-/* Project 16 Source Code~
- * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover
- *
- * This file is part of Project 16.
- *
- * Project 16 is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 3 of the License, or
- * (at your option) any later version.
- *
- * Project 16 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
- * along with this program. If not, see <http://www.gnu.org/licenses/>, or
- * write to the Free Software Foundation, Inc., 51 Franklin Street,
- * Fifth Floor, Boston, MA 02110-1301 USA.
- *
- */
-#include "src/lib/16_sprit.h"
-
-char* get_curr_anim_name(struct sprite *spri)
-{
- // Retrive animation name list
- struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
- uint32_t huge *anim_names_offsets = (uint32_t huge *)
- ((byte huge *)vrs +
- vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_NAME_LIST]);
-
- return (char *)(vrs + anim_names_offsets[spri->curr_anim]);
-}
-
-void init_anim(struct sprite *spri, int anim_index)
-{
- struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
- uint32_t huge *anim_lists_offsets = (uint32_t huge *)
- ((byte huge *)vrs +
- vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);
- struct vrs_animation_list_entry_t *anim_list = (struct vrs_animation_list_entry_t huge *)
- ((byte huge *)vrs +
- anim_lists_offsets[anim_index]);
-
- // Upon new animation, start from the first sprite in it
- spri->curr_anim = anim_index;
- spri->curr_anim_spri = 0;
- spri->curr_spri_id = anim_list[0].sprite_id;
- spri->delay = anim_list[0].delay;
-
- spri->curr_anim_list = anim_list;
-}
-
-
-int set_anim_by_id(struct sprite *spri, int anim_id)
-{
- int new_anim_index = 0;
- int iter_id;
- struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
- // Retruve animation ids list
- uint16_t huge *anim_ids = (uint16_t huge *)
- ((byte huge *)vrs +
- vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);
-
- // Loop through animation id untill match or end of list
- while(iter_id = anim_ids[new_anim_index])
- {
- // Return on successful match
- if (iter_id == anim_id)
- {
- init_anim(spri, new_anim_index);
- return 0;
- }
- new_anim_index++;
- }
- return -1;
-}
-
-void print_anim_ids(struct sprite *spri)
-{
- int new_anim_index = 0;
- int iter_id;
- struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
- // Retruve animation ids list
- uint16_t huge *anim_ids = (uint16_t huge *)
- ((byte huge *)vrs +
- vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);
-
- if(!anim_ids[new_anim_index])
- exit(3);
- // Loop through animation id untill match or end of list
- while(iter_id = anim_ids[new_anim_index])
- {
- // Return on successful match
- new_anim_index++;
- printf("%d, ", iter_id);
- }
-}
-
-
-void animate_spri(struct sprite *spri)
-{
- // Events go here
-
- // Draw sprite
- get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);
- draw_vrl1_vgax_modex( spri->x, spri->y,
- spri->sprite_vrl_cont->vrl_header, spri->sprite_vrl_cont->line_offsets,
- spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),
- spri->sprite_vrl_cont->data_size);
-
- // Depending on delay, update indices
- switch(spri->delay){
- // Delay = 0 means that sprite should loop. Nothing to change here
- case 0:
- break;
-
- // Delay = 1 means that on next time unit sprite should be changed
- case 1:
- spri->curr_anim_spri++;
-
- // If we hit the end of an animation sequence, restart it
- if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){
- spri->curr_anim_spri = 0;
- spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id;
- }
- spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;
-
- // Delay > 1 means that we should not change sprite yet. Decrease delay
- default:
- spri->delay--;
- break;
- }
-}
+/* Project 16 Source Code~\r
+ * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ *\r
+ * This file is part of Project 16.\r
+ *\r
