ゲームを作りたい!

プログラミングをしているからには、いつかはゲームを作ってみたい。勉強したことを備忘録的に綴るBLOG。

SDL2でRPGゲームを作る 〜第15回 メッセージボックスの作成 その4〜

前回は、三角形の点滅を作った。今回は、メッセージのウィンドウ内での折り返し、改行、改ページを作っていこうと思う。 4回に渡ってメッセージボックスを作ってきたがとりあえずのところはここまでで、ひと区切り完成と言うことにしよう思う。
では、早速作っていこう。

折り返し処理

折り返し処理とはどんな動きかを考えると以下の感じになると思う。
1. メッセージがメッセージボックスの右端まで到達する
2. 次の文字の表示位置のX座標をメッセージボックスの左端に戻す
3. Y座標は1文字分下に移動する
4. もし、4行表示して折り返す場合次のページに移行する
5. 以上を繰り返す

これを踏まえて、順番に実装していこうと思う。
まず、使用している変数の意味から。

  • loop_counter
    • 現在表示している文字の総数
  • row_position
    • 行位置
  • row_size
    • 1行の文字数
  • col_position
    • 列位置
  • col_size
    • 1ページの文字数

では、変数の意味を定義したところで実装していく。
まず、メッセージがメッセージボックスの右端まで到達したことを判定する。
今回作っているメッセージボックスと文字のサイズだと1行の文字数は21文字になる。文字はループ処理を使って1文字ずつ表示しているのでちょうど21ループすると右端まで到達したことになる。
よって、loop_counterなる変数を用意して、21(row_sizeと同じなのでこれを使っている)で割り切れる数になったら次の行に進めることにした。
次に、次の文字の表示位置のX座標をメッセージボックスの左端に戻すためにはdisplay_character_string関数の第4引数を初期位置に戻す必要があるのでcol_position0に設定する。
さらに、Y座標を1文字分下に移動するために、row_positionrow_sizeを加算する。 ここで、もし、4行表示して折り返す場合だったとき、つまりloop_countercol_sizeで割り切れるときはrow_positioncol_position0に設定して次のページに移行する。これで、ひとまず折り返し処理は実装できた。以下が、折り返し処理のメインの部分を抜粋したコードになる。

while (*message != '\0') {
    // 途中省略

    // 折り返し判定
    if (loop_counter != 0 && loop_counter % row_size == 0) {
        row_position += row_size;
        col_position = 0;
        tmp_position = word_length;
        if (loop_counter % col_size == 0 ) {
            while (1) {
                flash_triangle(renderer);

                if ( SDL_PollEvent(&e) ) {
                    if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE){
                        break;
                    }
                }
            }
            make_window(renderer, message_window);
            row_position = 0;
            col_position = 0;
        }
    } else if (loop_counter % row_size > 0) {
        col_position = word_length - tmp_position;
    }

    display_character_string(renderer, font, word, start_x + col_position * inter_char, start_y + row_position);

    word_length = message_length - remaining_message_length;

    // 途中省略

    loop_counter++;
}

改行処理

続いて改行処理を考える。改行は半角スペースが2回続いたら改行ということにした。
実装するために考えたことは2つ。
1. 半角スペースが2回続いたことの判定方法
2. 判定できた時に実際にどうすれば改行になるか

まず、半角スペースが2回続いたことの判定方法だがこれは、単純に判定用の配列を用意して比較することで判定を行った。
次に、実際どうすれば改行になるかだがloop_counterを1行の残りの文字数分加算することで折り返しが起きるようにした。以下が、実装になる。

char isspace[3] = {0};

if (*word == ' ') {
    if (strcmp(isspace, "  ") == 0) {
        memset(isspace, '\0', 3);
    }
    strncat(isspace, word, 1);
} else {
    memset(isspace, '\0', 3);
}

if (strcmp(isspace, "  ") == 0) {
    if (loop_counter % col_size != 0) {
        loop_counter = loop_counter + (row_size - (loop_counter % row_size) - 1);
    }
}

改ページ処理

続いて改ページ処理を考える。改ページはアスタリスクが2回続いたら改ページということにした。
実装方法はほぼ改行と同じ。
1. アスタリスクが2回続いたことの判定方法
2. 判定できた時に実際にどうすれば改行になるか

アスタリスクが2回続いたことの判定は改行と同じく判定用の配列を用意して比較することで判定を行った。
次に改ページだがこれも改行と同じ考えで、loop_counterを1ページの残りの文字数分加算することで改ページができるようにした。
以下が、実装になる。

char isasterisk[3] = {0};

if (*word == '*') {
    if (strcmp(isasterisk, "**") == 0) {
        memset(isasterisk, '\0', 3);
    }
    strncat(isasterisk, word, 1);
    strncpy(word, " ", 1);
} else {
    memset(isasterisk, '\0', 3);
}

if (strcmp(isasterisk, "**") == 0) {
    loop_counter = loop_counter + (col_size - (loop_counter % col_size) - 1);
}

