npc.c 15 KB

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  1. #include <game/npc.h>
  2. static EntityContext *npc_context_generic;
  3. // Allocation function
  4. static EntityContext *npc_generic_alloc(
  5. const char *id,
  6. int index,
  7. Vector size,
  8. Vector start_position,
  9. Vector end_position,
  10. float move_timer, // Wait duration before moving again
  11. float speed,
  12. const char *message)
  13. {
  14. if (!npc_context_generic)
  15. {
  16. npc_context_generic = malloc(sizeof(EntityContext));
  17. }
  18. if (!npc_context_generic)
  19. {
  20. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  21. return NULL;
  22. }
  23. snprintf(npc_context_generic->id, sizeof(npc_context_generic->id), "%s", id);
  24. npc_context_generic->index = index;
  25. npc_context_generic->size = size;
  26. npc_context_generic->start_position = start_position;
  27. npc_context_generic->end_position = end_position;
  28. npc_context_generic->move_timer = move_timer; // Set wait duration
  29. npc_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  30. npc_context_generic->speed = speed;
  31. snprintf(npc_context_generic->message, sizeof(npc_context_generic->message), "%s", message);
  32. // Initialize other fields as needed
  33. npc_context_generic->sprite_right = NULL; // sprite is assigned later
  34. npc_context_generic->sprite_left = NULL; // sprite is assigned later
  35. npc_context_generic->direction = ENTITY_RIGHT; // Default direction
  36. npc_context_generic->state = ENTITY_MOVING_TO_END; // Start in IDLE state
  37. // Set radius based on size, for example, average of size.x and size.y divided by 2
  38. npc_context_generic->radius = (size.x + size.y) / 4.0f;
  39. return npc_context_generic;
  40. }
  41. // NPC start function
  42. static void npc_start(Entity *self, GameManager *manager, void *context)
  43. {
  44. UNUSED(manager);
  45. if (!self || !context)
  46. {
  47. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  48. return;
  49. }
  50. if (!npc_context_generic)
  51. {
  52. FURI_LOG_E("Game", "NPC start: NPC context not set");
  53. return;
  54. }
  55. EntityContext *npc_context = (EntityContext *)context;
  56. // Copy fields from generic context
  57. snprintf(npc_context->id, sizeof(npc_context->id), "%s", npc_context_generic->id);
  58. snprintf(npc_context->message, sizeof(npc_context->message), "%s", npc_context_generic->message);
  59. npc_context->index = npc_context_generic->index;
  60. npc_context->size = npc_context_generic->size;
  61. npc_context->start_position = npc_context_generic->start_position;
  62. npc_context->end_position = npc_context_generic->end_position;
  63. npc_context->move_timer = npc_context_generic->move_timer;
  64. npc_context->elapsed_move_timer = npc_context_generic->elapsed_move_timer;
  65. npc_context->speed = npc_context_generic->speed;
  66. npc_context->sprite_right = npc_context_generic->sprite_right;
  67. npc_context->sprite_left = npc_context_generic->sprite_left;
  68. npc_context->direction = npc_context_generic->direction;
  69. npc_context->state = npc_context_generic->state;
  70. npc_context->radius = npc_context_generic->radius;
  71. // Set NPC's initial position based on start_position
  72. entity_pos_set(self, npc_context->start_position);
  73. // Add collision circle based on the NPC's radius
  74. entity_collider_add_circle(self, npc_context->radius);
  75. }
  76. // NPC render function
  77. static void npc_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  78. {
  79. if (!self || !context || !canvas || !manager)
  80. return;
  81. EntityContext *npc_context = (EntityContext *)context;
  82. // Get the position of the NPC
  83. Vector pos = entity_pos_get(self);
  84. int x_pos = pos.x - camera_x - npc_context->size.x / 2;
  85. int y_pos = pos.y - camera_y - npc_context->size.y / 2;
  86. // check if position is within the screen
  87. if (x_pos + npc_context->size.x < 0 || x_pos > SCREEN_WIDTH || y_pos + npc_context->size.y < 0 || y_pos > SCREEN_HEIGHT)
  88. return;
  89. // Choose sprite based on direction
  90. Sprite *current_sprite = NULL;
  91. if (npc_context->direction == ENTITY_LEFT)
  92. {
  93. current_sprite = npc_context->sprite_left;
  94. }
  95. else
  96. {
  97. current_sprite = npc_context->sprite_right;
  98. }
  99. // Draw NPC sprite relative to camera, centered on the NPC's position
  100. canvas_draw_sprite(
  101. canvas,
  102. current_sprite,
  103. pos.x - camera_x - (npc_context->size.x / 2),
  104. pos.y - camera_y - (npc_context->size.y / 2));
  105. }
  106. // NPC collision function
  107. static void npc_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  108. {
  109. if (!self || !other || !context || !manager)
  110. {
  111. FURI_LOG_E("Game", "NPC collision: Invalid parameters");
  112. return;
  113. }
  114. // Check if the NPC collided with the player
  115. if (entity_description_get(other) == &player_desc)
  116. {
  117. // Retrieve NPC context
  118. EntityContext *npc_context = (EntityContext *)context;
