1 /* Project 16 Source Code~
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2 * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover
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4 * This file is part of Project 16.
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6 * Project 16 is free software; you can redistribute it and/or modify
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7 * it under the terms of the GNU General Public License as published by
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8 * the Free Software Foundation; either version 3 of the License, or
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9 * (at your option) any later version.
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11 * Project 16 is distributed in the hope that it will be useful,
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 * GNU General Public License for more details.
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16 * You should have received a copy of the GNU General Public License
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17 * along with this program. If not, see <http://www.gnu.org/licenses/>, or
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18 * write to the Free Software Foundation, Inc., 51 Franklin Street,
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19 * Fifth Floor, Boston, MA 02110-1301 USA.
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23 #include "src/lib/16_spri.h"
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25 char* get_curr_anim_name(struct sprite *spri)
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27 // Retrive animation name list
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28 struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;
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29 uint32_t far *anim_names_offsets = (uint32_t far *)
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31 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_NAME_LIST]);
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33 return (char *)(vrs + anim_names_offsets[spri->curr_anim]);
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36 void init_anim(struct sprite *spri, int anim_index)
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38 struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;
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39 uint32_t far *anim_lists_offsets = (uint32_t far *)
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41 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);
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42 struct vrs_animation_list_entry_t far *anim_list = (struct vrs_animation_list_entry_t far *)
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44 anim_lists_offsets[anim_index]);
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46 // Upon new animation, start from the first sprite in it
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47 spri->curr_anim = anim_index;
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48 spri->curr_anim_spri = 0;
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49 spri->curr_spri_id = anim_list[0].sprite_id;
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50 spri->delay = anim_list[0].delay;
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52 spri->curr_anim_list = anim_list;
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55 int set_anim_by_id(struct sprite *spri, int anim_id)
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57 int new_anim_index = 0;
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59 struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;
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60 // Retruve animation ids list
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61 uint16_t far *anim_ids = (uint16_t far *)
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63 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);
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65 // Loop through animation id untill match or end of list
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66 while(iter_id = anim_ids[new_anim_index])
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68 // Return on successful match
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69 if (iter_id == anim_id)
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71 init_anim(spri, new_anim_index);
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79 void print_anim_ids(struct sprite *spri)
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81 int new_anim_index = 0;
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83 struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;
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84 // Retruve animation ids list
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85 uint16_t far *anim_ids = (uint16_t far *)
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87 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);
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89 if(!anim_ids[new_anim_index])
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91 // Loop through animation id untill match or end of list
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92 while(iter_id = anim_ids[new_anim_index])
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94 printf("s%d ", iter_id);
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99 void animate_spri(entity_t *enti, video_t *video)
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101 #define INC_PER_FRAME if(enti->q&1) enti->persist_aniframe++; if(enti->persist_aniframe>4) enti->persist_aniframe = 1;
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102 unsigned int i,o,o2; int j;
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104 VGA_RAM_PTR omemptr = (VGA_RAM_PTR)video->page[0].data;// save original mem ptr
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110 // Depending on delay, update indices
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111 //#define FRAME1 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 48, player[pn].enti.dire, 24, 32, PLAYERBMPDATAPTR);
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112 //#define FRAME2 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 24, player[pn].enti.dire, 24, 32, PLAYERBMPDATAPTR); stand
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113 //#define FRAME3 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 0, player[pn].enti.dire, 24, 32, PLAYERBMPDATAPTR);
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114 //#define FRAME4 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 24, player[pn].enti.dire, 24, 32, PLAYERBMPDATAPTR); stand
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116 // copy active display (0) to offscreen buffer (0x4000)
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117 /*vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
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118 vga_setup_wm1_block_copy();
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119 vga_wm1_mem_block_copy(copy_ofs, display_ofs, vga_state.vga_stride * vga_state.vga_height);
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120 vga_restore_rm0wm0();*/
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122 switch(enti->spri.delay)
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124 // Delay = 0 means that sprite should loop. Nothing to change here
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128 // Delay = 1 means that on next time unit sprite should be changed
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131 enti->spri.curr_anim_spri++;
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133 // If we hit the end of an animation sequence, restart it
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134 if(!( enti->spri.curr_spri_id = enti->spri.curr_anim_list[enti->spri.curr_anim_spri].sprite_id)){
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135 enti->spri.curr_anim_spri = 0;
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136 enti->spri.curr_spri_id = enti->spri.curr_anim_list[enti->spri.curr_anim_spri].sprite_id;
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138 enti->spri.delay = enti->spri.curr_anim_list[enti->spri.curr_anim_spri].delay;
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140 // Delay > 1 means that we should not change sprite yet. Decrease delay
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142 enti->spri.delay--;
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151 j = get_vrl_by_id(enti->spri.spritesheet, enti->spri.curr_spri_id, enti->spri.sprite_vrl_cont);
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154 //Quit (gv, "Error retriving required sprite");
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158 // render box bounds. y does not need modification, but x and width must be multiple of 4
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161 if (x >= enti->overdraww) rx = (x - enti->overdraww) & (~3);
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162 else rx = -(video->page[0].dx);
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163 if (y >= enti->overdrawh) ry = (y - enti->overdrawh);
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164 else ry = -(video->page[0].dy);
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165 h = enti->spri.sprite_vrl_cont->vrl_header->height + enti->overdrawh + y - ry;
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166 w = (x + enti->spri.sprite_vrl_cont->vrl_header->width + (enti->overdraww*2) + 3 - rx) & (~3) - enti->overdraww;//round up
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167 if ((rx+w) > video->page[0].width) w = video->page[0].width-rx;
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168 if ((ry+h) > video->page[0].height) h = video->page[0].height-ry;
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171 // block copy pattern to where we will draw the sprite
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172 vga_setup_wm1_block_copy();
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173 o2 = video->ofs.offscreen_ofs;
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174 o = video->ofs.pattern_ofs + (ry * video->page[0].stridew) + (rx >> 2); // source offscreen
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175 for (i=0;i < h;i++,o += video->page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
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177 // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally
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178 vga_restore_rm0wm0();
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180 // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0)
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181 vga_state.vga_draw_stride = w >> 2;
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182 vga_state.vga_graphics_ram = omemptr + video->ofs.offscreen_ofs;
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183 }else{ rx=ry=w=h=0; vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data; }
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184 vga_state.vga_draw_stride_limit = (video->page[0].width + 3 - x) >> 2;//round up
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186 // then the sprite. note modding ram ptr means we just draw to (x&3,0)
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188 modexClearRegion(&video->page[0], x, y, 16, 32, 1);
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190 draw_vrl1_vgax_modex(
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193 enti->spri.sprite_vrl_cont->vrl_header,
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194 enti->spri.sprite_vrl_cont->line_offsets,
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195 enti->spri.sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),
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196 enti->spri.sprite_vrl_cont->data_size
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202 vga_state.vga_graphics_ram = omemptr;
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205 // block copy to visible RAM from offscreen
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206 vga_setup_wm1_block_copy();
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207 o = video->ofs.offscreen_ofs; // source offscreen
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208 o2 = (ry * video->page[0].stridew) + (rx >> 2); // dest visible (original stride)
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209 for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += video->page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);
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210 // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally
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211 vga_restore_rm0wm0();
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215 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;
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217 vga_state.vga_graphics_ram = video->omemptr;
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