一気に文字を表示する

折り返し、改行、改ページと作成してついでにメッセージ表示中にスペースを押したら一気に文字を表示するといった機能も実装したこれは考え方は上記の折り返し、改行、改ページと同じだが、出力の仕方が1文字ずつかそのページに出力する文字全てかと言った辺りで差がある。
message_outという配列に文字をためていって改行のタイミングで表示させるようにしている。
以下に抜粋したコードを載せる。全容は、いつものごとく全コード表示するのでそちらで確認してほしい。

if (loop_counter % row_size == 0) {
    display_character_string(renderer, font, message_out, start_x + col_position * inter_char, start_y + row_position);
    row_position += row_size;
    col_position = 0;
    tmp_position = word_length;
    memset(message_out, '\0', 100);

    if (loop_counter % col_size == 0 ) {
        while (1) {
            flash_triangle(renderer);

            if ( SDL_PollEvent(&e) ) {
                if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE){
                    break;
                }
            }
        }
        make_window(renderer, message_window);
        row_position = 0;
        col_position = 0;
    }
}

strcat(message_out, word);

全コード表示

では、全コードを記載する。

window.h

#ifdef _RPGINC
#else

#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>

typedef enum {DOWN, LEFT, RIGHT, UP} DIRECTION;
typedef enum {FALSE, TRUE} MOVING;
typedef enum {OUT_VISIBLE, IN_VISIBLE} VISIBLE;
typedef enum {OFF, ON} STATE;

typedef struct {
    int map_x;
    int map_y;
    int pixel_x;
    int pixel_y;
    int offset_x;
    int offset_y;
    int velocity_x;
    int velocity_y;
    DIRECTION direction;
    MOVING moving;
} CARACTER;

typedef struct {
    CARACTER npc;
    char message[1024];
    SDL_Texture *npc_image;
    MOVING npc_move;
} NPC;

typedef struct {
    int mapchip_id;
    char mapchip_name[256];
    int movable;
    int change_locate;
    SDL_Texture *map_image;
} MAPCHIP;

typedef struct {
    int rectangle_x;
    int rectangle_y;
    int rectangle_w;
    int rectangle_h;
    int blend;
    VISIBLE visible;
} WINDOW;

int clac_offset(int, int, int *, int *);
int load_image(SDL_Renderer *, SDL_Texture **, char *);
int player_animation(SDL_Renderer *);
int player_update(SDL_Renderer *, SDL_Event);
int player_move(SDL_Event);

int load_npc(SDL_Renderer *);
int npc_animation(SDL_Renderer *);
int npc_update(SDL_Renderer *renderer, int);
int npc_move(DIRECTION, int);

int load_map_image(SDL_Renderer *, SDL_Texture **);
int load_mapchip(SDL_Renderer *);
int load_move(SDL_Renderer *);
int load_map(char *);
int draw_map(SDL_Renderer *);
int is_movable(int, int);
int fade_out(SDL_Renderer *);

int make_window(SDL_Renderer *, WINDOW);
int make_box(SDL_Renderer *, int, int, int, int, int, int, int, int);
int make_triangle(SDL_Renderer *, int, int, int, int, int, int, int, int, int, int);
int window_update(SDL_Renderer *, TTF_Font *, SDL_Event);
int window_engine(SDL_Renderer *, WINDOW);
int message_engine(SDL_Renderer *, TTF_Font *, SDL_Event);
int display_character_string(SDL_Renderer *, TTF_Font *, char *, double, double);
int get_character_message(SDL_Event, char **);

int u8mb(const char);
int flash_triangle(SDL_Renderer *);
#endif

window.c

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "RPGInC.h"

#define FONT_PATH "font/PixelMplus12-Regular.ttf"

const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int IMAGE_WIDTH = 16;
const int IMAGE_HEIGHT = 16;
const int MAGNIFICATION = 2;
const int GRID_SIZE = 32;
const int FONT_SIZE = 16;
int ROW = 15;
int COL = 20;
int OUT_OF_MAP = 0;
char MAP_EVENT_NAME[256] = "field";

int animecycle = 24;
int speed = 2;
int frame = 0;
int number_of_map_image = 0;
int number_of_npc_image = 0;

CARACTER player = {1, 1, 32, 32, 0, 0, 0, 0, DOWN, FALSE};
NPC npc[256] = {0};

MAPCHIP mapchip[256] = {0};

int *map_array;

WINDOW message_window = {140, 334, 360, 140, 255, OUT_VISIBLE};

char *message;
STATE state = OFF;


int main (int argc, char *argv[]) {

    SDL_Window *window = NULL;
    SDL_Renderer *renderer = NULL;
    TTF_Font *font = NULL;

