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/* animtools.c
**
** This file is a collection of tools which are used with the VSprite, Bob and Animation
** system software. It is intended as a useful EXAMPLE, and while it shows what must be
** done, it is not the only way to do it.  If Not Enough Memory, or error return, each
** cleans up after itself before returning.  NOTE that these routines assume a very specific
** structure to the GEL lists.  Make sure that you use the correct pairs together
** (i.e. makeOb()/freeOb(), etc.)
**
** Compile with SAS/C 5.10b: lc -b1 -cfist -v -y -oanimtools.o animtools.c
*/
#include <exec/types.h>
#include <exec/memory.h>
#include <graphics/gfx.h>
#include <graphics/gels.h>
#include <graphics/clip.h>
#include <graphics/rastport.h>
#include <graphics/view.h>
#include <graphics/gfxbase.h>
#include "animtools.h"


/* Setup the GELs system.  After this call is made you can use VSprites, Bobs, AnimComps
** and AnimObs.  Note that this links the GelsInfo structure into the RastPort, and calls
** InitGels().  It uses information in your RastPort structure to establish boundary collision
** defaults at the outer edges of the raster.  This routine sets up for everything - collision
** detection and all. You must already have run LoadView before ReadyGelSys is called.
*/
struct GelsInfo *setupGelSys(struct RastPort *rPort, BYTE reserved)
{
struct GelsInfo *gInfo;
struct VSprite  *vsHead;
struct VSprite  *vsTail;

if (NULL != (gInfo = (struct GelsInfo *)AllocMem(sizeof(struct GelsInfo), MEMF_CLEAR)))
        {
        if (NULL != (gInfo->nextLine = (WORD *)AllocMem(sizeof(WORD) * 8, MEMF_CLEAR)))
            {
            if (NULL != (gInfo->lastColor = (WORD **)AllocMem(sizeof(LONG) * 8, MEMF_CLEAR)))
                {
                if (NULL != (gInfo->collHandler = (struct collTable *)
                        AllocMem(sizeof(struct collTable),MEMF_CLEAR)))
                    {
                    if (NULL != (vsHead = (struct VSprite *)
                            AllocMem((LONG)sizeof(struct VSprite), MEMF_CLEAR)))
                        {
                        if (NULL != (vsTail = (struct VSprite *)
                                AllocMem(sizeof(struct VSprite), MEMF_CLEAR)))
                            {
                            gInfo->sprRsrvd   = reserved;
                            /* Set left- and top-most to 1 to better keep items */
                            /* inside the display boundaries.                   */
                            gInfo->leftmost   = gInfo->topmost    = 1;
                            gInfo->rightmost  = (rPort->BitMap->BytesPerRow << 3) - 1;
                            gInfo->bottommost = rPort->BitMap->Rows - 1;
                            rPort->GelsInfo = gInfo;
                            InitGels(vsHead, vsTail, gInfo);
                            return(gInfo);
                            }
                        FreeMem(vsHead, (LONG)sizeof(*vsHead));
                        }
                    FreeMem(gInfo->collHandler, (LONG)sizeof(struct collTable));
                    }
                FreeMem(gInfo->lastColor, (LONG)sizeof(LONG) * 8);
                }
            FreeMem(gInfo->nextLine, (LONG)sizeof(WORD) * 8);
            }
        FreeMem(gInfo, (LONG)sizeof(*gInfo));
        }
return(NULL);
}


/* Free all of the stuff allocated by setupGelSys().  Only call this routine if
** setupGelSys() returned successfully.  The GelsInfo structure is the one returned
** by setupGelSys().   It also unlinks the GelsInfo from the RastPort.
*/
VOID cleanupGelSys(struct GelsInfo *gInfo, struct RastPort *rPort)
{
rPort->GelsInfo = NULL;
FreeMem(gInfo->collHandler, (LONG)sizeof(struct collTable));
FreeMem(gInfo->lastColor, (LONG)sizeof(LONG) * 8);
FreeMem(gInfo->nextLine, (LONG)sizeof(WORD) * 8);
FreeMem(gInfo->gelHead, (LONG)sizeof(struct VSprite));
FreeMem(gInfo->gelTail, (LONG)sizeof(struct VSprite));
FreeMem(gInfo, (LONG)sizeof(*gInfo));
}


