147 lines
3.7 KiB
C
147 lines
3.7 KiB
C
#include "anim.h"
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#include <gint/display.h>
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#include <gint/defs/util.h>
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/* Definition of simple and direction animations. */
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#define ANIM1(name) \
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extern anim_frame_t frames_ ## name[]; \
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anim_t anims_ ## name = { 1, { frames_ ## name }};
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#define ANIM_2DIRECTIONAL(prefix, suffix) \
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extern anim_frame_t frames_ ## prefix ## _left ## suffix[]; \
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extern anim_frame_t frames_ ## prefix ## _right ## suffix[]; \
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anim_t anims_ ## prefix ## suffix = { 2, { \
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frames_ ## prefix ## _left ## suffix, \
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frames_ ## prefix ## _right ## suffix, \
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}}; \
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#define ANIM_4DIRECTIONAL(prefix, suffix) \
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extern anim_frame_t frames_ ## prefix ## _up ## suffix[]; \
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extern anim_frame_t frames_ ## prefix ## _right ## suffix[]; \
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extern anim_frame_t frames_ ## prefix ## _down ## suffix[]; \
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extern anim_frame_t frames_ ## prefix ## _left ## suffix[]; \
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anim_t anims_ ## prefix ## suffix = { 4, { \
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frames_ ## prefix ## _up ## suffix, \
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frames_ ## prefix ## _right ## suffix, \
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frames_ ## prefix ## _down ## suffix, \
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frames_ ## prefix ## _left ## suffix, \
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}};
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/* Make suffix optional */
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#define ANIM2(prefix, ...) \
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ANIM_2DIRECTIONAL(prefix, __VA_OPT__(_ ## __VA_ARGS__))
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#define ANIM4(prefix, ...) \
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ANIM_4DIRECTIONAL(prefix, __VA_OPT__(_ ## __VA_ARGS__))
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/* Basic skills */
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ANIM1(skill_hit);
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ANIM2(skill_projectile);
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ANIM1(skill_teleport);
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ANIM1(skill_shock);
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ANIM1(skill_judgement);
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ANIM1(skill_launch);
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/* Directional skills */
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ANIM4(skill_swing);
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ANIM4(skill_impale);
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ANIM4(skill_bullet);
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ANIM4(skill_magic);
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/* Enemies */
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ANIM_ENEMIES(ANIM2)
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/* Player */
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ANIM4(player, Idle);
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ANIM4(player, Walking);
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ANIM4(player, Attack);
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ANIM4(player, Hit);
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/* HUD */
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ANIM1(hud_xp_Idle);
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ANIM1(hud_xp_Shine);
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ANIM1(hud_xp_Explode);
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/* Items */
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ANIM1(item_life);
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ANIM1(item_chest);
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ANIM1(item_potion_atk);
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ANIM1(item_potion_cooldown);
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ANIM1(item_potion_def);
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ANIM1(item_potion_frz);
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ANIM1(item_potion_hp);
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ANIM1(item_potion_spd);
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ANIM1(item_stick1);
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ANIM1(item_stick2);
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ANIM1(item_sword1);
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ANIM1(item_sword2);
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ANIM1(item_armor1);
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/* Animation functions. */
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fixed_t (anim_duration)(anim_t const *anim)
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{
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anim_frame_t const *frame = anim->start[0];
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int ms = 0;
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int i = 0;
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while(frame == anim->start[0] + i) {
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ms += frame->duration;
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frame = frame->next;
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i++;
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}
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return fix(ms) / 1000;
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}
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bool anim_in(anim_frame_t const *frame, anim_t const *anim, int index)
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{
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if(index >= anim->directions)
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return false;
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anim_frame_t *f = anim->start[index];
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for(int i = 0; f == anim->start[index] + i; i++) {
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if(f == frame)
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return true;
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f = f->next;
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}
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return false;
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}
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void anim_frame_render(int x, int y, anim_frame_t const *frame)
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{
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if(!frame) return;
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dsubimage(x - frame->cx, y - frame->cy, frame->sheet,
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frame->x, frame->y, frame->w, frame->h, DIMAGE_NONE);
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}
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void anim_frame_subrender(int x, int y, anim_frame_t const *frame, int left,
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int top, int width, int height)
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{
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if(!frame) return;
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if(width < 0) width = frame->w;
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if(height < 0) height = frame->h;
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/* Basic clipping */
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if(left < 0) width += left, left = 0;
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if(top < 0) height += top, top = 0;
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width = min(width, frame->w - left);
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height = min(height, frame->h - top);
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dsubimage(x - frame->cx, y - frame->cy + top, frame->sheet,
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frame->x + left, frame->y + top, width, height, DIMAGE_NONE);
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}
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void anim_state_update(anim_state_t *state, fixed_t dt)
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{
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if(!state->frame) return;
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state->elapsed += fround(dt * 1000);
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if(state->elapsed < state->frame->duration) return;
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/* Switch to next frame */
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state->elapsed -= state->frame->duration;
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state->frame = state->frame->next;
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}
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