    //Initialize SDL
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
        printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
        return 1;
    }

    window = SDL_CreateWindow( "DRAW IMAGE TEST", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
    if( window == NULL ) {
        printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
        return 1;
    } else {
        renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
    }

    //Initialize TTF
    if ( TTF_Init() < 0 ) {
        printf("TTFcould not initialize! TTF_Error: %s\n", TTF_GetError());
    }

    font = TTF_OpenFont(FONT_PATH, FONT_SIZE);
    if ( font == NULL ) {
        printf("TTF_OpenFont: %s\n", TTF_GetError());
    }

    load_mapchip(renderer);
    load_map("data/field.map");

    load_npc(renderer);

    // main loop
    while (1) {
        SDL_Delay(5);
        SDL_Event e;

        clac_offset(player.pixel_x, player.pixel_y, &player.offset_x, &player.offset_y);

        SDL_RenderClear(renderer);
        draw_map(renderer);

        npc_animation(renderer);

        player_animation(renderer);
        player_update(renderer, e);

        window_update(renderer, font, e);

        SDL_RenderPresent(renderer);

        // event handling
        if ( SDL_PollEvent(&e) ) {
            if (e.type == SDL_QUIT){
                break;
            } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE){
                break;
            }
        }

    }

    IMG_Quit();
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);

    int i;
    for (i = 0;i < number_of_map_image;i++) {
        SDL_DestroyTexture(mapchip[i].map_image);
    }

    for (i = 0;i < number_of_npc_image;i++) {
        SDL_DestroyTexture(npc[i].npc_image);
    }

    SDL_Quit();

    return 0;

}

int load_image(SDL_Renderer *renderer, SDL_Texture **image_texture, char *filename) {

    SDL_Surface *image = NULL;

    // 画像の読み込み
    image = IMG_Load(filename);
    if(!image) {
        printf("IMG_Load: %s\n", IMG_GetError());
        return 1;
    }

    // 透過色の設定
    SDL_SetColorKey(image, SDL_TRUE, SDL_MapRGB(image->format, 255, 0, 255));

    *image_texture = SDL_CreateTextureFromSurface(renderer, image);

    SDL_FreeSurface(image);

    return 0;
}

int player_animation(SDL_Renderer *renderer) {

    SDL_Texture *cat_image = NULL;
    load_image(renderer, &cat_image, "image/charachip/chiharu.bmp");
    // load_image(renderer, &cat_image, "image/charachip/white_cat.bmp");

    int x = ((frame / animecycle) % 4) * 16;
    int y = player.direction * IMAGE_HEIGHT;

    SDL_Rect imageRect=(SDL_Rect){x, y, IMAGE_WIDTH, IMAGE_HEIGHT};
    SDL_Rect drawRect=(SDL_Rect){player.pixel_x - player.offset_x, player.pixel_y - player.offset_y,
                                 IMAGE_WIDTH*MAGNIFICATION, IMAGE_HEIGHT*MAGNIFICATION};

    SDL_RenderCopy(renderer, cat_image, &imageRect, &drawRect);

    if (frame <= animecycle * 4) {
        frame += 1;
    } else{
        frame = 0;
    }

    SDL_DestroyTexture(cat_image);

    return 0;
}

int player_update(SDL_Renderer *renderer, SDL_Event e) {

    if (player.moving == TRUE) {
        player.pixel_x = player.pixel_x + player.velocity_x;
        player.pixel_y = player.pixel_y + player.velocity_y;

        if (player.pixel_x % GRID_SIZE == 0 && player.pixel_y % GRID_SIZE == 0){
            player.moving = FALSE;
            player.map_x = player.pixel_x / GRID_SIZE;
            player.map_y = player.pixel_y / GRID_SIZE;

            load_move(renderer);
            player_move(e);
        }

    } else {
        player_move(e);
    }

}

int player_move(SDL_Event e) {

    if (message_window.visible == OUT_VISIBLE) {
        if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_UP){
            player.direction = UP;
            if (is_movable(player.map_x, player.map_y - 1) == 0) {
                player.velocity_x = 0;
                player.velocity_y = -speed;
                player.moving = TRUE;
            }
        } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_DOWN){
            player.direction = DOWN;
            if (is_movable(player.map_x, player.map_y + 1) == 0) {
                player.velocity_x = 0;
                player.velocity_y = speed;
                player.moving = TRUE;
            }
        } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RIGHT){
            player.direction = RIGHT;
            if (is_movable(player.map_x + 1, player.map_y) == 0) {
                player.velocity_x = speed;
                player.velocity_y = 0;
                player.moving = TRUE;
            }
        } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_LEFT){
            player.direction = LEFT;
            if (is_movable(player.map_x - 1, player.map_y) == 0) {
                player.velocity_x = -speed;
                player.velocity_y = 0;
                player.moving = TRUE;
            }
        }
    }

    return 0;

