Example #1
0
/***********************************
 item_set_anim_from a file name
 Input:
 - file name
 Output:
 ***********************************/
static int l_item_set_anim(lua_State* p_pLuaState)
{
	item_t * l_pItem;
	lua_getglobal(p_pLuaState, "current_item");
	l_pItem = (item_t*) lua_touserdata(p_pLuaState, -1);
	lua_pop(p_pLuaState, 1);

	const char * l_pFileName;
	l_pFileName = luaL_checkstring(p_pLuaState, -1);

	anim_t ** l_pAnimArray;

	const char * l_pSpriteNameArray[2] =
	{ l_pFileName, nullptr };
	l_pAnimArray = imageDB_get_anim_array(context_get_player(),
			(const char **) l_pSpriteNameArray);
	item_set_anim_array(l_pItem, l_pAnimArray);
	return 0; // number of results
}
Example #2
0
/***********************************
 item_set_anim_from_context
 Input:
 - ID of context
 - entry name in context file
 Output:
 ***********************************/
static int l_item_set_anim_from_context(lua_State* p_pLuaState)
{
	item_t * l_pItem;
	lua_getglobal(p_pLuaState, "current_item");
	l_pItem = (item_t*) lua_touserdata(p_pLuaState, -1);
	lua_pop(p_pLuaState, 1);

	const char * l_pId = "";
	l_pId = luaL_checkstring(p_pLuaState, -4);
	int l_IsMoving = 0;
	l_IsMoving = luaL_checkint(p_pLuaState, -3);
	const char * l_pMainOrientation = "";
	l_pMainOrientation = luaL_checkstring(p_pLuaState, -2);
	const char * l_pSecondaryOrientation = "";
	l_pSecondaryOrientation = luaL_checkstring(p_pLuaState, -1);

	// reset previous anim
	l_pItem->anim.list = nullptr;
	l_pItem->anim.num = 0;

	// Try regular moving flag with main orientation
	const char * l_pKey = getKey(l_IsMoving, l_pMainOrientation[0]);
	anim_t ** l_pAnimArray = getAnimArray(l_pId, l_pKey);

	// Try secondary orientation
	if (l_pAnimArray == nullptr)
	{
		l_pKey = getKey(l_IsMoving, l_pSecondaryOrientation[0]);
		l_pAnimArray = getAnimArray(l_pId, l_pKey);
	}

	// Auto-flip
	if (l_pAnimArray == nullptr)
	{
		char l_FlipOrientation = flip(l_pMainOrientation[0]);
		const char * l_pKey = getKey(l_IsMoving, l_FlipOrientation);
		l_pAnimArray = getAnimArray(l_pId, l_pKey);
	}

	if (l_pAnimArray == nullptr)
	{
		char l_FlipOrientation = flip(l_pSecondaryOrientation[0]);
		l_pKey = getKey(l_IsMoving, l_FlipOrientation);
		l_pAnimArray = getAnimArray(l_pId, l_pKey);
	}

	// Try opposite moving flag
	// main orientation
	if (l_pAnimArray == nullptr)
	{
		l_IsMoving = !l_IsMoving;
		l_pKey = getKey(l_IsMoving, l_pMainOrientation[0]);
		l_pAnimArray = getAnimArray(l_pId, l_pKey);
	}
	// secondary orientation
	if (l_pAnimArray == nullptr)
	{
		l_pKey = getKey(l_IsMoving, l_pSecondaryOrientation[0]);
		l_pAnimArray = getAnimArray(l_pId, l_pKey);
	}

