share/hedgewars/Data/Scripts/Animate.lua
author sheepluva
Tue, 10 Nov 2015 17:45:14 +0100
branchsdl2transition
changeset 11360 7a7611adf715
parent 9245 1dfdf35dd35d
child 12084 ccab0d396a7f
permissions -rw-r--r--
drop support for SDL 1.2
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local animPos, lastx, lasty, jumpTypes, jumpTimes, moveDirs, jumpStarted
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local backJumped, jTimer, awTime, globalWait, stageEvents, seNum, curEvent
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local needtoDecrease
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local AnimList, AnimListNum
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local FunctionList, FunctionListNum
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local skipFuncList
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local skipping
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--------------------------------Animation---------------------------------
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--------------------------(In-game cinematics)----------------------------
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function AddSkipFunction(anim, func, args)
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  skipFuncList[anim] = {sfunc = func, sargs = args}
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end
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function RemoveSkipFunction(anim)
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  skipFuncList[anim] = nil
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end
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function SetAnimSkip(bool)
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  skipping = bool
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end
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function AnimInProgress()
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  return AnimListNum ~= 0
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end
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function SkipAnimation(anim)
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  if skipFuncList[anim] == nil then
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    return
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  else 
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    skipFuncList[anim].sfunc(unpack(skipFuncList[anim].sargs))
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  end
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end
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function AddFunction(element)
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  table.insert(FunctionList, element)
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  FunctionListNum = FunctionListNum + 1
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end
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function RemoveFunction()
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  table.remove(FunctionList, 1)
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  FunctionListNum = FunctionListNum - 1
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end
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function ExecuteAfterAnimations()
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  if FunctionListNum == 0 then
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    return
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  end
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  FunctionList[1].func(unpack(FunctionList[1].args))
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  RemoveFunction()
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end
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function AnimInit()
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  animPos = 1
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  lastx = 0
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  lasty = 0
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  jumpTypes = {long = gmLJump, high = gmHJump, back = gmHJump}
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  jumpTimes = {long = 500, high = 500, back = 300, backback = 500} 
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  moveDirs = {Right = gmRight, Left = gmLeft}
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  jumpStarted = false
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  backJumped = false
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  jTimer = 0
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  awTime = 0
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  globalWait = 0
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  stageEvents = {}
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  seNum = 0
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  curEvent = 0
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  needToDecrease = 0
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  AnimList = {}
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  AnimListNum = 0
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  FunctionList = {}
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  FunctionListNum = 0
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  skipping = false
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  skipFuncList = {}
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end
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function AnimSwitchHog(gear)
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  --SetGearMessage(gear, 0)
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  --SetState(gear, 0)
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  SwitchHog(gear)
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  FollowGear(gear)
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  return true
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end
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function AnimGiveState(gear, state)
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  SetState(gear, state)
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  return true
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end
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function AnimRemoveState(gear, state)
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  SetState(gear, band(GetState(gear), bnot(state)))
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  return true
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end
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function AnimGearWait(gear, time)
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  AnimWait(gear, time)
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  return true
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end
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function AnimUnWait()
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  if globalWait > 0 then
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    globalWait = globalWait - 1
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  end
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end
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function AnimWait(gear, time)   -- gear is for compatibility with Animate
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  globalWait = globalWait + time
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  return true
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end
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function AnimWaitLeft()
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  return globalWait
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end
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function AnimSay(gear, text, manner, time)
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  HogSay(gear, text, manner, 2)
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  if time ~= nil then
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    AnimWait(gear, time)
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  end
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  return true
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end
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function AnimSound(gear, sound, time)
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  PlaySound(sound, gear)
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  AnimWait(gear, time)
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  return true
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end
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function AnimTurn(gear, dir)
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  if dir == "Right" then
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    HogTurnLeft(gear, false)
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  else
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    HogTurnLeft(gear, true)
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  end
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  return true
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end
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function AnimFollowGear(gear)
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  FollowGear(gear)
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  return true
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end
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function AnimMove(gear, dir, posx, posy)
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  dirr = moveDirs[dir]
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  SetGearMessage(gear, dirr)
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  if GetX(gear) == posx or GetY(gear) == posy then
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    SetGearMessage(gear, 0)
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    lastx = GetX(gear)
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    lasty = GetY(gear)
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    return true
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  end
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  return false
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end
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function AnimJump(gear, jumpType)
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  if jumpStarted == false then
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    lastx = GetX(gear)
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    lasty = GetY(gear)
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    backJumped = false
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    jumpStarted = true
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    SetGearMessage(gear, jumpTypes[jumpType])
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    AnimGearWait(gear, jumpTimes[jumpType])
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  elseif jumpType == "back" and backJumped == false then
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    backJumped = true
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    SetGearMessage(gear, jumpTypes[jumpType])
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    AnimGearWait(gear, jumpTimes["backback"])
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  else
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    curx = GetX(gear)
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    cury = GetY(gear)
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    if curx == lastx and cury == lasty then
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      jumpStarted = false
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      backJumped = false
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      AnimGearWait(gear, 100)
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      return true
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    else
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      lastx = curx
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      lasty = cury
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      AnimGearWait(gear, 100)
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    end
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  end
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  return false
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end
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function AnimSetGearPosition(gear, destX, destY, fall)
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  SetGearPosition(gear, destX, destY)
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  if fall ~= false then
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    SetGearVelocity(gear, 0, 10)
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  end
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  return true
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end
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function AnimDisappear(gear, destX, destY)
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	AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false)
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	AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false)
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	AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false)
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	AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false)
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  PlaySound(sndExplosion)
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	AnimSetGearPosition(gear, destX, destY)