/* Create a VSprite from the information given in nVSprite.  Use freeVSprite()
** to free this GEL.
*/
struct VSprite *makeVSprite(NEWVSPRITE *nVSprite)
{
struct VSprite *vsprite;
LONG            line_size;
LONG            plane_size;

line_size = sizeof(WORD) * nVSprite->nvs_WordWidth;
plane_size = line_size * nVSprite->nvs_LineHeight;

if (NULL != (vsprite = (struct VSprite *)AllocMem((LONG)sizeof(struct VSprite), MEMF_CLEAR)))
        {
        if (NULL != (vsprite->BorderLine = (WORD *)AllocMem(line_size, MEMF_CHIP)))
            {
            if (NULL != (vsprite->CollMask = (WORD *)AllocMem(plane_size, MEMF_CHIP)))
                {
                vsprite->Y          = nVSprite->nvs_Y;
                vsprite->X          = nVSprite->nvs_X;
                vsprite->Flags      = nVSprite->nvs_Flags;
                vsprite->Width      = nVSprite->nvs_WordWidth;
                vsprite->Depth      = nVSprite->nvs_ImageDepth;
                vsprite->Height     = nVSprite->nvs_LineHeight;
                vsprite->MeMask     = nVSprite->nvs_MeMask;
                vsprite->HitMask    = nVSprite->nvs_HitMask;
                vsprite->ImageData  = nVSprite->nvs_Image;
                vsprite->SprColors  = nVSprite->nvs_ColorSet;
                vsprite->PlanePick  = vsprite->PlaneOnOff = 0x00;
                InitMasks(vsprite);
                return(vsprite);
                }
            FreeMem(vsprite->BorderLine, line_size);
            }
        FreeMem(vsprite, (LONG)sizeof(*vsprite));
        }
return(NULL);
}


/* Create a Bob from the information given in nBob.  Use freeBob() to free this GEL.
** A VSprite is created for this bob.  This routine properly allocates all double
** buffered information if it is required.
*/
struct Bob *makeBob(NEWBOB *nBob)
{
struct Bob         *bob;
struct VSprite     *vsprite;
NEWVSPRITE          nVSprite ;
LONG                rassize;

rassize = (LONG)sizeof(UWORD) * nBob->nb_WordWidth * nBob->nb_LineHeight * nBob->nb_RasDepth;

if (NULL != (bob = (struct Bob *)AllocMem((LONG)sizeof(struct Bob), MEMF_CLEAR)))
        {
        if (NULL != (bob->SaveBuffer = (WORD *)AllocMem(rassize, MEMF_CHIP)))
            {
            nVSprite.nvs_WordWidth  = nBob->nb_WordWidth;
            nVSprite.nvs_LineHeight = nBob->nb_LineHeight;
            nVSprite.nvs_ImageDepth = nBob->nb_ImageDepth;
            nVSprite.nvs_Image      = nBob->nb_Image;
            nVSprite.nvs_X          = nBob->nb_X;
            nVSprite.nvs_Y          = nBob->nb_Y;
            nVSprite.nvs_ColorSet   = NULL;
            nVSprite.nvs_Flags      = nBob->nb_BFlags;
            /* Push the values into the NEWVSPRITE structure for use in makeVSprite(). */
            nVSprite.nvs_MeMask     = nBob->nb_MeMask;
            nVSprite.nvs_HitMask    = nBob->nb_HitMask;

            if ((vsprite = makeVSprite(&nVSprite)) != NULL)
                {
                vsprite->PlanePick = nBob->nb_PlanePick;
                vsprite->PlaneOnOff = nBob->nb_PlaneOnOff;
                vsprite->VSBob   = bob;
                bob->BobVSprite  = vsprite;
                bob->ImageShadow = vsprite->CollMask;
                bob->Flags       = 0;
                bob->Before      = NULL;
                bob->After       = NULL;
                bob->BobComp     = NULL;

                if (nBob->nb_DBuf)
                    {
                    if (NULL != (bob->DBuffer = (struct DBufPacket *)
                            AllocMem((LONG)sizeof(struct DBufPacket), MEMF_CLEAR)))
                        {
                        if (NULL != (bob->DBuffer->BufBuffer = (WORD *)AllocMem(rassize, MEMF_CHIP)))
                            return(bob);
                        FreeMem(bob->DBuffer, (LONG)sizeof(struct DBufPacket));
                        }
                    }
                else
                    {
                    bob->DBuffer = NULL;
                    return(bob);
                    }
                freeVSprite(vsprite);
                }
            FreeMem(bob->SaveBuffer, rassize);
            }
        FreeMem(bob, (LONG)sizeof(*bob));
        }
return(NULL);
}


/*
** Create a Animation Component from the information given in nAnimComp and nBob.  Use
** freeComp() to free this GEL.  makeComp() calls makeBob(), and links the Bob into an AnimComp.
*/
struct AnimComp *makeComp(NEWBOB *nBob, NEWANIMCOMP *nAnimComp)
{
struct Bob      *compBob;
struct AnimComp *aComp;