}

int load_npc(SDL_Renderer *renderer) {
    char event_path[256] = {0};

    sprintf(event_path, "data/%s.evt", MAP_EVENT_NAME);

    FILE *fp;
    char event[256] = {0};
    char npc_name[256] = {0};
    int map_x;
    int map_y;
    DIRECTION direction;
    MOVING moving;
    int max_step;
    int message_length;
    char message[1024] = {0};

    char buf[1024] = {0};
    char npc_path[256] = {0};
    int i = 0;
    int element_number = 0;

    fp = fopen(event_path, "r");
    if (fp == NULL) {
        printf("file open error. %d\n", __LINE__);
        return 1;
    }

    for (i = 0;i < number_of_npc_image;i++) {
        npc[i].npc.map_x = 0;
        npc[i].npc.map_y = 0;
        npc[i].npc.pixel_x = 0;
        npc[i].npc.pixel_y = 0;
        npc[i].npc.direction = 0;
        npc[i].npc.moving = 0;
        SDL_DestroyTexture(npc[i].npc_image);
        sprintf(npc[i].message, "%s", '\0');
    }

    for(i = 0;fgets(buf, sizeof(buf), fp) != NULL;i++) {

        if (strncmp(buf, "#", 1) != 0){
            if (strncmp(buf, "CHARA", 5) == 0) {
                sscanf(buf,
                   "%[^,],%[^,],%d,%d,%d,%d,%[^,]",
                       event, npc_name, &map_x, &map_y, &direction, &moving, message);

                sprintf(npc_path, "image/charachip/%s.bmp", npc_name);
                load_image(renderer, &npc[element_number].npc_image, npc_path);

                npc[element_number].npc.map_x = map_x;
                npc[element_number].npc.map_y = map_y;
                npc[element_number].npc.pixel_x = map_x * GRID_SIZE;
                npc[element_number].npc.pixel_y = map_y * GRID_SIZE;
                npc[element_number].npc.direction = direction;
                npc[element_number].npc_move = moving;

                message_length = strlen(message);
                message[message_length - 1] = '\0';
                sprintf(npc[element_number].message, "%s", message);

                element_number += 1;
            }
        }
    }

    number_of_npc_image = element_number;

    fclose(fp);

    return 0;
}

int npc_animation(SDL_Renderer *renderer) {

    int i;
    for(i = 0; number_of_npc_image >= i;i++) {

        int x = ((frame / animecycle) % 4) * 16;
        int y = npc[i].npc.direction * IMAGE_HEIGHT;

        SDL_Rect imageRect=(SDL_Rect){x/4, y/4, IMAGE_WIDTH/4, IMAGE_HEIGHT/4};
        SDL_Rect drawRect=(SDL_Rect){npc[i].npc.pixel_x - player.offset_x,
                                     npc[i].npc.pixel_y - player.offset_y,
                                     IMAGE_WIDTH*MAGNIFICATION, IMAGE_HEIGHT*MAGNIFICATION};

        SDL_RenderCopy(renderer, npc[i].npc_image, &imageRect, &drawRect);

        if (npc[i].npc_move == TRUE && number_of_npc_image != 0) {
            npc_update(renderer, i);
        }
    }

    return 0;
}

int npc_update(SDL_Renderer *renderer, int element) {

    srand((unsigned)time(NULL));
    int target = rand()%number_of_npc_image;
    int action = rand()%10;

    if (npc[element].npc_move == TRUE) {
        if (npc[element].npc.moving == TRUE) {
            npc[element].npc.pixel_x = npc[element].npc.pixel_x + npc[element].npc.velocity_x;
            npc[element].npc.pixel_y = npc[element].npc.pixel_y + npc[element].npc.velocity_y;

            if (npc[element].npc.pixel_x % GRID_SIZE == 0 && npc[element].npc.pixel_y % GRID_SIZE == 0) {
                npc[element].npc.moving = FALSE;
                npc[element].npc.map_x = npc[element].npc.pixel_x / GRID_SIZE;
                npc[element].npc.map_y = npc[element].npc.pixel_y / GRID_SIZE;
            }

        } else {
            if (target == element && action < 3) {
                npc_move(rand()%4, element);
            }
        }
    }
}

