libsuperderpy/src/character.c

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/*! \file character.c
* \brief Character and spritesheet functions.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
#include "internal.h"
#include "utils.h"
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#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_ttf.h>
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#include <math.h>
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#include <stdio.h>
#include <string.h>
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SYMBOL_EXPORT void SelectSpritesheet(struct Game* game, struct Character* character, char* name) {
struct Spritesheet* tmp = character->spritesheets;
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PrintConsole(game, "Selecting spritesheet for %s: %s", character->name, name);
if (!tmp) {
PrintConsole(game, "ERROR: No spritesheets registered for %s!", character->name);
return;
}
while (tmp) {
if (!strcmp(tmp->name, name)) {
character->spritesheet = tmp;
if (character->successor) {
free(character->successor);
}
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if (tmp->successor) {
character->successor = strdup(tmp->successor);
} else {
character->successor = NULL;
}
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character->repeats = tmp->repeats;
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character->pos = 0;
if (character->bitmap) {
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al_reparent_bitmap(character->bitmap, tmp->bitmap, 0, 0, tmp->width / tmp->cols, tmp->height / tmp->rows);
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} else {
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character->bitmap = al_create_sub_bitmap(tmp->bitmap, 0, 0, tmp->width / tmp->cols, tmp->height / tmp->rows);
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}
PrintConsole(game, "SUCCESS: Spritesheet for %s activated: %s (%dx%d)", character->name, character->spritesheet->name, al_get_bitmap_width(character->bitmap), al_get_bitmap_height(character->bitmap));
return;
}
tmp = tmp->next;
}
PrintConsole(game, "ERROR: No spritesheets registered for %s with given name: %s", character->name, name);
}
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SYMBOL_EXPORT void EnqueueSpritesheet(struct Game* game, struct Character* character, char* name) {
if (character->successor) {
free(character->successor);
}
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character->successor = strdup(name);
}
SYMBOL_EXPORT void LoadSpritesheets(struct Game* game, struct Character* character) {
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PrintConsole(game, "Loading spritesheets for character %s...", character->name);
struct Spritesheet* tmp = character->spritesheets;
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while (tmp) {
if (!tmp->bitmap) {
char filename[255] = {0};
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snprintf(filename, 255, "sprites/%s/%s.png", character->name, tmp->name);
tmp->bitmap = al_load_bitmap(GetDataFilePath(game, filename));
tmp->width = al_get_bitmap_width(tmp->bitmap);
tmp->height = al_get_bitmap_height(tmp->bitmap);
}
tmp = tmp->next;
}
}
SYMBOL_EXPORT void UnloadSpritesheets(struct Game* game, struct Character* character) {
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PrintConsole(game, "Unloading spritesheets for character %s...", character->name);
struct Spritesheet* tmp = character->spritesheets;
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while (tmp) {
if (tmp->bitmap) {
al_destroy_bitmap(tmp->bitmap);
}
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tmp->bitmap = NULL;
tmp = tmp->next;
}
}
SYMBOL_EXPORT void RegisterSpritesheet(struct Game* game, struct Character* character, char* name) {
struct Spritesheet* s = character->spritesheets;
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while (s) {
if (!strcmp(s->name, name)) {
//PrintConsole(game, "%s spritesheet %s already registered!", character->name, name);
return;
}
s = s->next;
}
PrintConsole(game, "Registering %s spritesheet: %s", character->name, name);
char filename[255] = {0};
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snprintf(filename, 255, "sprites/%s/%s.ini", character->name, name);
ALLEGRO_CONFIG* config = al_load_config_file(GetDataFilePath(game, filename));
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s = malloc(sizeof(struct Spritesheet));
s->name = strdup(name);
s->bitmap = NULL;
s->rows = strtol(al_get_config_value(config, "", "rows"), NULL, 10);
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s->cols = strtol(al_get_config_value(config, "", "cols"), NULL, 10);
s->blanks = strtol(al_get_config_value(config, "", "blanks"), NULL, 10);
s->delay = strtod(al_get_config_value(config, "", "delay"), NULL);
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s->width = 0;
s->height = 0;
const char* val = al_get_config_value(config, "", "repeats");
if (val) {
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s->repeats = strtod(val, NULL);
} else {
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s->repeats = 0;
}
s->successor = NULL;
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const char* successor = al_get_config_value(config, "", "successor");
if (successor) {
s->successor = malloc(255 * sizeof(char));
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strncpy(s->successor, successor, 255);
}
s->next = character->spritesheets;
character->spritesheets = s;
al_destroy_config(config);
}
SYMBOL_EXPORT struct Character* CreateCharacter(struct Game* game, char* name) {
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PrintConsole(game, "Creating character %s...", name);
struct Character* character = malloc(sizeof(struct Character));
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character->name = strdup(name);
character->bitmap = NULL;
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character->spritesheet = NULL;
character->spritesheets = NULL;
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character->pos = 0;
character->pos_tmp = 0;
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character->successor = NULL;
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character->x = -1;
character->y = -1;
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character->tint = al_map_rgb(255, 255, 255);
character->pivotX = 0.5;
character->pivotY = 0.5;
