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[proj16/16.git] / src / lib / 16_sprit.c
1 /* Project 16 Source Code~\r
2  * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
3  *\r
4  * This file is part of Project 16.\r
5  *\r
6  * Project 16 is free software; you can redistribute it and/or modify\r
7  * it under the terms of the GNU General Public License as published by\r
8  * the Free Software Foundation; either version 3 of the License, or\r
9  * (at your option) any later version.\r
10  *\r
11  * Project 16 is distributed in the hope that it will be useful,\r
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14  * GNU General Public License for more details.\r
15  *\r
16  * You should have received a copy of the GNU General Public License\r
17  * along with this program.  If not, see <http://www.gnu.org/licenses/>, or\r
18  * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
19  * Fifth Floor, Boston, MA 02110-1301 USA.\r
20  *\r
21  */\r
22 \r
23 #include "src/lib/16_sprit.h"\r
24 \r
25 char* get_curr_anim_name(struct sprite *spri)\r
26 {\r
27         // Retrive animation name list\r
28         struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
29         uint32_t far *anim_names_offsets =      (uint32_t far *)\r
30                                                 ((byte far *)vrs +\r
31                                                  vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_NAME_LIST]);\r
32 \r
33         return (char *)(vrs + anim_names_offsets[spri->curr_anim]);\r
34 }\r
35 \r
36 void init_anim(struct sprite *spri, int anim_index)\r
37 {\r
38         struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
39         uint32_t far *anim_lists_offsets =      (uint32_t far *)\r
40                                                 ((byte far *)vrs +\r
41                                                  vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);\r
42         struct vrs_animation_list_entry_t far *anim_list =      (struct vrs_animation_list_entry_t far *)\r
43                                                                 ((byte far *)vrs +\r
44                                                                  anim_lists_offsets[anim_index]);\r
45 \r
46         // Upon new animation, start from the first sprite in it\r
47         spri->curr_anim = anim_index;\r
48         spri->curr_anim_spri = 0;\r
49         spri->curr_spri_id = anim_list[0].sprite_id;\r
50         spri->delay = anim_list[0].delay;\r
51 \r
52         spri->curr_anim_list = anim_list;\r
53 }\r
54 \r
55 int set_anim_by_id(struct sprite *spri, int anim_id)\r
56 {\r
57         int new_anim_index = 0;\r
58         int iter_id;\r
59         struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
60         // Retruve animation ids list\r
61         uint16_t far *anim_ids =        (uint16_t far *)\r
62                                         ((byte far *)vrs +\r
63                                          vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);\r
64 \r
65         // Loop through animation id untill match or end of list\r
66         while(iter_id = anim_ids[new_anim_index])\r
67         {\r
68                 // Return on successful match\r
69                 if (iter_id == anim_id)\r
70                 {\r
71                         init_anim(spri, new_anim_index);\r
72                         return 0;\r
73                 }\r
74                 new_anim_index++;\r
75         }\r
76         return -1;\r
77 }\r
78 \r
79 void print_anim_ids(struct sprite *spri)\r
80 {\r
81         int new_anim_index = 0;\r
82         int iter_id;\r
83         struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
84         // Retruve animation ids list\r
85         uint16_t far *anim_ids =        (uint16_t far *)\r
86                                         ((byte far *)vrs +\r
87                                          vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);\r
88 \r
89         if(!anim_ids[new_anim_index])\r
90                 return;\r
91         // Loop through animation id untill match or end of list\r
92         while(iter_id = anim_ids[new_anim_index])\r
93         {\r
94                 printf("s%d ", iter_id);\r
95                 new_anim_index++;\r
96         }\r
97 }\r
98 \r
99 void animate_spri(entity_t *enti, video_t *video)\r
100 {\r
101 #define INC_PER_FRAME if(enti->q&1) enti->persist_aniframe++; if(enti->persist_aniframe>4) enti->persist_aniframe = 1;\r
102         unsigned int i,o,o2; int j;\r
103         int x,y,rx,ry,w,h;\r
104         VGA_RAM_PTR omemptr = (VGA_RAM_PTR)video->page[0].data;// save original mem ptr\r
105 \r
106         x=enti->spri->x;\r
107         y=enti->spri->y;\r
108         VL_Initofs(video);\r
109 \r
110         // Depending on delay, update indices\r
111 //#define FRAME1 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 48, player[pn].enti.dire, 24, 32,       PLAYERBMPDATAPTR);\r
112 //#define FRAME2 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 24, player[pn].enti.dire, 24, 32,       PLAYERBMPDATAPTR); stand\r
113 //#define FRAME3 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 0, player[pn].enti.dire, 24, 32,        PLAYERBMPDATAPTR);\r
114 //#define FRAME4 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 24, player[pn].enti.dire, 24, 32,       PLAYERBMPDATAPTR); stand\r