int npc_move(DIRECTION direction, int element) {

    if (message_window.visible == OUT_VISIBLE) {
        if (frame == 0) {
            if (direction == UP){
                npc[element].npc.direction = UP;
                if (is_movable(npc[element].npc.map_x, npc[element].npc.map_y - 1) == 0) {
                    npc[element].npc.velocity_x = 0;
                    npc[element].npc.velocity_y = -speed;
                    npc[element].npc.moving = TRUE;
                }
            } else if (direction == DOWN){
                npc[element].npc.direction = DOWN;
                if (is_movable(npc[element].npc.map_x, npc[element].npc.map_y + 1) == 0) {
                    npc[element].npc.velocity_x = 0;
                    npc[element].npc.velocity_y = speed;
                    npc[element].npc.moving = TRUE;
                }
            } else if (direction == RIGHT){
                npc[element].npc.direction = RIGHT;
                if (is_movable(npc[element].npc.map_x + 1, npc[element].npc.map_y) == 0) {
                    npc[element].npc.velocity_x = speed;
                    npc[element].npc.velocity_y = 0;
                    npc[element].npc.moving = TRUE;
                }
            } else if (direction == LEFT){
                npc[element].npc.direction = LEFT;
                if (is_movable(npc[element].npc.map_x - 1, npc[element].npc.map_y) == 0) {
                    npc[element].npc.velocity_x = -speed;
                    npc[element].npc.velocity_y = 0;
                    npc[element].npc.moving = TRUE;
                }
            }
        }
    }
    return 0;

}

int draw_map(SDL_Renderer *renderer){

    int x, y;
    int start_x = player.offset_x / GRID_SIZE - 1;
    int end_x = start_x + SCREEN_WIDTH / GRID_SIZE + 2;
    int start_y = player.offset_y / GRID_SIZE - 1;
    int end_y = start_y + SCREEN_HEIGHT/ GRID_SIZE + 2;


    for(y = start_y;y < end_y;y++){
        for(x = start_x; x < end_x;x++){

            SDL_Rect imageRect=(SDL_Rect){0, 0, IMAGE_WIDTH, IMAGE_HEIGHT};
            SDL_Rect drawRect=(SDL_Rect){(x * GRID_SIZE) - player.offset_x,
                                         (y * GRID_SIZE) - player.offset_y,
                                         IMAGE_WIDTH*MAGNIFICATION, IMAGE_HEIGHT*MAGNIFICATION};

            if ((x < 0) || (x > COL - 1) || (y < 0) || (y > ROW - 1)){
                SDL_RenderCopy(renderer, mapchip[OUT_OF_MAP].map_image, &imageRect, &drawRect);
            } else {
                SDL_RenderCopy(renderer, mapchip[map_array[y*COL+x]].map_image, &imageRect, &drawRect);
            }

        }
    }

    return 0;
}

int load_move(SDL_Renderer *renderer) {
    char event_path[256] = {0};

    sprintf(event_path, "data/%s.evt", MAP_EVENT_NAME);

    FILE *fp;
    char event[256] = {0};
    int event_point_x;
    int event_point_y;
    DIRECTION direction_of_penetration;
    char buf[256] = {0};
    char new_map_name[256] = {0};
    char map_path[256] = {0};
    int new_x;
    int new_y;
    int i = 0;

    fp = fopen(event_path, "r");
    if (fp == NULL) {
        printf("file open error. %d\n", __LINE__);
        return 1;
    }

    for(i = 0;fgets(buf, sizeof(buf), fp) != NULL;i++) {

        if (strncmp(buf, "#", 1) != 0){
            if (strncmp(buf, "MOVE", 4) == 0) {
                sscanf(buf,
                   "%[^,],%d,%d,%d,%[^,],%d,%d",
                       event, &event_point_x, &event_point_y, &direction_of_penetration, new_map_name, &new_x, &new_y);

                if (player.map_x == event_point_x && player.map_y == event_point_y) {
                    if (player.direction == direction_of_penetration) {
                        sprintf(MAP_EVENT_NAME, "%s", new_map_name);

                        sprintf(map_path, "data/%s.map", new_map_name);
                        load_map(map_path);

                        player.map_x = new_x;
                        player.map_y = new_y;
                        player.pixel_x = player.map_x * GRID_SIZE;
                        player.pixel_y = player.map_y * GRID_SIZE;

                        load_npc(renderer);

                        fade_out(renderer);

                        break;
                    }
                }
            }
        }
    }

    fclose(fp);

    return 0;
}

int fade_out(SDL_Renderer *renderer) {

    SDL_Rect rectangle;
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);

    rectangle.x = 0;
    rectangle.y = 0;
    rectangle.w = SCREEN_WIDTH;
    rectangle.h = SCREEN_HEIGHT;

    int i = 200;
    int inverse_flg = 0;
    while(1) {
        SDL_SetRenderDrawColor(renderer, 0, 0, 0, i);
        SDL_RenderFillRect(renderer, &rectangle);
        SDL_RenderPresent(renderer);

        if (inverse_flg == 0 && i <= 255) {
            i = i + 5;
            SDL_Delay(80);
        }

        if (i == 255) {
           inverse_flg = 1;
        }

        if (inverse_flg == 1) {
            clac_offset(player.pixel_x, player.pixel_y, &player.offset_x, &player.offset_y);
            draw_map(renderer);
            player_animation(renderer);
            SDL_Delay(20);

            i = i - 5;

            if (i == 200) {
                break;
            }
        }
    }

    return 0;