  119. GameContext *game_context = game_manager_game_context_get(manager);
  120. furi_check(npc_context);
  121. furi_check(game_context);
  122. // Get positions of the NPC and the player
  123. Vector npc_pos = entity_pos_get(self);
  124. Vector player_pos = entity_pos_get(other);
  125. // Determine if the NPC is facing the player or player is facing the NPC
  126. bool player_is_facing_npc = false;
  127. // Determine if the player is facing the NPC
  128. if ((game_context->player_context->direction == ENTITY_LEFT && npc_pos.x < player_pos.x) ||
  129. (game_context->player_context->direction == ENTITY_RIGHT && npc_pos.x > player_pos.x) ||
  130. (game_context->player_context->direction == ENTITY_UP && npc_pos.y < player_pos.y) ||
  131. (game_context->player_context->direction == ENTITY_DOWN && npc_pos.y > player_pos.y))
  132. {
  133. player_is_facing_npc = true;
  134. }
  135. // bounce the player back to where it came from
  136. // Set the player's old position to prevent collision
  137. entity_pos_set(other, game_context->player_context->old_position);
  138. // Reset player's movement direction to prevent immediate re-collision
  139. game_context->player_context->dx = 0;
  140. game_context->player_context->dy = 0;
  141. // Press OK and facing NPC
  142. if (player_is_facing_npc && game_context->last_button == GameKeyOk)
  143. {
  144. // show the NPC dialog on the game menu
  145. game_context->menu_screen = GAME_MENU_NPC;
  146. game_context->menu_selection = 0;
  147. snprintf(game_context->message, sizeof(game_context->message), "%s", npc_context->message);
  148. game_context->is_menu_open = true;
  149. }
  150. }
  151. }
  152. // NPC update function
  153. static void npc_update(Entity *self, GameManager *manager, void *context)
  154. {
  155. if (!self || !context || !manager)
  156. return;
  157. EntityContext *npc_context = (EntityContext *)context;
  158. if (!npc_context || npc_context->state == ENTITY_DEAD)
  159. {
  160. return;
  161. }
  162. GameContext *game_context = game_manager_game_context_get(manager);
  163. if (!game_context)
  164. {
  165. FURI_LOG_E("Game", "NPC update: Failed to get GameContext");
  166. return;
  167. }
  168. float delta_time = 1.0f / game_context->fps;
  169. switch (npc_context->state)
  170. {
  171. case ENTITY_IDLE:
  172. // Increment the elapsed_move_timer
  173. npc_context->elapsed_move_timer += delta_time;
  174. // Check if it's time to move again
  175. if (npc_context->elapsed_move_timer >= npc_context->move_timer)
  176. {
  177. // Determine the next state based on the current position
  178. Vector current_pos = entity_pos_get(self);
  179. if (fabs(current_pos.x - npc_context->start_position.x) < (double)1.0 &&
  180. fabs(current_pos.y - npc_context->start_position.y) < (double)1.0)
  181. {
  182. npc_context->state = ENTITY_MOVING_TO_END;
  183. }
  184. else
  185. {
  186. npc_context->state = ENTITY_MOVING_TO_START;
  187. }
  188. npc_context->elapsed_move_timer = 0.0f;
  189. }
  190. break;
  191. case ENTITY_MOVING_TO_END:
  192. case ENTITY_MOVING_TO_START:
  193. {
  194. // Determine the target position based on the current state
  195. Vector target_position = (npc_context->state == ENTITY_MOVING_TO_END) ? npc_context->end_position : npc_context->start_position;
  196. // Get current position
  197. Vector current_pos = entity_pos_get(self);
  198. Vector direction_vector = {0, 0};
  199. // Calculate direction towards the target
  200. if (current_pos.x < target_position.x)
  201. {
  202. direction_vector.x = 1.0f;
  203. npc_context->direction = ENTITY_RIGHT;
  204. }
  205. else if (current_pos.x > target_position.x)
  206. {
  207. direction_vector.x = -1.0f;
  208. npc_context->direction = ENTITY_LEFT;
  209. }
  210. if (current_pos.y < target_position.y)
  211. {
  212. direction_vector.y = 1.0f;
  213. npc_context->direction = ENTITY_DOWN;
  214. }
  215. else if (current_pos.y > target_position.y)
  216. {
  217. direction_vector.y = -1.0f;
  218. npc_context->direction = ENTITY_UP;
  219. }
  220. // Normalize direction vector
  221. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  222. if (length != 0)
  223. {
  224. direction_vector.x /= length;
  225. direction_vector.y /= length;
  226. }
  227. // Update position based on direction and speed
  228. Vector new_pos = current_pos;
  229. new_pos.x += direction_vector.x * npc_context->speed * delta_time;
  230. new_pos.y += direction_vector.y * npc_context->speed * delta_time;
  231. // Clamp the position to the target to prevent overshooting
  232. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  233. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  234. {
  235. new_pos.x = target_position.x;
  236. }
  237. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  238. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  239. {
  240. new_pos.y = target_position.y;
  241. }
  242. entity_pos_set(self, new_pos);
  243. // Check if the nPC has reached or surpassed the target_position