	// Try default sprite
	if (l_pAnimArray == nullptr)
	{
		l_pAnimArray = getAnimArray(l_pId, CHARACTER_KEY_SPRITE);
	}

	if (l_pAnimArray == nullptr)
	{
		werr(LOGDESIGNER,
				"LUA item_set_anim_from_context: Failed to find anim for %s",
				l_pId);
	}
	else
	{
		item_set_anim_array(l_pItem, l_pAnimArray);
	}

	return 0; // number of results
}
Example #3
0
/**********************************
Draw a single sprite
if image_file_name is not NULL, this file is used as an image rather than the normal sprite image
**********************************/
static void set_up_sprite(context_t * ctx, const char * image_file_name)
{
	anim_t ** sprite_list;
	anim_t ** sprite_move_list;
	item_t * item;
	int px;
	int py;
	int opx;
	int opy;
	Uint32 current_time;
	int angle;
	int flip;
	int force_flip;
	int move_status;
	char * zoom_str = NULL;
	double zoom = 1.0;
	int sprite_align = ALIGN_CENTER;
	int sprite_offset_y = 0;
	bool force_position = false;

	context_t * player_context = context_get_player();

	if( ctx->map == NULL ) {
		return;
	}
	if( ctx->in_game == false ) {
		return;
	}
	if( strcmp(ctx->map,player_context->map)) {
		return;
	}

	item = item_list_add(&item_list);

	current_time = sdl_get_global_time();

	// Force position when the player has changed map
	if( change_map == true ) {
		ctx->move_start_tick = current_time;
		ctx->animation_tick = current_time;
		force_position = true;
	}
	// Force position when this context has changed map
	if( ctx->change_map == true ) {
		ctx->move_start_tick = current_time;
		ctx->animation_tick = current_time;
		ctx->change_map = false;
		force_position = true;
	}

	if( ctx->animation_tick == 0 ) {
		ctx->animation_tick = current_time;
	}

	if( ctx->cur_pos_px == INT_MAX || ctx->cur_pos_py == INT_MAX ) {
		force_position = true;
	}

	// Detect sprite movement, initiate animation
	if( ctx->pos_changed && force_position == false ) {
		ctx->pos_changed = false;
		ctx->move_start_tick = current_time;
		ctx->start_pos_px = ctx->cur_pos_px;
		ctx->start_pos_py = ctx->cur_pos_py;

		/* flip need to remember previous direction to avoid resetting a
		   east -> west flip when a sprite goes to north for instance.
		   On the contrary rotation must not remember previous state, or
		   the rotation will be wrong.
		   Hence the distinction between orientation (no memory) and
		   direction (memory). */
		ctx->orientation = 0;
		// Compute direction
		if( ctx->pos_tx > ctx->prev_pos_tx ) {
			ctx->direction &= ~WEST;
			ctx->direction |= EAST;
			ctx->orientation |= EAST;
		}
		if( ctx->pos_tx < ctx->prev_pos_tx ) {
			ctx->direction &= ~EAST;
			ctx->direction |= WEST;
			ctx->orientation |= WEST;
		}
		if( ctx->pos_ty > ctx->prev_pos_ty ) {
			ctx->direction &= ~NORTH;
			ctx->direction |= SOUTH;
			ctx->orientation |= SOUTH;
		}
		if( ctx->pos_ty < ctx->prev_pos_ty ) {
			ctx->direction &= ~SOUTH;
			ctx->direction |= NORTH;
			ctx->orientation |= NORTH;
		}
	}

	// Select sprite to display
	sprite_list = select_sprite(ctx,image_file_name);
	if( sprite_list == NULL ) {
		return;
	}
	if( sprite_list[0] == NULL ) {
		free(sprite_list);
		return;
	}
	sprite_move_list = select_sprite_move(ctx,image_file_name);

	// Get position in pixel
	px = map_t2p_x(ctx->pos_tx,ctx->pos_ty,default_layer);
	py = map_t2p_y(ctx->pos_tx,ctx->pos_ty,default_layer);

	// Get per sprite zoom
	if(entry_read_string(CHARACTER_TABLE,ctx->id,&zoom_str,CHARACTER_KEY_ZOOM,NULL) == RET_OK ) {
		zoom = atof(zoom_str);
		free(zoom_str);
	}