}

int load_map(char *map_name) {
    FILE *fp;
    int i = 0;
    if ((fp = fopen(map_name, "rb")) == NULL) {
        return 1;
    }

    fread(&COL, sizeof(int), 1, fp);
    fread(&ROW, sizeof(int), 1, fp);
    fread(&OUT_OF_MAP, sizeof(int), 1, fp);

    map_array = realloc(map_array, sizeof(int) * COL * ROW);

    while(!feof(fp)) {
        fread(&map_array[i++], sizeof(int), 1, fp);
    }

    fclose(fp);

    return 0;
}

int load_mapchip(SDL_Renderer *renderer) {

    FILE *fp;
    int x, y, z;
    char n[256] = {0};
    char path[256] = {0};
    char buf[256] = {0};
    int i = 0;

    fp = fopen("data/mapchip.dat", "r");
    if (fp == NULL) {
        printf("file open error. %d\n", __LINE__);
        return 1;
    }

    for(i = 0;fgets(buf, sizeof(buf), fp) != NULL;i++){
        sscanf(buf, "%d,%[^,],%d,%d", &x, n, &y, &z);
        mapchip[i].mapchip_id = x;
        strcpy(mapchip[i].mapchip_name, n);
        mapchip[i].movable = y;
        mapchip[i].change_locate = z;

        sprintf(path, "image/mapchip/%s.bmp", mapchip[i].mapchip_name);
        load_image(renderer, &mapchip[i].map_image, path);

    }

    number_of_map_image = i - 1;

    fclose(fp);

    return 0;

}

int is_movable(int x, int y) {

    int i;
    for(i = 0;i < number_of_npc_image;i++) {
        if (npc[i].npc.map_x == x && npc[i].npc.map_y == y) {
            return 1;
        }
    }

    if ( x < 0 || x > COL - 1 || y  < 0 || y > ROW - 1) {
        return 2;
    }

    if (mapchip[map_array[y*COL+x]].movable == 1) {
        return 2;
    }

    if(player.map_x == x && player.map_y == y) {
        return 1;
    }

    return 0;
}

int clac_offset(int x, int y, int *offset_x, int *offset_y) {
    *offset_x = x - (SCREEN_WIDTH / 2);
    *offset_y = y - (SCREEN_HEIGHT / 2);

    return 0;
}

int make_box(SDL_Renderer *renderer, int x, int y, int w, int h, int blend, int r, int g, int b) {

    SDL_Rect rectangle;
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);

    rectangle.x = x;
    rectangle.y = y;
    rectangle.w = w;
    rectangle.h = h;

    SDL_SetRenderDrawColor(renderer, r, g, b, blend);

    SDL_RenderFillRect(renderer, &rectangle);
    SDL_RenderPresent(renderer);

    return 0;
}

int make_triangle(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, int x3, int y3, int blend, int r, int g, int b) {

    SDL_Point points[4] = {{x1, y1},{x2, y2}, {x3, y3}, {x1, y1}};
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
    SDL_SetRenderDrawColor(renderer, r, g, b, blend);
    SDL_RenderDrawLines(renderer, points, 4);
    SDL_RenderPresent(renderer);

    return 0;
}

int make_window(SDL_Renderer *renderer, WINDOW window) {

    int edge_size = 4;

    SDL_Rect rectangle;
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);

    rectangle.x = window.rectangle_x;
    rectangle.y = window.rectangle_y;
    rectangle.w = window.rectangle_w;
    rectangle.h = window.rectangle_h;

    // WHITE
    SDL_SetRenderDrawColor(renderer, 255, 255, 255, window.blend);
    SDL_RenderFillRect(renderer, &rectangle);

    rectangle.x = window.rectangle_x + edge_size;
    rectangle.y = window.rectangle_y + edge_size;
    rectangle.w = window.rectangle_w - edge_size * 2;
    rectangle.h = window.rectangle_h - edge_size * 2;

    // BLACK
    SDL_SetRenderDrawColor(renderer, 0, 0, 0, window.blend);
    SDL_RenderFillRect(renderer, &rectangle);

    return 0;

}

int window_engine(SDL_Renderer *renderer, WINDOW window) {

    make_window(renderer, window);

    return 0;
}

int window_update(SDL_Renderer *renderer, TTF_Font *font, SDL_Event e) {


    if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE){
        if (message_window.visible == OUT_VISIBLE) {
            message_window.visible = IN_VISIBLE;
        } else {
            message_window.visible = OUT_VISIBLE;
        }
    }

    if (message_window.visible == IN_VISIBLE) {
        window_engine(renderer, message_window);
        message_engine(renderer, font, e);
    }

    return 0;
}

int message_engine(SDL_Renderer *renderer, TTF_Font *font, SDL_Event e) {

    int x;
    int message_length;
    int remaining_message_length;
    int word_length = 0;
    int byte_counter;
    int byt;

    int loop_counter = 0;
    int row_position = 0;
    int col_position = 0;
    int tmp_position = 0;

