sizeof(path), "%s/town.tmj", JRPG_ASSET_DIR)); PASS(errctx, akgl_tilemap_load(path, akgl_gamemap)); // The map declares its own physics -- `physics.model` and zero gravity on // both axes -- and akgl_tilemap_load builds a backend for it and sets // use_own_physics. It does not *switch* to it: akgl_game_update simulates // through the global akgl_physics, whatever that points at. Honouring the // map is the caller's job, and this is it. if ( akgl_gamemap->use_own_physics ) { akgl_physics = &akgl_gamemap->physics; } SUCCEED_RETURN(errctx); } akerr_ErrorContext *jrpg_world_populate(void) { PREPARE_ERROR(errctx); akgl_Actor *player = NULL; akgl_Actor *follower = NULL; int i = 0; // Every actor the map spawned, including the player. // // akgl_actor_initialize sets movement_controls_face, and the default // facefunc it installs clears every facing bit and then sets the one // matching a *movement* bit. An NPC has no movement bits, so on the first // frame its state falls from ALIVE|FACE_DOWN (17) to ALIVE (16), which is // a state combination no character JSON maps a sprite to -- and an actor // with no sprite for its state is skipped rather than reported. Every NPC // in the town disappears on frame one, silently, and so does the player as // soon as they stop walking. for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) { if ( akgl_heap_actors[i].refcount == 0 ) { continue; } akgl_heap_actors[i].movement_controls_face = false; } player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL); FAIL_ZERO_RETURN( errctx, player, AKGL_ERR_REGISTRY, "town.tmj spawned no actor named \"player\"" ); player->movementlogicfunc = &jrpg_actor_logic_walk; // The party member. Nothing in the map creates it, and nothing has to: an // actor is a pool object with a name, and the character it instantiates is // already registered. This one borrows the elder's template, which is the // whole point of splitting instance from template. PASS(errctx, akgl_heap_next_actor(&follower)); PASS(errctx, akgl_actor_initialize(follower, JRPG_FOLLOWER_NAME)); PASS(errctx, akgl_actor_set_character(follower, "jrpg_elder")); follower->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN); follower->movement_controls_face = false; follower->visible = true; follower->layer = player->layer; follower->renderfunc = &jrpg_follower_render; PASS(errctx, player->addchild(player, follower)); // A child's velocity fields are read as a fixed offset from the parent // rather than as a velocity: akgl_physics_simulate snaps a child to // `parent->x + vx` and never simulates it. Set after addchild, because // addchild is what makes them mean an offset. follower->vx = FOLLOWER_OFFSET_X; follower->vy = FOLLOWER_OFFSET_Y; SUCCEED_RETURN(errctx); } /** * @brief Is the map cell containing this pixel one the player cannot enter? * * Two rules, and both of them are the game's rather than the library's. The * outer ring of the map is solid, because nothing else stops an actor walking * off the edge of the world. Everything else is the decoration layer: a cell * with a tile in it is a building, a tree or a lamp post, and a cell with 0 in * it is open ground. * * @param px Position in map pixels along x. * @param py Position in map pixels along y. * @return True when the cell blocks movement. */ static bool cell_solid(float32_t px, float32_t py) { int tx = 0; int ty = 0; tx = (int)(px / (float32_t)akgl_gamemap->tilewidth); ty = (int)(py / (float32_t)akgl_gamemap->tileheight); if ( (tx <= 0) || (ty <= 0) || (tx >= (akgl_gamemap->width - 1)) || (ty >= (akgl_gamemap->height - 1)) ) { return true; } return (akgl_gamemap->layers[JRPG_LAYER_SOLID].data[(ty * akgl_gamemap->width) + tx] != 0); } /** * @brief Would an actor whose frame is at (x, y) have its feet in a wall? * * Tests the four corners of the footprint. Four corners is enough only because * the footprint is smaller than a tile in both directions; a bigger one would * step over a single-cell wall between two of its corners. * * @param x Candidate frame position along x, in map pixels. * @param y Candidate frame position along y, in map pixels. * @return True when any corner of the footprint lands in a solid cell. */ static bool feet_blocked(float32_t x, float32_t y) { float32_t left = x + FEET_X; float32_t right = x + FEET_X + FEET_W; float32_t top = y + FEET_TOP; float32_t bottom = y + FEET_TOP + FEET_H; return (cell_solid(left, top) || cell_solid(right, top) || cell_solid(left, bottom) || cell_solid(right, bottom)); } akerr_ErrorContext *jrpg_actor_logic_walk(akgl_Actor *obj, float32_t