Files
libakgl/examples/jrpg/world.c
Andrew Kesterson cbf7c1b6c2 Delete the JRPG's collision too, and wall the map with proxies
cell_solid and feet_blocked go, and so does the prediction in the player's
movementlogicfunc. That prediction was only ever exact because the town has zero
gravity and zero drag -- v is t, so `x + tx * dt` is where the step lands. A map
with gravity would have had to fold ey in as well, which is the game
re-implementing the integrator. Resolution runs after the move now, so there is
nothing to predict.

The map's decoration layer carries `collidable`, which retires JRPG_LAYER_SOLID:
akgl_TilemapLayer has no name member, so the game and the map had to agree on an
index out of band and inserting a layer in Tiled broke it.

The edge of the world is not on any layer, so it is four static proxies covering
the outer ring plus a tile of overhang -- one pool slot per side instead of a
hundred solid tiles, and the first use of the static-proxy path in either
example. They carry LAYER_STATIC explicitly: shape_box defaults a shape to
LAYER_ACTOR, and a wall left on that layer is a wall everything walks through.

Only the player gets a shape. NPCs stand still and are spoken to; the follower
is a child snapped to its parent every step.

Verified against the old implementation with the demo script rewritten to hold
one direction: holding left into a building stops the player at x=122 with both,
and holding up into the map's edge stops them at y=-4 with both.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 07:46:19 -04:00

489 lines
18 KiB
C

/**
* @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, and the collision world the
* library resolves through.
*/
#include <limits.h>
#include <math.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/collision.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/sprite.h>
#include <akgl/tilemap.h>
#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 How far past the edge of the map the boundary walls extend, in pixels.
*
* The walls cover the map's outer ring of cells *and* this much beyond it. The
* ring is what the old hand-rolled rule made solid and what the art is drawn to
* expect; the overhang is what stops an actor arriving fast enough from being
* resolved out the far side of a wall exactly one tile thick.
*/
#define EDGE_OVERHANG 16.0f
/** @brief Where the party member walks, in pixels relative to the player. */
#define FOLLOWER_OFFSET_X (-14.0f)
#define FOLLOWER_OFFSET_Y (10.0f)
akgl_CollisionWorld jrpg_collision;
/** @brief The four map-edge walls, and the shapes they were built from. */
static akgl_CollisionProxy *jrpg_edges[4];
static akgl_CollisionShape jrpg_edge_shapes[4];
/**
* @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);
}
/**
* @brief Wall off the edges of the map with four static proxies.
*
* The town's decoration layer says what is solid -- a building, a tree, a lamp
* post -- and the map's edge is not on it. Nothing else stops an actor walking
* off the edge of the world.
*
* Four proxies rather than a hundred solid tiles, because static geometry that
* is not tile-shaped is exactly what a proxy is for: a long thin box costs one
* slot whatever its length. `layermask` is set by hand because
* akgl_collision_shape_box defaults a shape to LAYER_ACTOR, which is right for
* an actor and wrong for scenery -- an actor responds to LAYER_STATIC and would
* walk straight through these.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP If the proxy pool is exhausted.
*/
static akerr_ErrorContext *wall_off_the_edges(void)
{
SDL_FRect sides[4];
float32_t ow = 0.0f; /* Map width, plus the overhang at each end. */
float32_t oh = 0.0f; /* Map height, the same. */
float32_t tw = 0.0f; /* One tile of ring, plus one overhang. */
float32_t th = 0.0f;
int i = 0;
PREPARE_ERROR(errctx);
ow = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth) + (2.0f * EDGE_OVERHANG);
oh = (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight) + (2.0f * EDGE_OVERHANG);
tw = (float32_t)akgl_gamemap->tilewidth + EDGE_OVERHANG;
th = (float32_t)akgl_gamemap->tileheight + EDGE_OVERHANG;
/* x y w h */
sides[0] = (SDL_FRect){ -EDGE_OVERHANG, -EDGE_OVERHANG, tw, oh }; /* west */
sides[1] = (SDL_FRect){ (ow - tw - EDGE_OVERHANG), -EDGE_OVERHANG, tw, oh }; /* east */
sides[2] = (SDL_FRect){ -EDGE_OVERHANG, -EDGE_OVERHANG, ow, th }; /* north */
sides[3] = (SDL_FRect){ -EDGE_OVERHANG, (oh - th - EDGE_OVERHANG), ow, th }; /* south */
for ( i = 0; i < 4; i++ ) {
/*
* Acquire and initialize adjacent, with nothing between them: until
* akgl_collision_proxy_initialize takes the reference the slot is still
* free, and the next acquire hands out the same pointer.
*/
PASS(errctx, akgl_heap_next_collision_proxy(&jrpg_edges[i]));
PASS(errctx, akgl_collision_shape_box(&jrpg_edge_shapes[i], &sides[i], 0.0f));
jrpg_edge_shapes[i].layermask = AKGL_COLLISION_LAYER_STATIC;
jrpg_edge_shapes[i].collidemask = AKGL_COLLISION_LAYER_NONE;
jrpg_edge_shapes[i].flags |= AKGL_COLLISION_FLAG_STATIC;
PASS(errctx, akgl_collision_proxy_initialize(jrpg_edges[i], NULL, &jrpg_edge_shapes[i],
0.0f, 0.0f, 0.0f));
PASS(errctx, jrpg_collision.partitioner.insert(&jrpg_collision.partitioner, jrpg_edges[i]));
}
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;
}
// Collision is opt-in, and this is the whole of turning it on. The cell
// arguments are placeholders: akgl_collision_bind_tilemap overwrites them
// from the map's own tile size, and reads which layers are solid off each
// layer's `collidable` property rather than an index the game and the map
// had to agree on out of band.
PASS(errctx, akgl_collision_world_init(&jrpg_collision, NULL, 16.0f, 16.0f));
PASS(errctx, akgl_collision_bind_tilemap(&jrpg_collision, akgl_gamemap));
PASS(errctx, wall_off_the_edges());
akgl_physics->collision = &jrpg_collision;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *jrpg_world_populate(void)
{
PREPARE_ERROR(errctx);
akgl_Actor *player = NULL;
akgl_Actor *follower = NULL;
SDL_FRect body;
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 footprint, and only the player gets one. The NPCs stand still and are
// spoken to, not walked into: giving them shapes would make the town a
// pinball table and would change what the proximity test in jrpg.c means.
// The follower is a child, snapped to the player's position every step, so
// a shape on it would fight the snap rather than stop anything.
body = (SDL_FRect){ FEET_X, FEET_TOP, FEET_W, FEET_H };
PASS(errctx, akgl_collision_shape_box(&player->shape, &body, 0.0f));
player->shape_override = true;
// 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);
}
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.
//
// Walls used to be here too: a prediction of where this step would land,
// tested axis at a time. It was only ever correct because the town has zero
// gravity and zero drag, so `v` is `t` and the prediction is exact. The
// library resolves after the move instead, on a position that already
// happened, and that qualifier goes away with it.
PASS(errctx, akgl_actor_logic_movement(obj, dt));
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);
}