+ * Project 16 is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 3 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * Project 16 is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
+ * Fifth Floor, Boston, MA 02110-1301 USA.\r
+ *\r
+ */\r
+\r
+#include "src/lib/16_sprit.h"\r
+\r
+char* get_curr_anim_name(struct sprite *spri)\r
+{\r
+ // Retrive animation name list\r
+ struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ uint32_t far *anim_names_offsets = (uint32_t far *)\r
+ ((byte far *)vrs +\r
+ vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_NAME_LIST]);\r
+\r
+ return (char *)(vrs + anim_names_offsets[spri->curr_anim]);\r
+}\r
+\r
+void init_anim(struct sprite *spri, int anim_index)\r
+{\r
+ struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ uint32_t far *anim_lists_offsets = (uint32_t far *)\r
+ ((byte far *)vrs +\r
+ vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);\r
+ struct vrs_animation_list_entry_t far *anim_list = (struct vrs_animation_list_entry_t far *)\r
+ ((byte far *)vrs +\r
+ anim_lists_offsets[anim_index]);\r
+\r
+ // Upon new animation, start from the first sprite in it\r
+ spri->curr_anim = anim_index;\r
+ spri->curr_anim_spri = 0;\r
+ spri->curr_spri_id = anim_list[0].sprite_id;\r
+ spri->delay = anim_list[0].delay;\r
+\r
+ spri->curr_anim_list = anim_list;\r
+}\r
+\r
+\r
+int set_anim_by_id(struct sprite *spri, int anim_id)\r
+{\r
+ int new_anim_index = 0;\r
+ int iter_id;\r
+ struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ // Retruve animation ids list\r
+ uint16_t far *anim_ids = (uint16_t far *)\r
+ ((byte far *)vrs +\r
+ vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);\r
+\r
+ // Loop through animation id untill match or end of list\r
+ while(iter_id = anim_ids[new_anim_index])\r
+ {\r
+ // Return on successful match\r
+ if (iter_id == anim_id)\r
+ {\r
+ init_anim(spri, new_anim_index);\r
+ return 0;\r
+ }\r
+ new_anim_index++;\r
+ }\r
+ return -1;\r
+}\r
+\r
+void print_anim_ids(struct sprite *spri)\r
+{\r
+ int new_anim_index = 0;\r
+ int iter_id;\r
+ struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ // Retruve animation ids list\r
+ uint16_t far *anim_ids = (uint16_t far *)\r
+ ((byte far *)vrs +\r
+ vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);\r
+\r
+ if(!anim_ids[new_anim_index])\r
+ return;\r
+ // Loop through animation id untill match or end of list\r
+ while(iter_id = anim_ids[new_anim_index])\r
+ {\r
+ printf("s%d ", iter_id);\r
+ new_anim_index++;\r
+ }\r
+}\r
+\r
+void oldanimate_spri(struct sprite *spri, video_t *video)\r
+{\r
+ int i;\r
+ // Events go here\r
+\r
+\r
+ vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr\r
+\r
+\r
+ // Draw sprite\r
+ i = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);\r
+ if(i < 0)\r
+ {\r
+ //Quit (gv, "Error retriving required sprite");\r
+ return;\r
+ }\r
+\r
+ // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0)\r
+ vga_state.vga_draw_stride_limit = (video->page[0].width + 3 - spri->x) >> 2;\r
+\r
+ draw_vrl1_vgax_modex(\r
+ spri->x,//-video->page[0].dx,\r
+ spri->y,//-video->page[0].dy,\r
+ spri->sprite_vrl_cont->vrl_header,\r
+ spri->sprite_vrl_cont->line_offsets,\r
+ spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
+ spri->sprite_vrl_cont->data_size\r
+ );\r
+\r
+ // restore stride\r
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;\r
+\r
+ // Depending on delay, update indices\r
+ switch(spri->delay){\r
+ // Delay = 0 means that sprite should loop. Nothing to change here\r
+ case 0:\r
+ break;\r
+\r
+ // Delay = 1 means that on next time unit sprite should be changed\r
+ case 1:\r
+ spri->curr_anim_spri++;\r
+\r
+ // If we hit the end of an animation sequence, restart it\r
+ if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){\r
+ spri->curr_anim_spri = 0;\r
+ spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id;\r
+ }\r
+ spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;\r
