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