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character->scaleX = 1.0;
character->scaleY = 1.0;
character->angle = 0;
character->confineX = -1;
character->confineY = -1;
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character->flipX = false;
character->flipY = false;
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character->shared = false;
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character->repeats = 0;
character->parent = NULL;
character->data = NULL;
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return character;
}
SYMBOL_EXPORT void DestroyCharacter(struct Game* game, struct Character* character) {
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PrintConsole(game, "Destroying character %s...", character->name);
if (!character->shared) {
struct Spritesheet *tmp, *s = character->spritesheets;
while (s) {
tmp = s;
s = s->next;
if (tmp->bitmap) {
al_destroy_bitmap(tmp->bitmap);
}
if (tmp->successor) {
free(tmp->successor);
}
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free(tmp->name);
free(tmp);
}
}
if (character->bitmap) {
al_destroy_bitmap(character->bitmap);
}
if (character->successor) {
free(character->successor);
}
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free(character->name);
free(character);
}
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SYMBOL_EXPORT void AnimateCharacter(struct Game* game, struct Character* character, float delta, float speed_modifier) {
speed_modifier *= delta / (1 / 60.f); // TODO: proper delta handling
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if (speed_modifier) {
character->pos_tmp++;
if (character->pos_tmp >= character->spritesheet->delay / speed_modifier) {
character->pos_tmp = 0;
character->pos++;
}
if (character->pos >= character->spritesheet->cols * character->spritesheet->rows - character->spritesheet->blanks) {
character->pos = 0;
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if (character->repeats) {
character->repeats--;
} else if (character->successor) {
SelectSpritesheet(game, character, character->successor);
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}
}
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al_reparent_bitmap(character->bitmap, character->spritesheet->bitmap,
(character->pos % character->spritesheet->cols) * (character->spritesheet->width / character->spritesheet->cols), (character->pos / character->spritesheet->cols) * (character->spritesheet->height / character->spritesheet->rows),
character->spritesheet->width / character->spritesheet->cols, character->spritesheet->height / character->spritesheet->rows);
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}
}
SYMBOL_EXPORT void MoveCharacter(struct Game* game, struct Character* character, float x, float y, float angle) {
MoveCharacterF(game, character, x / (float)GetCharacterConfineX(game, character), y / (float)GetCharacterConfineY(game, character), angle);
}
SYMBOL_EXPORT void MoveCharacterF(struct Game* game, struct Character* character, float x, float y, float angle) {
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character->x += x;
character->y += y;
character->angle += angle;
}
SYMBOL_EXPORT void SetCharacterPositionF(struct Game* game, struct Character* character, float x, float y, float angle) {
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character->x = x;
character->y = y;
character->angle = angle;
}
SYMBOL_EXPORT void SetCharacterPosition(struct Game* game, struct Character* character, float x, float y, float angle) {
SetCharacterPositionF(game, character, x / (float)GetCharacterConfineX(game, character), y / (float)GetCharacterConfineY(game, character), angle);
}
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SYMBOL_EXPORT void SetCharacterPivotPoint(struct Game* game, struct Character* character, float x, float y) {
character->pivotX = x;
character->pivotY = y;
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}
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SYMBOL_EXPORT void DrawCharacter(struct Game* game, struct Character* character) {
int w = al_get_bitmap_width(character->bitmap), h = al_get_bitmap_height(character->bitmap);
al_draw_tinted_scaled_rotated_bitmap(character->bitmap, character->tint,
w * character->pivotX, h * character->pivotY,
GetCharacterX(game, character) + w * character->pivotX, GetCharacterY(game, character) + h * character->pivotY,
character->scaleX, character->scaleY, character->angle,
(character->flipX ? ALLEGRO_FLIP_HORIZONTAL : 0) | (character->flipY ? ALLEGRO_FLIP_VERTICAL : 0));
}
SYMBOL_EXPORT void SetCharacterConfines(struct Game* game, struct Character* character, int x, int y) {
character->confineX = x;
character->confineY = y;
}
SYMBOL_EXPORT int GetCharacterConfineX(struct Game* game, struct Character* character) {
return (character->confineX >= 0) ? character->confineX : game->viewport.width;
}
SYMBOL_EXPORT int GetCharacterConfineY(struct Game* game, struct Character* character) {
return (character->confineY >= 0) ? character->confineY : game->viewport.height;
}
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SYMBOL_EXPORT float GetCharacterX(struct Game* game, struct Character* character) {
return character->x * GetCharacterConfineX(game, character);
}
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SYMBOL_EXPORT float GetCharacterY(struct Game* game, struct Character* character) {
return character->y * GetCharacterConfineY(game, character);
}
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SYMBOL_EXPORT bool IsOnCharacter(struct Game* game, struct Character* character, int x, int y, bool pixelperfect) {
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int x1 = GetCharacterX(game, character), y1 = GetCharacterY(game, character);
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int w = al_get_bitmap_width(character->bitmap), h = al_get_bitmap_height(character->bitmap);
int x2 = x1 + w, y2 = y1 + h;
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bool test = ((x >= x1) && (x <= x2) && (y >= y1) && (y <= y2));
if (test && pixelperfect) {
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// TODO: handle scale and rotation
x -= x1;
y -= y1;
if (character->flipX) {
x = w - x;
}
if (character->flipY) {
y = w - y;
}
ALLEGRO_COLOR color = al_get_pixel(character->bitmap, x, y);
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return (color.a > 0.0);
}
return test;
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}