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  return true
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end
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function AnimOutOfNowhere(gear, destX, destY)
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  AnimSetGearPosition(gear, destX, destY)
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  AddVisualGear(destX, destY, vgtBigExplosion, 0, false)
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  PlaySound(sndExplosion)
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  AnimGearWait(gear, 50)
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  return true
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end
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function AnimTeleportGear(gear, destX, destY)
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	AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false)
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	AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false)
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	AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false)
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	AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false)
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	AnimSetGearPosition(gear, destX, destY)
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	AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
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  PlaySound(sndExplosion)
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  FollowGear(gear)
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  AnimGearWait(gear, 50)
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  return true
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end
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function AnimVisualGear(gear, x, y, vgType, state, critical, follow)
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  local vgear = AddVisualGear(x, y, vgType, state, critical)
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  if follow == true then 
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    FollowGear(vgear)
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  end
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  return true
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end
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function AnimCaption(gear, text, time)
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  AddCaption(text)
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  if time == nil then
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    return true
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  end
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  AnimWait(gear, time)
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  return true
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end
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function AnimCustomFunction(gear, func, args)
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  if args == nil then
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    args = {}
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  end
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  retval = func(unpack(args))
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  if retval == false then
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    return false
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  else
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    return true
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  end
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end
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function AnimInsertStepNext(step)
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  table.insert(AnimList[1], animPos + 1, step)
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  return true
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end
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function AnimShowMission(gear, caption, subcaption, text, icon, time)
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  ShowMission(caption, subcaption, text, icon, time)
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  return true
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end
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function RemoveAnim()
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  table.remove(AnimList, 1)
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  AnimListNum = AnimListNum - 1
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end
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function AddAnim(animation)
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  table.insert(AnimList, animation)
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  AnimListNum = AnimListNum + 1
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  if AnimListNum == 1 then
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    skipping = false
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  end
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end
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function ShowAnimation()
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  if AnimListNum == 0 then
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    skipping = false
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    return true
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  else
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    TurnTimeLeft = -1
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    if Animate(AnimList[1]) == true then
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      RemoveAnim()
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    end
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  end
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  return false
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end
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function Animate(steps)
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  if skipping == true then
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    animPos = 1
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    SetInputMask(0xFFFFFFFF)
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    SkipAnimation(steps)
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    return true
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  end
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  if globalWait ~= 0 then
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    return false
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  end
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  if steps[animPos] == nil then
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      animPos = 1
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      SetInputMask(0xFFFFFFFF)
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      return true
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  end
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  if steps[animPos].args[1] ~= CurrentHedgehog and steps[animPos].func ~= AnimWait 
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    and (steps[animPos].swh == nil or steps[animPos].swh == true) then
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      AnimSwitchHog(steps[animPos].args[1])
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  end
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  SetInputMask(bnot(gmAnimate+gmAttack+gmDown+gmHJump+gmLeft+gmLJump+gmRight+gmSlot+gmSwitch+gmTimer+gmUp+gmWeapon))
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  retVal = steps[animPos].func(unpack(steps[animPos].args))
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  if (retVal ~= false) then
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    animPos = animPos + 1
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  end
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  return false
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end
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------------------------------Event Handling------------------------------
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function AddEvent(condFunc, condArgs, doFunc, doArgs, evType)
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  seNum = seNum + 1
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  stageEvents[seNum] = {}
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  stageEvents[seNum].cFunc = condFunc
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  stageEvents[seNum].cArgs = condArgs
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  stageEvents[seNum].dFunc = doFunc
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  stageEvents[seNum].dArgs = doArgs
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  stageEvents[seNum].evType = evType
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end
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function AddNewEvent(condFunc, condArgs, doFunc, doArgs, evType)
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  local i
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  for i = 1, seNum do
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    if stageEvents[i].cFunc == condFunc and stageEvents[i].cArgs == condArgs and
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       stageEvents[i].dFunc == doFunc and stageEvents[i].dArgs == doArgs and 
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       stageEvents[seNum].evType == evType then
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       return
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    end
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  end
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  AddEvent(condFunc, condArgs, doFunc, doArgs, evType)
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end
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function RemoveEvent(evNum)
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  if stageEvents[evNum] ~= nil then
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    seNum = seNum - 1
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    table.remove(stageEvents, evNum)
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    if evNum < curEvent then
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      return true
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    end
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  end
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  if evNum < curEvent then
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    needToDecrease = needToDecrease + 1
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  end
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end
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function RemoveEventFunc(cFunc, cArgs)
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  local i = 1
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  while i <= seNum do
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    if stageEvents[i].cFunc == cFunc and (cArgs == nil or cArgs == stageEvents[i].cArgs) then
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      RemoveEvent(i)
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   362
      i = i - 1
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   363
    end
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   364
    i = i + 1
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   365
  end
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end
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function CheckEvents()
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  local i = 1
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   371
  while i <= seNum do
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    curEvent = i
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    if stageEvents[i].cFunc(unpack(stageEvents[i].cArgs)) then
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      stageEvents[i].dFunc(unpack(stageEvents[i].dArgs))
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      if needToDecrease > 0 then
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   376
        i = i - needToDecrease
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        needToDecrease = 0
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   378
      end
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      if stageEvents[i].evType ~= 1 then 
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   380
        RemoveEvent(i)
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        i = i - 1
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   382
      end
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   383
    end
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   384
    i = i + 1
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   385
  end
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   386
  curEvent = 0
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   387
end
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-------------------------------------Misc---------------------------------
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   390
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function StoppedGear(gear)
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  dx,dy = GetGearVelocity(gear)
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   393
  return math.abs(dx) <= 1 and math.abs(dy) <= 1
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   394
end