	// Align sprite on tile
	entry_read_int(CHARACTER_TABLE,ctx->id,&sprite_align,CHARACTER_KEY_ALIGN,NULL);
	if( sprite_align == ALIGN_CENTER ) {
		px -= ((sprite_list[0]->w*default_layer->map_zoom*zoom)-default_layer->tile_width)/2;
		py -= ((sprite_list[0]->h*default_layer->map_zoom*zoom)-default_layer->tile_height)/2;
	}
	if( sprite_align == ALIGN_LOWER ) {
		px -= ((sprite_list[0]->w*default_layer->map_zoom*zoom)-default_layer->tile_width)/2;
		py -= (sprite_list[0]->h*default_layer->map_zoom*zoom)-default_layer->tile_height ;
	}

	// Add Y offset
	entry_read_int(CHARACTER_TABLE,ctx->id,&sprite_offset_y,CHARACTER_KEY_OFFSET_Y,NULL);
	py += sprite_offset_y;

	// Set sprite to item
	item_set_anim_start_tick(item,ctx->animation_tick);

	if( force_position == true ) {
		ctx->start_pos_px = px;
		ctx->cur_pos_px = px;
		ctx->start_pos_py = py;
		ctx->cur_pos_py = py;
	}

	opx = ctx->start_pos_px;
	opy = ctx->start_pos_py;

	item_set_move(item,opx,opy,px,py,ctx->move_start_tick,VIRTUAL_ANIM_DURATION);
	item_set_save_coordinate(item,&ctx->cur_pos_px,&ctx->cur_pos_py);
	item_set_anim_array(item,sprite_list);
	free(sprite_list);
	item_set_anim_move_array(item,sprite_move_list);
	free(sprite_move_list);

	// Get rotation configuration
	angle = 0;
	if( ctx->orientation & NORTH && ctx->orientation & EAST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_NE_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & SOUTH && ctx->orientation & EAST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_SE_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & SOUTH && ctx->orientation & WEST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_SW_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & NORTH && ctx->orientation & WEST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_NW_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & NORTH ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_N_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & SOUTH ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_S_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & WEST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_W_ROT,NULL);
		item_set_angle(item,(double)angle);
	} else if ( ctx->orientation & EAST ) {
		entry_read_int(CHARACTER_TABLE,ctx->id,&angle,CHARACTER_KEY_DIR_E_ROT,NULL);
		item_set_angle(item,(double)angle);
	}

	// Get flip configuration
	force_flip = 0;
	entry_read_int(CHARACTER_TABLE,ctx->id,&force_flip,CHARACTER_KEY_FORCE_FLIP,NULL);
	move_status = ctx->direction;
	if( force_flip == true ) {
		move_status = ctx->orientation;
	}

	flip = 0;
	if( angle == 0 ) {
		if( move_status & NORTH ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_N_FLIP,NULL);
		}
		if( move_status & SOUTH ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_S_FLIP,NULL);
		}
		if( move_status & WEST ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_W_FLIP,NULL);
		}
		if( move_status & EAST ) {
			entry_read_int(CHARACTER_TABLE,ctx->id,&flip,CHARACTER_KEY_DIR_E_FLIP,NULL);
		}

		switch(flip) {
		case 1:
			item_set_flip(item,SDL_FLIP_HORIZONTAL);
			break;
		case 2:
			item_set_flip(item,SDL_FLIP_VERTICAL);
			break;
		case 3:
			item_set_flip(item,SDL_FLIP_HORIZONTAL|SDL_FLIP_VERTICAL);
			break;
		default:
			item_set_flip(item,SDL_FLIP_NONE);
		}
	}

	item_set_click_left(item,cb_select_sprite,ctx->id,NULL);
	item_set_click_right(item,cb_redo_sprite,item,NULL);

	item_set_zoom_x(item,zoom * default_layer->map_zoom );
	item_set_zoom_y(item,zoom * default_layer->map_zoom );
}