]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/16_sprit.c
Merge branch 'master' of github.com:sparky4/16
[16.git] / src / lib / 16_sprit.c
index ab6e33785ba4f27bf55df60722dfff5b7c429e5a..89d38906d40a0c1d26168dc97d267e7350e6f2e2 100755 (executable)
-/* 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;
-       }
-}
+#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 huge *vrs = spri->spritesheet->vrs_hdr;\r
+       uint32_t huge *anim_names_offsets =     (uint32_t huge *)\r
+                                               ((byte huge *)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 huge *vrs = spri->spritesheet->vrs_hdr;\r
+       uint32_t huge *anim_lists_offsets =     (uint32_t huge *)\r
+                                               ((byte huge *)vrs +\r
+                                                vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);\r
+       struct vrs_animation_list_entry_t huge *anim_list =     (struct vrs_animation_list_entry_t huge *)\r
+                                                               ((byte huge *)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 huge *vrs = spri->spritesheet->vrs_hdr;\r
+       // Retruve animation ids list\r
+        uint16_t huge *anim_ids =      (uint16_t huge *)\r
+                                       ((byte huge *)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 huge *vrs = spri->spritesheet->vrs_hdr;\r
+       // Retruve animation ids list\r
+        uint16_t huge *anim_ids =      (uint16_t huge *)\r
+                                       ((byte huge *)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
+\r
+void animate_spri(struct sprite *spri)\r
+{\r
+       int i;\r
+       // Events go here\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
+               printf("Error retriving required sprite");\r
+               exit(-1);\r
+       }\r
+       draw_vrl1_vgax_modex(   spri->x, spri->y,\r
+                               spri->sprite_vrl_cont->vrl_header, 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
+       // 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