dt) { PREPARE_ERROR(errctx); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "obj->basechar"); // A conversation freezes the world. AKGL_ERR_LOGICINTERRUPT raised from a // movementlogicfunc means "skip the rest of this tick for this actor", and // akgl_physics_simulate swallows it in a HANDLE block -- so gravity, drag, // the velocity recompute and the move are all skipped and the frame carries // on. Thrust has already been integrated by the time this runs, so it is // zeroed here; leaving it would let it accumulate while frozen and lurch on // the first step after the box closes. The movement bits go too, so the // walk animation stops rather than marching on the spot -- which does mean // a direction held across the close has to be pressed again. if ( jrpg_textbox_showing() ) { obj->tx = 0.0f; obj->ty = 0.0f; AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_ALL); FAIL_RETURN( errctx, AKGL_ERR_LOGICINTERRUPT, "%s does not move while a conversation is open", (char *)obj->name ); } // Everything the default hook does -- re-copy the character's speed limits, // turn the movement bits into signed acceleration -- is still wanted. This // hook adds to it rather than replacing it. PASS(errctx, akgl_actor_logic_movement(obj, dt)); // Where this step would put us. akgl_physics_simulate has already // integrated thrust for this step and capped it against the character's // speed ellipse, and it computes velocity as `e + t` -- and with the town's // zero gravity and zero drag, `e` stays zero, so `v` is `t`. That is what // makes the prediction exact rather than approximate. A map with gravity // would have to account for `ey` here as well. // // Axis at a time, so walking into a wall diagonally slides along it rather // than stopping dead. if ( feet_blocked(obj->x + (obj->tx * dt), obj->y) ) { obj->tx = 0.0f; obj->ax = 0.0f; } if ( feet_blocked(obj->x, obj->y + (obj->ty * dt)) ) { obj->ty = 0.0f; obj->ay = 0.0f; } SUCCEED_RETURN(errctx); } akerr_ErrorContext *jrpg_follower_render(akgl_Actor *obj) { PREPARE_ERROR(errctx); akgl_Actor *parent = NULL; FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj"); // The guard. akgl_physics_simulate has already written this actor's x and y // as `parent->x + vx` and `parent->y + vy`, which is an absolute world // position; akgl_actor_render adds the parent's position to it a second // time. Detaching the parent for the duration of the draw takes the branch // that does not. CLEANUP puts it back on every path, including the failing // one -- an actor left with a NULL parent would be simulated as a free // agent on the very next step. parent = obj->parent; obj->parent = NULL; ATTEMPT { CATCH(errctx, akgl_actor_render(obj)); } CLEANUP { obj->parent = parent; } PROCESS(errctx) { } FINISH(errctx, true); SUCCEED_RETURN(errctx); } akerr_ErrorContext *jrpg_camera_follow(void) { PREPARE_ERROR(errctx); akgl_Actor *player = NULL; float32_t mapw = 0.0f; float32_t maph = 0.0f; player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL); FAIL_ZERO_RETURN(errctx, player, AKGL_ERR_REGISTRY, "No actor named \"player\""); mapw = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth); maph = (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight); akgl_camera->x = (player->x + 16.0f) - (akgl_camera->w / 2.0f); akgl_camera->y = (player->y + 16.0f) - (akgl_camera->h / 2.0f); if ( akgl_camera->x < 0.0f ) { akgl_camera->x = 0.0f; } if ( akgl_camera->y < 0.0f ) { akgl_camera->y = 0.0f; } if ( akgl_camera->x > (mapw - akgl_camera->w) ) { akgl_camera->x = mapw - akgl_camera->w; } if ( akgl_camera->y > (maph - akgl_camera->h) ) { akgl_camera->y = maph - akgl_camera->h; } SUCCEED_RETURN(errctx); } akerr_ErrorContext *jrpg_cmhf_talk(akgl_Actor *obj, SDL_Event *event) { PREPARE_ERROR(errctx); akgl_Actor *npc = NULL; size_t i = 0; float32_t dx = 0.0f; float32_t dy = 0.0f; FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event"); if ( jrpg_textbox_showing() ) { jrpg_textbox_close(); SUCCEED_RETURN(errctx); } for ( i = 0; i < TOWNSFOLK_COUNT; i++ ) { npc = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, TOWNSFOLK[i].actor, NULL); if ( npc == NULL ) { continue; } dx = npc->x - obj->x; dy = npc->y - obj->y; if ( sqrtf((dx * dx) + (dy * dy)) > TALK_RANGE ) { continue; } PASS(errctx, jrpg_textbox_open(TOWNSFOLK[i].line)); SUCCEED_RETURN(errctx); } SUCCEED_RETURN(errctx); } akerr_ErrorContext *jrpg_cmhf_ignore(akgl_Actor *obj, SDL_Event *event) { PREPARE_ERROR(errctx); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event"); SUCCEED_RETURN(errctx); }