RogueLife/src/anim.h

149 lines
4.5 KiB
C

//---
// anim: Renderer's animations
//
// Animations in this engine are simply linked variants of sprites. Animated
// images change over time, moving from frame to frame, and that's it.
//---
#pragma once
#include <stdint.h>
#include "fixed.h"
#include <gint/display.h>
typedef struct anim_frame
{
/* Sheet */
bopti_image_t const *sheet;
/* Box for the frame within the sheet */
uint8_t x, y, w, h;
/* Position of center for this frame */
int8_t cx, cy;
/* Duration of the frame (ms) */
uint16_t duration;
/* Next frame */
struct anim_frame *next;
} anim_frame_t;
typedef struct
{
/* Number of directions
1: Basic sprite
2: LEFT and RIGHT (enemies)
4: UP, RIGHT, DOWN and LEFT (player, some attacks) */
int directions;
/* First frame for each direction */
anim_frame_t *start[];
} anim_t;
typedef struct
{
/* Current frame */
anim_frame_t const *frame;
/* Time elapsed */
uint16_t elapsed;
} anim_state_t;
/* Duration of an animation, in seconds; assumed unique for all directions */
fixed_t anim_duration(anim_t const *anim);
/* Check if a frame is in an animation. */
bool anim_in(anim_frame_t const *frame, anim_t const *anim, int index);
/* Render a frame at the center position (x,y), similar to dimage(). */
void anim_frame_render(int x, int y, anim_frame_t const *frame);
/* Render a subimage of a frame, similar to dsubimage(). */
void anim_frame_subrender(int x, int y, anim_frame_t const *frame, int left,
int top, int width, int height);
/* Update an animation to next frame. Returns true if the update transitioned
to another animation. */
bool anim_state_update(anim_state_t *state, fixed_t dt);
/* List of animations. */
/* Basic skills */
extern anim_t anims_skill_hit;
extern anim_t anims_skill_projectile;
extern anim_t anims_skill_teleport;
extern anim_t anims_skill_shock;
extern anim_t anims_skill_judgement;
/* Directional skills */
extern anim_t anims_skill_swing;
extern anim_t anims_skill_impale;
extern anim_t anims_skill_bullet;
/* Enemies */
#define ANIM_ENEMIES(MACRO) \
ANIM_E1(MACRO, slime, Idle, Walking, Attack, Fire, Hit, Death) \
ANIM_E1(MACRO, fire_slime, Idle, Walking, Attack, Fire, Hit, Death) \
ANIM_E1(MACRO, water_slime, Idle, Walking, Attack, Fire, Hit, Death) \
ANIM_E1(MACRO, chemical_slime, Idle, Walking, Attack, Fire, Hit, Death) \
ANIM_E1(MACRO, bat, Idle, Hit, Death) \
ANIM_E1(MACRO, albinos_bat, Idle, Hit, Death) \
ANIM_E1(MACRO, crimson_bat, Idle, Hit, Death) \
ANIM_E1(MACRO, gunslinger, Idle, Walking, Fire, Hit, Death) \
ANIM_E1(MACRO, gb_gunslinger, Idle, Walking, Fire, Hit, Death) \
ANIM_E1(MACRO, master_gunslinger, Idle, Walking, Fire,Hit,Death) \
ANIM_E1(MACRO, tifucile, Idle, Walking, Hit, Death) \
ANIM_E1(MACRO, washing_machine, Idle, Walking, Attack, Hit, Death)
/* Player */
extern anim_t anims_player_Idle;
extern anim_t anims_player_Walking;
extern anim_t anims_player_Attack;
extern anim_t anims_player_Hit;
extern anim_t anims_player_KO;
extern anim_t anims_player_IdleKO;
/* HUD */
extern anim_t anims_hud_xp_Idle;
extern anim_t anims_hud_xp_Shine;
extern anim_t anims_hud_xp_Explode;
extern anim_t anims_hud_backpack_Idle;
extern anim_t anims_hud_backpack_Open;
extern anim_t anims_hud_backpack_InventoryIdle;
extern anim_t anims_hud_backpack_InventoryOpen;
extern anim_t anims_hud_backpack_InventoryClose;
/* Items */
extern anim_t anims_item_life;
extern anim_t anims_item_chest;
extern anim_t anims_item_potion_atk;
extern anim_t anims_item_potion_cooldown;
extern anim_t anims_item_potion_def;
extern anim_t anims_item_potion_frz;
extern anim_t anims_item_potion_hp;
extern anim_t anims_item_potion_spd;
extern anim_t anims_item_stick1;
extern anim_t anims_item_stick2;
extern anim_t anims_item_sword1;
extern anim_t anims_item_sword2;
extern anim_t anims_item_armor1;
extern anim_t anims_item_buff;
/* Expand definitions for enemies */
#define ANIM_E1(MACRO, ENEMY, SEQ, ...) \
MACRO(ENEMY, SEQ) __VA_OPT__(ANIM_E2(MACRO, ENEMY, __VA_ARGS__))
#define ANIM_E2(MACRO, ENEMY, SEQ, ...) \
MACRO(ENEMY, SEQ) __VA_OPT__(ANIM_E3(MACRO, ENEMY, __VA_ARGS__))
#define ANIM_E3(MACRO, ENEMY, SEQ, ...) \
MACRO(ENEMY, SEQ) __VA_OPT__(ANIM_E4(MACRO, ENEMY, __VA_ARGS__))
#define ANIM_E4(MACRO, ENEMY, SEQ, ...) \
MACRO(ENEMY, SEQ) __VA_OPT__(ANIM_E5(MACRO, ENEMY, __VA_ARGS__))
#define ANIM_E5(MACRO, ENEMY, SEQ, ...) \
MACRO(ENEMY, SEQ) __VA_OPT__(ANIM_E6(MACRO, ENEMY, __VA_ARGS__))
#define ANIM_E6(MACRO, ENEMY, SEQ, ...) \
MACRO(ENEMY, SEQ) __VA_OPT__(ANIM_ETOO_MANY_ARGS)
#define ANIM_ENEMIES_PROTO(ENEMY, SEQ) \
extern anim_t anims_ ## ENEMY ## _ ## SEQ;
ANIM_ENEMIES(ANIM_ENEMIES_PROTO)