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. // Free function
  42. static void npc_generic_free(void *context)
  43. {
  44. if (context)
  45. {
  46. free(context);
  47. context = NULL;
  48. }
  49. if (npc_context_generic)
  50. {
  51. free(npc_context_generic);
  52. npc_context_generic = NULL;
  53. }
  54. }
  55. // NPC start function
  56. static void npc_start(Entity *self, GameManager *manager, void *context)
  57. {
  58. UNUSED(manager);
  59. if (!self || !context)
  60. {
  61. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  62. return;
  63. }
  64. if (!npc_context_generic)
  65. {
  66. FURI_LOG_E("Game", "NPC start: NPC context not set");
  67. return;
  68. }
  69. EntityContext *npc_context = (EntityContext *)context;
  70. // Copy fields from generic context
  71. snprintf(npc_context->id, sizeof(npc_context->id), "%s", npc_context_generic->id);
  72. npc_context->index = npc_context_generic->index;
  73. npc_context->size = npc_context_generic->size;
  74. npc_context->start_position = npc_context_generic->start_position;
  75. npc_context->end_position = npc_context_generic->end_position;
  76. npc_context->move_timer = npc_context_generic->move_timer;
  77. npc_context->elapsed_move_timer = npc_context_generic->elapsed_move_timer;
  78. npc_context->speed = npc_context_generic->speed;
  79. npc_context->sprite_right = npc_context_generic->sprite_right;
  80. npc_context->sprite_left = npc_context_generic->sprite_left;
  81. npc_context->direction = npc_context_generic->direction;
  82. npc_context->state = npc_context_generic->state;
  83. npc_context->radius = npc_context_generic->radius;
  84. // Set NPC's initial position based on start_position
  85. entity_pos_set(self, npc_context->start_position);
  86. // Add collision circle based on the NPC's radius
  87. entity_collider_add_circle(self, npc_context->radius);
  88. }
  89. // NPC render function
  90. static void npc_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  91. {
  92. if (!self || !context || !canvas || !manager)
  93. return;
  94. EntityContext *npc_context = (EntityContext *)context;
  95. // Get the position of the NPC
  96. Vector pos = entity_pos_get(self);
  97. // Choose sprite based on direction
  98. Sprite *current_sprite = NULL;
  99. if (npc_context->direction == ENTITY_LEFT)
  100. {
  101. current_sprite = npc_context->sprite_left;
  102. }
  103. else
  104. {
  105. current_sprite = npc_context->sprite_right;
  106. }
  107. // Draw NPC sprite relative to camera, centered on the NPC's position
  108. canvas_draw_sprite(
  109. canvas,
  110. current_sprite,
  111. pos.x - camera_x - (npc_context->size.x / 2),
  112. pos.y - camera_y - (npc_context->size.y / 2));
  113. }
  114. // NPC collision function
  115. static void npc_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  116. {
  117. if (!self || !other || !context || !manager)
  118. {
  119. FURI_LOG_E("Game", "NPC collision: Invalid parameters");
  120. return;
  121. }
  122. // Check if the NPC collided with the player
  123. if (entity_description_get(other) == &player_desc)
  124. {
  125. // Retrieve NPC context
  126. EntityContext *npc_context = (EntityContext *)context;
  127. GameContext *game_context = game_manager_game_context_get(manager);
  128. furi_check(npc_context);
  129. furi_check(game_context);
  130. // Get positions of the NPC and the player
  131. Vector npc_pos = entity_pos_get(self);
  132. Vector player_pos = entity_pos_get(other);
  133. // Determine if the NPC is facing the player or player is facing the NPC
  134. bool player_is_facing_npc = false;
  135. // Determine if the player is facing the NPC
  136. if ((game_context->player_context->direction == ENTITY_LEFT && npc_pos.x < player_pos.x) ||
  137. (game_context->player_context->direction == ENTITY_RIGHT && npc_pos.x > player_pos.x) ||
  138. (game_context->player_context->direction == ENTITY_UP && npc_pos.y < player_pos.y) ||
  139. (game_context->player_context->direction == ENTITY_DOWN && npc_pos.y > player_pos.y))
  140. {
  141. player_is_facing_npc = true;
  142. }
  143. // bounce the player back to where it came from
  144. // Set the player's old position to prevent collision
  145. entity_pos_set(other, game_context->player_context->old_position);
  146. // Reset player's movement direction to prevent immediate re-collision
  147. game_context->player_context->dx = 0;