    const int row_size = 21;
    const int col_size = 84;
    const double start_x = 153.0;
    const double start_y = 354.0;
    const double inter_char = 5.35;

    char message_tmp[1024];
    char message_out[100];
    char word[6];
    char isspace[3] = {0};
    char isasterisk[3] = {0};

    if (state == OFF) {
        get_character_message(e, &message);
        state = ON;
    } else {
        strcpy(message_tmp, message);
        message_length = strlen(message);

        while (*message != '\0') {
            SDL_Delay(120);

            byt = u8mb(*message);
            message += u8mb(*message);

            remaining_message_length = strlen(message);

            memset(word, '\0', 6);

            byte_counter = 0;
            for (x=word_length;x<message_length - remaining_message_length;x++) {
                sprintf(&word[byte_counter], "%c", message_tmp[x]);
                byte_counter++;
            }

            // 改行判定(半角スペースが2つ続いたら改行とみなす)
            if (*word == ' ') {
                if (strcmp(isspace, "  ") == 0) {
                    memset(isspace, '\0', 3);
                }
                strncat(isspace, word, 1);
            } else {
                memset(isspace, '\0', 3);
            }

            if (strcmp(isspace, "  ") == 0) {
                if (loop_counter % col_size != 0) {
                    loop_counter = loop_counter + (row_size - (loop_counter % row_size) - 1);
                }
            }

            // 改ページ判定(アスタリスクが2つ続いたら改ページとみなす)
            if (*word == '*') {
                if (strcmp(isasterisk, "**") == 0) {
                    memset(isasterisk, '\0', 3);
                }
                strncat(isasterisk, word, 1);
                strncpy(word, " ", 1);
            } else {
                memset(isasterisk, '\0', 3);
            }

            if (strcmp(isasterisk, "**") == 0) {
                loop_counter = loop_counter + (col_size - (loop_counter % col_size) - 1);
            }

            // 折り返し判定
            if (loop_counter != 0 && loop_counter % row_size == 0) {
                row_position += row_size;
                col_position = 0;
                tmp_position = word_length;
                if (loop_counter % col_size == 0 ) {
                    while (1) {
                        flash_triangle(renderer);

                        if ( SDL_PollEvent(&e) ) {
                            if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE){
                                break;
                            }
                        }
                    }
                    make_window(renderer, message_window);
                    row_position = 0;
                    col_position = 0;
                }
            } else if (loop_counter % row_size > 0) {
                col_position = word_length - tmp_position;
            }

            display_character_string(renderer, font, word, start_x + col_position * inter_char, start_y + row_position);

            word_length = message_length - remaining_message_length;

            if ( SDL_PollEvent(&e) ) {
                if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE) {
                    col_position = col_position + byt;
                    loop_counter++;

                    memset(message_out, '\0', 100);

                    while (*message != '\0') {
                        byt = u8mb(*message);
                        message += u8mb(*message);

                        remaining_message_length = strlen(message);

                        memset(word, '\0', 6);

                        byte_counter = 0;
                        for (x=word_length;x<message_length - remaining_message_length;x++) {
                            sprintf(&word[byte_counter], "%c", message_tmp[x]);
                            byte_counter++;
                        }

                        // 改行判定(半角スペースが2つ続いたら改行とみなす)
                        if (*word == ' ') {
                            if (strcmp(isspace, "  ") == 0) {
                                memset(isspace, '\0', 3);
                            }
                            strncat(isspace, word, 1);
                        } else {
                            memset(isspace, '\0', 3);
                        }

                        if (strcmp(isspace, "  ") == 0) {
                            if (loop_counter % col_size != 0) {
                                loop_counter = loop_counter + (row_size - (loop_counter % row_size) - 1);
                            }
                        }

                        // 改ページ判定(アスタリスクが2つ続いたら改ページとみなす)
                        if (*word == '*') {
                            if (strcmp(isasterisk, "**") == 0) {
                                memset(isasterisk, '\0', 3);
                            }
                            strncat(isasterisk, word, 1);
                            strncpy(word, " ", 1);
                        } else {
                            memset(isasterisk, '\0', 3);
                        }

                        if (strcmp(isasterisk, "**") == 0) {
                            loop_counter = loop_counter + (col_size - (loop_counter % col_size) - 1);
                        }

                        // 折り返し判定
                        if (loop_counter % row_size == 0) {
                            display_character_string(renderer, font, message_out, start_x + col_position * inter_char, start_y + row_position);
                            row_position += row_size;
                            col_position = 0;
                            tmp_position = word_length;
                            memset(message_out, '\0', 100);

                            if (loop_counter % col_size == 0 ) {
                                while (1) {
                                    flash_triangle(renderer);

                                    if ( SDL_PollEvent(&e) ) {
                                        if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE){
                                            break;
                                        }
                                    }
                                }
                                make_window(renderer, message_window);
                                row_position = 0;
                                col_position = 0;
                            }
                        }

