-
Notifications
You must be signed in to change notification settings - Fork 3
/
tutorial-part03.lisp
244 lines (206 loc) · 8.75 KB
/
tutorial-part03.lisp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
;;;; tutorial-part03.lisp
;;;; "The Dungeon"
;;;; February 2017
;;;;
;;;; Commentary to be posted on 9bladed.com
;;;;
;;;; Original python+libtcod tutorial, part 3:
;;;; http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_3
(ql:quickload :tcod)
(defparameter *screen-width* 80)
(defparameter *screen-height* 50)
(defparameter *limit-fps* 20)
(defvar *map*)
(defparameter *map-width* 80)
(defparameter *map-height* 45)
(defparameter *room-max-size* 10)
(defparameter *room-min-size* 6)
(defparameter *max-rooms* 30)
(tcod:make-color :dark-wall 0 0 100)
(tcod:make-color :dark-ground 50 50 150)
(tcod:console-set-custom-font "arial10x10.png" '(:FONT-TYPE-GREYSCALE :FONT-LAYOUT-TCOD))
(tcod:console-init-root *screen-width* *screen-height*
:title "lisp/libtcod tutorial" :fullscreen? nil :renderer :renderer-sdl)
(defparameter *con* (tcod:console-new *screen-width* *screen-height*))
(tcod:sys-set-fps *limit-fps*)
(defgeneric move (obj dx dy)
(:documentation "move by the given amount"))
(defgeneric draw (obj)
(:documentation "set the color and then draw the character that represents this object at its position"))
(defgeneric clear (obj)
(:documentation "erase the character that represents this object"))
(defclass tile ()
((blocked
:initarg :blocked
:initform (error "Must specify blocked")
:accessor blocked)
(block-sight
:initarg :block-sight
:initform nil
:accessor block-sight))
(:documentation "a tile of the map and its properties"))
(defmethod initialize-instance :after ((tt tile) &key)
"by default, if a tile is blocked, it also blocks sight"
(if (not (block-sight tt))
(setf (block-sight tt) (blocked tt))))
(defgeneric intersect (this other)
(:documentation "returns true if this rectangle intersects with another one"))
(defclass rect ()
((x1
:initarg :x1
:initform (error "Must have an x value")
:accessor x1)
(y1
:initarg :y1
:initform (error "Must have a y value")
:accessor y1)
(x2
:accessor x2)
(y2
:accessor y2)
(center
:accessor center))
(:documentation "a rectangle on the map. used to characterize a room."))
(defmethod initialize-instance :after ((r rect) &key width height)
(setf (x2 r) (+ (x1 r) width))
(setf (y2 r) (+ (y1 r) height))
(setf (center r) (cons (floor (/ (+ (x1 r) (x2 r)) 2)) (floor (/ (+ (y1 r) (y2 r)) 2)))))
(defmethod intersect ((this rect) (other rect))
(and (<= (x1 this) (x2 other)) (>= (x2 this) (x1 other))
(<= (y1 this) (y2 other)) (>= (y2 this) (y1 other))))
(defun create-room (room)
;; go through the tiles in the rectangle and make them passable
(loop for x from (1+ (x1 room)) below (x2 room)
do (loop for y from (1+ (y1 room)) below (y2 room)
do (setf (blocked (aref *map* y x)) nil)
do (setf (block-sight (aref *map* y x)) nil))))
(defun create-h-tunnel (x1 x2 y)
(loop for x from (min x1 x2) upto (max x1 x2)
do (setf (blocked (aref *map* y x)) nil)
do (setf (block-sight (aref *map* y x)) nil)))
(defun create-v-tunnel (y1 y2 x)
;; vertical tunnel
(loop for y from (min y1 y2) upto (max y1 y2)
do (setf (blocked (aref *map* y x)) nil)
(setf (block-sight (aref *map* y x)) nil)))
(defclass object ()
((x
:initarg :x
:initform (error "Must have an x value")
:accessor x)
(y
:initarg :y
:initform (error "Must have a y value")
:accessor y)
(cha
:initarg :cha
:initform (error "Must have a character")
:accessor cha)
(color
:initarg :color
:initform (error "Must have a color")
:accessor color))
(:documentation "this is a generic object: the player, a monster, an item, the stairs...
it's always represented by a character on the screen."))