  148. game_context->player_context->dy = 0;
  149. // Press OK and facing NPC
  150. if (player_is_facing_npc && game_context->last_button == GameKeyOk)
  151. {
  152. // show the NPC dialog on the game menu
  153. game_context->menu_screen = GAME_MENU_NPC;
  154. game_context->menu_selection = 0;
  155. snprintf(game_context->message, sizeof(game_context->message), "%s", npc_context->message);
  156. game_context->is_menu_open = true;
  157. }
  158. }
  159. }
  160. // NPC update function
  161. static void npc_update(Entity *self, GameManager *manager, void *context)
  162. {
  163. if (!self || !context || !manager)
  164. return;
  165. EntityContext *npc_context = (EntityContext *)context;
  166. if (!npc_context || npc_context->state == ENTITY_DEAD)
  167. {
  168. return;
  169. }
  170. GameContext *game_context = game_manager_game_context_get(manager);
  171. if (!game_context)
  172. {
  173. FURI_LOG_E("Game", "NPC update: Failed to get GameContext");
  174. return;
  175. }
  176. float delta_time = 1.0f / game_context->fps;
  177. switch (npc_context->state)
  178. {
  179. case ENTITY_IDLE:
  180. // Increment the elapsed_move_timer
  181. npc_context->elapsed_move_timer += delta_time;
  182. // Check if it's time to move again
  183. if (npc_context->elapsed_move_timer >= npc_context->move_timer)
  184. {
  185. // Determine the next state based on the current position
  186. Vector current_pos = entity_pos_get(self);
  187. if (fabs(current_pos.x - npc_context->start_position.x) < (double)1.0 &&
  188. fabs(current_pos.y - npc_context->start_position.y) < (double)1.0)
  189. {
  190. npc_context->state = ENTITY_MOVING_TO_END;
  191. }
  192. else
  193. {
  194. npc_context->state = ENTITY_MOVING_TO_START;
  195. }
  196. npc_context->elapsed_move_timer = 0.0f;
  197. }
  198. break;
  199. case ENTITY_MOVING_TO_END:
  200. case ENTITY_MOVING_TO_START:
  201. {
  202. // Determine the target position based on the current state
  203. Vector target_position = (npc_context->state == ENTITY_MOVING_TO_END) ? npc_context->end_position : npc_context->start_position;
  204. // Get current position
  205. Vector current_pos = entity_pos_get(self);
  206. Vector direction_vector = {0, 0};
  207. // Calculate direction towards the target
  208. if (current_pos.x < target_position.x)
  209. {
  210. direction_vector.x = 1.0f;
  211. npc_context->direction = ENTITY_RIGHT;
  212. }
  213. else if (current_pos.x > target_position.x)
  214. {
  215. direction_vector.x = -1.0f;
  216. npc_context->direction = ENTITY_LEFT;
  217. }
  218. if (current_pos.y < target_position.y)
  219. {
  220. direction_vector.y = 1.0f;
  221. npc_context->direction = ENTITY_DOWN;
  222. }
  223. else if (current_pos.y > target_position.y)
  224. {
  225. direction_vector.y = -1.0f;
  226. npc_context->direction = ENTITY_UP;
  227. }
  228. // Normalize direction vector
  229. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  230. if (length != 0)
  231. {
  232. direction_vector.x /= length;
  233. direction_vector.y /= length;
  234. }
  235. // Update position based on direction and speed
  236. Vector new_pos = current_pos;
  237. new_pos.x += direction_vector.x * npc_context->speed * delta_time;
  238. new_pos.y += direction_vector.y * npc_context->speed * delta_time;
  239. // Clamp the position to the target to prevent overshooting
  240. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  241. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  242. {
  243. new_pos.x = target_position.x;
  244. }
  245. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  246. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  247. {
  248. new_pos.y = target_position.y;
  249. }
  250. entity_pos_set(self, new_pos);
  251. // Check if the nPC has reached or surpassed the target_position
  252. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  253. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  254. // If reached the target position on both axes, transition to IDLE
  255. if (reached_x && reached_y)
  256. {
  257. npc_context->state = ENTITY_IDLE;
  258. npc_context->elapsed_move_timer = 0.0f;
  259. }
  260. }
  261. break;
  262. default:
  263. break;
  264. }
  265. }
  266. // Free function for the entity
  267. static void npc_free(Entity *self, GameManager *manager, void *context)
  268. {
  269. UNUSED(self);
  270. UNUSED(manager);