                        strcat(message_out, word);
                        word_length = message_length - remaining_message_length;

                        loop_counter++;
                    }
                    display_character_string(renderer, font, message_out, start_x + col_position * inter_char, start_y + row_position);

                    break;
                }
            }

            loop_counter++;
        }

        if (message_window.visible == IN_VISIBLE) {
            while (1) {
                flash_triangle(renderer);

                if ( SDL_PollEvent(&e) ) {
                    if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE){
                        message_window.visible = OUT_VISIBLE;
                        break;
                    }
                }
            }
        }

        state = OFF;
    }

    return 0;
}

int get_character_message(SDL_Event e, char **message) {

    int i;
    *message = "そっちには だれも いないよ!";

    if (player.direction == UP) {
        if (is_movable(player.map_x, player.map_y - 1) == 1) {
            for(i = 0;i < number_of_npc_image;i++) {
                if (npc[i].npc.map_x == player.map_x && npc[i].npc.map_y == player.map_y - 1) {
                    npc[i].npc.direction = DOWN;
                    *message = npc[i].message;
                    break;
                }
            }
        }    } else if (player.direction == DOWN) {
        if (is_movable(player.map_x, player.map_y + 1) == 1) {
            for(i = 0;i < number_of_npc_image;i++) {
                if (npc[i].npc.map_x == player.map_x && npc[i].npc.map_y == player.map_y + 1) {
                    npc[i].npc.direction = UP;
                    *message = npc[i].message;
                    break;
                }
            }
        }    } else if (player.direction == RIGHT) {
        if (is_movable(player.map_x + 1, player.map_y) == 1) {
            for(i = 0;i < number_of_npc_image;i++) {
                if (npc[i].npc.map_x == player.map_x + 1 && npc[i].npc.map_y == player.map_y) {
                    npc[i].npc.direction = LEFT;
                    *message = npc[i].message;
                    break;
                }
            }
        }     } else if (player.direction == LEFT) {
        if (is_movable(player.map_x - 1, player.map_y) == 1) {
            for(i = 0;i < number_of_npc_image;i++) {
                if (npc[i].npc.map_x == player.map_x - 1 && npc[i].npc.map_y == player.map_y) {
                    npc[i].npc.direction = RIGHT;
                    *message = npc[i].message;
                    break;
                }
            }
        }
    }

    return 0;

}

int display_character_string(SDL_Renderer *renderer, TTF_Font *font, char *string, double x, double y) {
    SDL_Surface *surface;
    SDL_Texture *texture;


    surface = TTF_RenderUTF8_Blended(font, string, (SDL_Color){255,255,255,255});

    texture = SDL_CreateTextureFromSurface(renderer, surface);

    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);

    int iw,ih;
    SDL_QueryTexture(texture, NULL, NULL, &iw, &ih);

    SDL_Rect txtRect=(SDL_Rect){0,0,iw,ih};
    SDL_Rect pasteRect=(SDL_Rect){x,y,iw,ih};

    SDL_RenderCopy(renderer, texture, &txtRect, &pasteRect);
    SDL_RenderPresent(renderer);

    SDL_FreeSurface(surface);

    return 0;
}

// UTF-8文字の1バイト目を判定して文字のバイト数を返す関数
int u8mb(const char chr)
{
    int byt = 1;
    if ((chr & 0x80) == 0x00) { //1byte文字は何もしない([byt = 1]のまま)
    } else if ((chr & 0xE0) == 0xC0) { //2byte文字
        byt = 2;
    } else if ((chr & 0xF0) == 0xE0) { //3byte文字
        byt = 3;
    } else if ((chr & 0xF8) == 0xF0) { //4byte文字
        byt = 4;
    } else if ((chr & 0xFC) == 0xF8) { //5byte文字
        byt = 5;
    } else if ((chr & 0xFE) == 0xFC) { //6byte文字
        byt = 6;
    }
    return byt;
}

int flash_triangle(SDL_Renderer *renderer) {
    SDL_Delay(400);

    if (state == ON) {
        make_triangle(renderer, 310, 450, 320, 450, 315, 460, 255, 255, 255, 255);
        state = OFF;
    } else {
        make_box(renderer, 310, 442, 14, 22, 255, 0, 0, 0);
        state = ON;
    }

    return 0;
}

実行結果

実行結果はこんな感じ。折り返し、改行、改ページ、さらには、一気に表示すると言った機能が実装できた。

f:id:K38:20191019112023g:plain
改行、改ページ
f:id:K38:20191019113943g:plain
一気に表示

終わりに

4回に渡ってメッセージボックスを作ってきたがひとまずこれで完成ということにしてよいかなぁといったところまでつくることができた。今後、追加したい処理が出てきたら適に追加しようと思う。次回からはBGMやSEといった音を入れる処理を作っていきたい。