+\r
+ // Delay > 1 means that we should not change sprite yet. Decrease delay\r
+ default:\r
+ spri->delay--;\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+void animate_spri(struct sprite *spri, video_t *video)\r
+{\r
+#define GVARVIDEO video\r
+#define VMEMPAGESIZE2 GVARVIDEO->page[0].pagesize+GVARVIDEO->page[1].pagesize\r
+#define VMEMPAGEDATA2 GVARVIDEO->page[2].data\r
+ unsigned int i,o,o2; int j;\r
+ int x,y,rx,ry,w,h;\r
+ int overdraw = 0;//16; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
+ // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
+ VGA_RAM_PTR omemptr;\r
+\r
+ // Events go here\r
+\r
+\r
+ omemptr = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr\r
+ x=spri->x;\r
+ y=spri->y;\r
+\r
+ // Draw sprite\r
+ j = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);\r
+ if(j < 0)\r
+ {\r
+ //Quit (gv, "Error retriving required sprite");\r
+ return;\r
+ }\r
+\r
+ // render box bounds. y does not need modification, but x and width must be multiple of 4\r
+ if (x >= overdraw) rx = (x - overdraw) & (~3);\r
+ else rx = -(GVARVIDEO->page[0].dx);\r
+ if (y >= overdraw) ry = (y - overdraw);\r
+ else ry = -(GVARVIDEO->page[0].dy);\r
+ h = spri->sprite_vrl_cont->vrl_header->height + overdraw + y - ry;\r
+ w = (x + spri->sprite_vrl_cont->vrl_header->width + (overdraw*2) + 3 - rx) & (~3);//round up\r
+ if ((rx+w) > GVARVIDEO->page[0].width) w = GVARVIDEO->page[0].width-rx;\r
+ if ((ry+h) > GVARVIDEO->page[0].height) h = GVARVIDEO->page[0].height-ry;\r
+\r
+ // block copy pattern to where we will draw the sprite\r
+ vga_setup_wm1_block_copy();\r
+ o2 = VMEMPAGESIZE2;\r
+ o = (0x10000UL - (uint16_t)VMEMPAGEDATA2) + (ry * GVARVIDEO->page[0].stridew) + (rx >> 2); // source offscreen\r
+ for (i=0;i < h;i++,o += GVARVIDEO->page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+\r
+ // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
+ vga_restore_rm0wm0();\r
+\r
+ // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0)\r
+ vga_state.vga_draw_stride_limit = (GVARVIDEO->page[0].width + 3 - x) >> 2;//round up\r
+ vga_state.vga_draw_stride = w >> 2;\r
+ vga_state.vga_graphics_ram = omemptr + VMEMPAGESIZE2;\r
+\r
+ // then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
+#ifndef SPRITE\r
+ modexClearRegion(&GVARVIDEO->page[0], x, y, 16, 32, 1);\r
+#else\r
+ draw_vrl1_vgax_modex(\r
+ x-rx,\r
+ y-ry,\r
+ spri->sprite_vrl_cont->vrl_header,\r
+ spri->sprite_vrl_cont->line_offsets,\r
+ spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
+ spri->sprite_vrl_cont->data_size\r
+ );\r
+#endif\r
+ // restore ptr\r
+ vga_state.vga_graphics_ram = omemptr;\r
+\r
+ // block copy to visible RAM from offscreen\r
+ vga_setup_wm1_block_copy();\r
+ o = VMEMPAGESIZE2; // source offscreen\r
+ o2 = (ry * GVARVIDEO->page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+ for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += GVARVIDEO->page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+ // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
+ vga_restore_rm0wm0();\r
+\r
+ // restore stride\r
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = GVARVIDEO->page[0].stridew;\r
+\r
+ // Depending on delay, update indices\r
+ switch(spri->delay){\r
+ // Delay = 0 means that sprite should loop. Nothing to change here\r
+ case 0:\r
+ break;\r
+\r
+ // Delay = 1 means that on next time unit sprite should be changed\r
+ case 1:\r
+ spri->curr_anim_spri++;\r
+\r
+ // If we hit the end of an animation sequence, restart it\r
+ if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){\r
+ spri->curr_anim_spri = 0;\r
+ spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id;\r
+ }\r
+ spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;\r
+\r
+ // Delay > 1 means that we should not change sprite yet. Decrease delay\r
+ default:\r
+ spri->delay--;\r
+ break;\r
+ }\r
+}\r