  244. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  245. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  246. // If reached the target position on both axes, transition to IDLE
  247. if (reached_x && reached_y)
  248. {
  249. npc_context->state = ENTITY_IDLE;
  250. npc_context->elapsed_move_timer = 0.0f;
  251. }
  252. }
  253. break;
  254. default:
  255. break;
  256. }
  257. }
  258. // Free function for the entity
  259. static void npc_free(Entity *self, GameManager *manager, void *context)
  260. {
  261. UNUSED(self);
  262. UNUSED(manager);
  263. UNUSED(context);
  264. if (npc_context_generic)
  265. {
  266. free(npc_context_generic);
  267. npc_context_generic = NULL;
  268. }
  269. }
  270. // NPC Behavior structure
  271. static const EntityDescription _generic_npc = {
  272. .start = npc_start,
  273. .stop = npc_free,
  274. .update = npc_update,
  275. .render = npc_render,
  276. .collision = npc_collision,
  277. .event = NULL,
  278. .context_size = sizeof(EntityContext),
  279. };
  280. // Spawn function to return the entity description
  281. const EntityDescription *npc(
  282. GameManager *manager,
  283. const char *id,
  284. int index,
  285. Vector start_position,
  286. Vector end_position,
  287. float move_timer, // Wait duration before moving again
  288. float speed,
  289. const char *message)
  290. {
  291. SpriteContext *sprite_context = get_sprite_context(id);
  292. if (!sprite_context)
  293. {
  294. FURI_LOG_E("Game", "Failed to get SpriteContext");
  295. return NULL;
  296. }
  297. // Allocate a new EntityContext with provided parameters
  298. npc_context_generic = npc_generic_alloc(
  299. id,
  300. index,
  301. (Vector){sprite_context->width, sprite_context->height},
  302. start_position,
  303. end_position,
  304. move_timer,
  305. speed,
  306. message);
  307. if (!npc_context_generic)
  308. {
  309. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  310. return NULL;
  311. }
  312. // assign sprites to the context
  313. npc_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  314. npc_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  315. // Set initial direction based on start and end positions
  316. if (start_position.x < end_position.x)
  317. {
  318. npc_context_generic->direction = ENTITY_RIGHT;
  319. }
  320. else
  321. {
  322. npc_context_generic->direction = ENTITY_LEFT;
  323. }
  324. // Set initial state based on movement
  325. if (start_position.x != end_position.x || start_position.y != end_position.y)
  326. {
  327. npc_context_generic->state = ENTITY_MOVING_TO_END;
  328. }
  329. else
  330. {
  331. npc_context_generic->state = ENTITY_IDLE;
  332. }
  333. free(sprite_context);
  334. return &_generic_npc;
  335. }
  336. void spawn_npc(Level *level, GameManager *manager, FuriString *json)
  337. {
  338. if (!level || !manager || !json)
  339. {
  340. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  341. return;
  342. }
  343. FuriString *id = get_json_value_furi("id", json);
  344. FuriString *_index = get_json_value_furi("index", json);
  345. //
  346. FuriString *start_position = get_json_value_furi("start_position", json);
  347. FuriString *start_position_x = get_json_value_furi("x", start_position);
  348. FuriString *start_position_y = get_json_value_furi("y", start_position);
  349. //
  350. FuriString *end_position = get_json_value_furi("end_position", json);
  351. FuriString *end_position_x = get_json_value_furi("x", end_position);
  352. FuriString *end_position_y = get_json_value_furi("y", end_position);
  353. //
  354. FuriString *move_timer = get_json_value_furi("move_timer", json);
  355. FuriString *speed = get_json_value_furi("speed", json);
  356. //
  357. FuriString *message = get_json_value_furi("message", json);
  358. if (!id || !_index || !start_position || !start_position_x || !start_position_y || !end_position || !end_position_x || !end_position_y || !move_timer || !speed || !message)
  359. {
  360. FURI_LOG_E("Game", "Failed to get JSON values");
  361. return;
  362. }
  363. GameContext *game_context = game_manager_game_context_get(manager);
  364. if (game_context && game_context->npc_count < MAX_NPCS && !game_context->npcs[game_context->npc_count])
  365. {
  366. game_context->npcs[game_context->npc_count] = level_add_entity(level, npc(
  367. manager,
  368. furi_string_get_cstr(id),
  369. atoi(furi_string_get_cstr(_index)),
  370. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  371. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  372. atof_furi(move_timer),
  373. atof_furi(speed),
  374. furi_string_get_cstr(message)));
  375. game_context->npc_count++;
  376. }
  377. furi_string_free(id);
  378. furi_string_free(_index);
  379. furi_string_free(start_position);
  380. furi_string_free(start_position_x);
  381. furi_string_free(start_position_y);
  382. furi_string_free(end_position);
  383. furi_string_free(end_position_x);
  384. furi_string_free(end_position_y);
  385. furi_string_free(move_timer);
  386. furi_string_free(speed);
  387. }