115 \r
116         // copy active display (0) to offscreen buffer (0x4000)\r
117         /*vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;\r
118         vga_setup_wm1_block_copy();\r
119         vga_wm1_mem_block_copy(copy_ofs,        display_ofs,    vga_state.vga_stride * vga_state.vga_height);\r
120         vga_restore_rm0wm0();*/\r
121 \r
122         switch(enti->spri->delay)\r
123         {\r
124                 // Delay = 0 means that sprite should loop. Nothing to change here\r
125                 case 0:\r
126                 break;\r
127 \r
128                 // Delay = 1 means that on next time unit sprite should be changed\r
129                 case 1:\r
130                         INC_PER_FRAME\r
131                         enti->spri->curr_anim_spri++;\r
132 \r
133                         // If we hit the end of an animation sequence, restart it\r
134                         if(!(   enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id)){\r
135                                 enti->spri->curr_anim_spri = 0;\r
136                                 enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id;\r
137                         }\r
138                         enti->spri->delay = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].delay;\r
139 \r
140                 // Delay > 1 means that we should not change sprite yet. Decrease delay\r
141                 default:\r
142                         enti->spri->delay--;\r
143                 break;\r
144         }\r
145 \r
146         // Events go here\r
147 \r
148 \r
149 \r
150         // Draw sprite\r
151         j = get_vrl_by_id(enti->spri->spritesheet, enti->spri->curr_spri_id, enti->spri->sprite_vrl_cont);\r
152         if(j < 0)\r
153         {\r
154                 //Quit (gv, "Error retriving required sprite");\r
155                 return;\r
156         }\r
157 \r
158         // render box bounds. y does not need modification, but x and width must be multiple of 4\r
159         if(!video->rss)\r
160         {\r
161                 if (x >= enti->overdraww) rx = (x - enti->overdraww) & (~3);\r
162                         else rx = -(video->page[0].dx);\r
163                 if (y >= enti->overdrawh) ry = (y - enti->overdrawh);\r
164                         else ry = -(video->page[0].dy);\r
165                 h = enti->spri->sprite_vrl_cont->vrl_header->height + enti->overdrawh + y - ry;\r
166                 w = (x + enti->spri->sprite_vrl_cont->vrl_header->width + (enti->overdraww*2) + 3 - rx) & (~3) - enti->overdraww;//round up\r
167                 if ((rx+w) > video->page[0].width) w = video->page[0].width-rx;\r
168                 if ((ry+h) > video->page[0].height) h = video->page[0].height-ry;\r
169 \r
170                 if(!video->bgps){\r
171                         // block copy pattern to where we will draw the sprite\r
172                         vga_setup_wm1_block_copy();\r
173                         o2 = video->ofs.offscreen_ofs;\r
174                         o = video->ofs.pattern_ofs + (ry * video->page[0].stridew) + (rx >> 2); // source offscreen\r
175                         for (i=0;i < h;i++,o += video->page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
176 \r
177                         // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
178                         vga_restore_rm0wm0();\r
179                 }\r
180                 // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0)\r
181                 vga_state.vga_draw_stride = w >> 2;\r
182                 vga_state.vga_graphics_ram = omemptr + video->ofs.offscreen_ofs;\r
183         }else{ rx=ry=w=h=0; vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data; }\r
184         vga_state.vga_draw_stride_limit = (video->page[0].width + 3 - x) >> 2;//round up\r
185 \r
186         // then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
187 #ifndef SPRITE\r
188         modexClearRegion(&video->page[0], x, y, 16, 32, 1);\r
189 #else\r
190         draw_vrl1_vgax_modex(\r
191                 x-rx,\r
192                 y-ry,\r
193                 enti->spri->sprite_vrl_cont->vrl_header,\r
194                 enti->spri->sprite_vrl_cont->line_offsets,\r
195                 enti->spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
196                 enti->spri->sprite_vrl_cont->data_size\r
197         );\r
198 #endif\r
199         if(!video->rss)\r
200         {\r
201                 // restore ptr\r
202                 vga_state.vga_graphics_ram = omemptr;\r
203 \r
204                 if(!video->bgps){\r
205                         // block copy to visible RAM from offscreen\r
206                         vga_setup_wm1_block_copy();\r
207                         o = video->ofs.offscreen_ofs; // source offscreen\r
208                         o2 = (ry * video->page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
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);\r
210                         // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
211                         vga_restore_rm0wm0();\r
212                 }\r
213         }\r
214         // restore stride\r
215         vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;\r
216 \r
217         vga_state.vga_graphics_ram = video->omemptr;\r
218 }\r