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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25 //#include "src/lib/16_vrs.h"
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26 #include "src/lib/16_vl.h"
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27 //#include <hw/cpu/cpu.h>
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28 //#include <hw/dos/dos.h>
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29 #include <hw/vga/vrl.h>
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30 #include "src/lib/16_ca.h"
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31 #include "src/lib/scroll16.h"
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35 struct vrs_container{
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36 // Size of a .vrs lob in memory
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41 struct vrs_header far *vrs_hdr;
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43 // Array of corresponding vrl line offsets
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44 vrl1_vgax_offset_t **vrl_line_offsets;
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47 struct vrl_container{
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48 // Size of a .vrl blob in memory
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53 struct vrl1_vgax_header far *vrl_header;
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55 // Pointer to a corresponding vrl line offsets struct
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56 vrl1_vgax_offset_t *line_offsets;
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59 /* Read .vrs file into memory
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61 * + char *filename - name of the file to load
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62 * + struct vrs_container *vrs_cont - pointer to the vrs_container
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63 * to load the file into
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65 * + int - 0 on succes, 1 on failure
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67 void VRS_ReadVRS(char *filename, entity_t *enti, global_game_variables_t *gvar);
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68 void VRS_LoadVRS(char *filename, entity_t *enti, global_game_variables_t *gvar);
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69 void VRS_OpenVRS(char *filename, entity_t *enti, boolean rlsw, global_game_variables_t *gvar);
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70 void VRS_ReadVRL(char *filename, entity_t *enti, global_game_variables_t *gvar);
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71 void VRS_LoadVRL(char *filename, entity_t *enti, global_game_variables_t *gvar);
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72 void VRS_OpenVRL(char *filename, entity_t *enti, boolean rlsw, global_game_variables_t *gvar);
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74 /* Seek and return a specified .vrl blob from .vrs blob in memory
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76 * + struct vrs_container *vrs_cont - pointer to the vrs_container
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77 * with a loaded .vrs file
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78 * + uint16_t id - id of the vrl to retrive
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79 * + struct vrl_container * vrl_cont - pointer to vrl_container to load to
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81 * int - operation status
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82 * to the requested .vrl blob
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84 int get_vrl_by_id(struct vrs_container far *vrs_cont, uint16_t id, struct vrl_container *vrl_cont);
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86 void DrawVRL (unsigned int x,unsigned int y,struct vrl1_vgax_header *hdr,vrl1_vgax_offset_t *lineoffs/*array hdr->width long*/,unsigned char *data,unsigned int datasz);
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88 //moved to 16_tdef.h
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91 // // VRS container from which we will extract animation and image data
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92 // struct vrs_container *spritesheet;
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93 // // Container for a vrl sprite
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94 // struct vrl_container *sprite_vrl_cont;
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95 // // Current sprite id
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96 // int curr_spri_id;
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97 // // Index of a current sprite in an animation sequence
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98 // int curr_anim_spri;
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99 // // Current animation sequence
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100 // struct vrs_animation_list_entry_t *curr_anim_list;
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101 // // Index of current animation in relevant VRS offsets table
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103 // // Delay in time units untill we should change sprite
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105 // // Position of sprite on screen
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109 /* Retrive current animation name of sprite
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111 * + struct sprite *spri - sprite to retrive current animation sequence name from
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113 * + char* - animation sequence name
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115 char* get_curr_anim_name(struct sprite *spri);
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117 /* Change sprite's current animation to the one given by id
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119 * struct sprite *spri - sprite to manipulate on
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120 * int id - id of a new animation sequence of th sprite
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122 * int - 0 on success, -1 on error
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124 int set_anim_by_id(struct sprite *spri, int anim_id);
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126 /* Animate sprite, triggering any events and changing indices if necessary
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127 * NB: if you want to change animation sequence after a specific sprite is shown, you should call animate_spri first
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129 * + struct sprite *spri - sprite to animate
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131 void animate_spri(entity_t *enti, video_t *video);
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133 void print_anim_ids(struct sprite *spri);
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