(defmethod move ((obj object) dx dy)
(if (not (blocked (aref *map* (+ (y obj) dy) (+ (x obj) dx))))
(progn
(incf (x obj) dx)
(incf (y obj) dy))))
(defmethod draw ((obj object))
(tcod:console-set-default-foreground *con* (tcod:color (color obj)))
(tcod:console-put-char *con* (x obj) (y obj) (char-code (cha obj)) :NONE))
(defmethod clear ((obj object))
(tcod:console-put-char *con* (x obj) (y obj) (char-code #\SPACE) :NONE))
(defun handle-keys ()
(let ((events (tcod:sys-get-events)))
(loop for event in events
when (eql (car event) :event-key-press)
do (cond ((and (eql (tcod:key-vk (cdr event)) :ENTER) (tcod:key-lalt (cdr event)))
(tcod:console-set-fullscreen (not (tcod:console-is-fullscreen?))))
((eql (tcod:key-vk (cdr event)) :UP) (move *player* 0 -1))
((eql (tcod:key-vk (cdr event)) :DOWN) (move *player* 0 1))
((eql (tcod:key-vk (cdr event)) :LEFT) (move *player* -1 0))
((eql (tcod:key-vk (cdr event)) :RIGHT) (move *player* 1 0))
((eql (tcod:key-vk (cdr event)) :ESCAPE) (return-from handle-keys :exit))))))
(defparameter *player* (make-instance 'object
:x 25 :y 23
:cha #\@ :color :white))
(defparameter *npc* (make-instance 'object
:x (- (/ *screen-width* 2) 5) :y (/ *screen-height* 2)
:cha #\@ :color :yellow))
(defparameter *objects* (list *player* *npc*))
(defun make-map ()
(setf *map* (make-array (list *map-height* *map-width*)))
(dotimes (i *map-height*)
(dotimes (j *map-width*)
(setf (aref *map* i j) (make-instance 'tile :blocked t))))
(loop with num-rooms = 0
with rooms
with w
with h
with x
with y
with new-room
with failed
for r from 0 below *max-rooms* do
;; random width and height
(setf w (tcod:random-get-int tcod:+null+ *room-min-size* *room-max-size*))
(setf h (tcod:random-get-int tcod:+null+ *room-min-size* *room-max-size*))
;; random position without going out of the boundaries of the map
(setf x (tcod:random-get-int tcod:+null+ 0 (- *map-width* w 1)))
(setf y (tcod:random-get-int tcod:+null+ 0 (- *map-height* h 1)))
;; "rect" class makes rectangles easier to work with
(setf new-room (make-instance 'rect :x1 x :y1 y :width w :height h))
;; run through the other rooms and see if they intersect with this one
(setf failed nil)
(loop for other-room in rooms do
(when (intersect new-room other-room)
(setf failed t)
(return)))
(unless failed
;; this means there are no intersections, so this room is valid
(create-room new-room) ; "paint" it to the map's tiles
;; center coordinates of new room, will be useful later
(let ((new-x (car (center new-room)))
(new-y (cdr (center new-room))))
(cond ((eql num-rooms 0)
;; this is the first room, where the player starts at
(setf (x *player*) new-x
(y *player*) new-y))
;; all rooms after the first:
;; connect it to the previous room with a tunnel
(t (let ((prev-x (car (center (car (last rooms))))) ; center coordinates
(prev-y (cdr (center (car (last rooms)))))) ; of previous room
;; draw a coin (random number that is either 0 or 1)
(cond ((eql (tcod:random-get-int tcod:+null+ 0 1) 1)
;; first move horizontally, then vertically
(create-h-tunnel prev-x new-x prev-y)
(create-v-tunnel prev-y new-y new-x))
(t ; first move vertically, then horizontally
(create-v-tunnel prev-y new-y prev-x)
(create-h-tunnel prev-x new-x new-y)))))))
;; finally, append the new room to the list
(if (eql num-rooms 0)
(setf rooms (list new-room))
(setf rooms (append rooms (list new-room))))
(incf num-rooms))))
;; generate map (at this point it's not drawn to the screen)
(make-map)
(defun render-all ()
;; go through all the tiles, and set their background color
(dotimes (i *map-height*)
(dotimes (j *map-width*)
(if (block-sight (aref *map* i j))
(tcod:console-set-char-background *con* j i (tcod:color :dark-wall) :set)
(tcod:console-set-char-background *con* j i (tcod:color :dark-ground) :set))))
;; draw all objects in the list
(mapcar #'draw *objects*)
;; blit the contents of con to the root console
(tcod:console-blit *con* 0 0 *screen-width* *screen-height* tcod:*root* 0 0 1.0 1.0))
(do ()
((tcod:console-is-window-closed?))
(render-all)
(tcod:console-flush)
(mapcar #'clear *objects*)
(handle-keys))