  271. if (context)
  272. npc_generic_free(context);
  273. }
  274. // NPC Behavior structure
  275. static const EntityDescription _generic_npc = {
  276. .start = npc_start,
  277. .stop = npc_free,
  278. .update = npc_update,
  279. .render = npc_render,
  280. .collision = npc_collision,
  281. .event = NULL,
  282. .context_size = sizeof(EntityContext),
  283. };
  284. // Spawn function to return the entity description
  285. const EntityDescription *npc(
  286. GameManager *manager,
  287. const char *id,
  288. int index,
  289. Vector start_position,
  290. Vector end_position,
  291. float move_timer, // Wait duration before moving again
  292. float speed,
  293. const char *message)
  294. {
  295. SpriteContext *sprite_context = get_sprite_context(id);
  296. if (!sprite_context)
  297. {
  298. FURI_LOG_E("Game", "Failed to get SpriteContext");
  299. return NULL;
  300. }
  301. // Allocate a new EntityContext with provided parameters
  302. npc_context_generic = npc_generic_alloc(
  303. id,
  304. index,
  305. (Vector){sprite_context->width, sprite_context->height},
  306. start_position,
  307. end_position,
  308. move_timer,
  309. speed,
  310. message);
  311. if (!npc_context_generic)
  312. {
  313. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  314. return NULL;
  315. }
  316. // assign sprites to the context
  317. npc_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  318. npc_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  319. // Set initial direction based on start and end positions
  320. if (start_position.x < end_position.x)
  321. {
  322. npc_context_generic->direction = ENTITY_RIGHT;
  323. }
  324. else
  325. {
  326. npc_context_generic->direction = ENTITY_LEFT;
  327. }
  328. // Set initial state based on movement
  329. if (start_position.x != end_position.x || start_position.y != end_position.y)
  330. {
  331. npc_context_generic->state = ENTITY_MOVING_TO_END;
  332. }
  333. else
  334. {
  335. npc_context_generic->state = ENTITY_IDLE;
  336. }
  337. free(sprite_context);
  338. return &_generic_npc;
  339. }
  340. void spawn_npc(Level *level, GameManager *manager, FuriString *json)
  341. {
  342. if (!level || !manager || !json)
  343. {
  344. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  345. return;
  346. }
  347. FuriString *id = get_json_value_furi("id", json);
  348. FuriString *_index = get_json_value_furi("index", json);
  349. //
  350. FuriString *start_position = get_json_value_furi("start_position", json);
  351. FuriString *start_position_x = get_json_value_furi("x", start_position);
  352. FuriString *start_position_y = get_json_value_furi("y", start_position);
  353. //
  354. FuriString *end_position = get_json_value_furi("end_position", json);
  355. FuriString *end_position_x = get_json_value_furi("x", end_position);
  356. FuriString *end_position_y = get_json_value_furi("y", end_position);
  357. //
  358. FuriString *move_timer = get_json_value_furi("move_timer", json);
  359. FuriString *speed = get_json_value_furi("speed", json);
  360. //
  361. FuriString *message = get_json_value_furi("message", json);
  362. if (!id || !_index || !start_position || !start_position_x || !start_position_y || !end_position || !end_position_x || !end_position_y || !move_timer || !speed || !message)
  363. {
  364. FURI_LOG_E("Game", "Failed to get JSON values");
  365. return;
  366. }
  367. GameContext *game_context = game_manager_game_context_get(manager);
  368. if (game_context && game_context->npc_count < MAX_NPCS && !game_context->npcs[game_context->npc_count])
  369. {
  370. game_context->npcs[game_context->npc_count] = level_add_entity(level, npc(
  371. manager,
  372. furi_string_get_cstr(id),
  373. atoi(furi_string_get_cstr(_index)),
  374. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  375. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  376. atof_furi(move_timer),
  377. atof_furi(speed),
  378. furi_string_get_cstr(message)));
  379. game_context->npc_count++;
  380. }
  381. furi_string_free(id);
  382. furi_string_free(_index);
  383. furi_string_free(start_position);
  384. furi_string_free(start_position_x);
  385. furi_string_free(start_position_y);
  386. furi_string_free(end_position);
  387. furi_string_free(end_position_x);
  388. furi_string_free(end_position_y);
  389. furi_string_free(move_timer);
  390. furi_string_free(speed);
  391. }