if ((aComp = AllocMem((LONG)sizeof(struct AnimComp),MEMF_CLEAR)) != NULL)
        {
        if ((compBob = makeBob(nBob)) != NULL)
            {
            compBob->After   = compBob->Before  = NULL;
            compBob->BobComp = aComp;   /* Link 'em up. */
            aComp->AnimBob      = compBob;
            aComp->TimeSet      = nAnimComp->nac_Time; /* Num ticks active. */
            aComp->YTrans       = nAnimComp->nac_Yt; /* Offset rel to HeadOb */
            aComp->XTrans       = nAnimComp->nac_Xt;
            aComp->AnimCRoutine = nAnimComp->nac_Routine;
            aComp->Flags        = nAnimComp->nac_CFlags;
            aComp->Timer        = 0;
            aComp->NextSeq      = aComp->PrevSeq  = NULL;
            aComp->NextComp     = aComp->PrevComp = NULL;
            aComp->HeadOb       = NULL;
            return(aComp);
            }
        FreeMem(aComp, (LONG)sizeof(struct AnimComp));
        }
return(NULL);
}


/* Create an Animation Sequence from the information given in nAnimSeq and nBob.  Use
** freeSeq() to free this GEL.  This routine creates a linked list of animation components
** which make up the animation sequence.  It links them all up, making a circular list of
** the PrevSeq and NextSeq pointers. That is to say, the first component of the sequences'
** PrevSeq points to the last component; the last component of * the sequences' NextSeq
** points back to the first component.  If dbuf is on, the underlying Bobs will be set up
** for double buffering.  If singleImage is non-zero, the pImages pointer is assumed to
** point to an array of only one image, instead of an array of 'count' images, and all
** Bobs will use the same image.
*/
struct AnimComp *makeSeq(NEWBOB *nBob, NEWANIMSEQ *nAnimSeq)
{
int seq;
struct AnimComp *firstCompInSeq = NULL;
struct AnimComp *seqComp = NULL;
struct AnimComp *lastCompMade = NULL;
LONG image_size;
NEWANIMCOMP nAnimComp;

/* get the initial image.  this is the only image that is used
** if nAnimSeq->nas_SingleImage is non-zero.
*/
nBob->nb_Image = nAnimSeq->nas_Images;
image_size = nBob->nb_LineHeight * nBob->nb_ImageDepth * nBob->nb_WordWidth;

/* for each comp in the sequence */
for (seq = 0; seq < nAnimSeq->nas_Count; seq++)
        {
        nAnimComp.nac_Xt        = *(nAnimSeq->nas_Xt + seq);
        nAnimComp.nac_Yt        = *(nAnimSeq->nas_Yt + seq);
        nAnimComp.nac_Time      = *(nAnimSeq->nas_Times + seq);
        nAnimComp.nac_Routine   = nAnimSeq->nas_Routines[seq];
        nAnimComp.nac_CFlags    = nAnimSeq->nas_CFlags;
        if ((seqComp = makeComp(nBob, &nAnimComp)) == NULL)
            {
            if (firstCompInSeq != NULL)
                freeSeq(firstCompInSeq, (LONG)nBob->nb_RasDepth);
            return(NULL);
            }
        seqComp->HeadOb = nAnimSeq->nas_HeadOb;
        /* Make a note of where the first component is. */
        if (firstCompInSeq == NULL) firstCompInSeq = seqComp;
        /* link the component into the list */
        if (lastCompMade != NULL) lastCompMade->NextSeq = seqComp;
        seqComp->NextSeq = NULL;
        seqComp->PrevSeq = lastCompMade;
        lastCompMade = seqComp;
        /* If nAnimSeq->nas_SingleImage is zero, the image array has nAnimSeq->nas_Count images. */
        if (!nAnimSeq->nas_SingleImage)
            nBob->nb_Image += image_size;
        }
/* On The last component in the sequence, set Next/Prev to make */
/* the linked list a loop of components.                        */
lastCompMade->NextSeq = firstCompInSeq;
firstCompInSeq->PrevSeq = lastCompMade;

return(firstCompInSeq);
}


/* Free the data created by makeVSprite().  Assumes images deallocated elsewhere. */
VOID freeVSprite(struct VSprite *vsprite)
{
LONG    line_size;
LONG    plane_size;

line_size = (LONG)sizeof(WORD) * vsprite->Width;
plane_size = line_size * vsprite->Height;
FreeMem(vsprite->BorderLine, line_size);
FreeMem(vsprite->CollMask, plane_size);
FreeMem(vsprite, (LONG)sizeof(*vsprite));
}


/* Free the data created by makeBob().  It's important that rasdepth match the depth you */
/* passed to makeBob() when this gel was made. Assumes images deallocated elsewhere.     */
VOID freeBob(struct Bob *bob, LONG rasdepth)
{
LONG    rassize =  sizeof(UWORD) * bob->BobVSprite->Width * bob->BobVSprite->Height * rasdepth;

if (bob->DBuffer != NULL)
        {
        FreeMem(bob->DBuffer->BufBuffer, rassize);
        FreeMem(bob->DBuffer, (LONG)sizeof(struct DBufPacket));
        }
FreeMem(bob->SaveBuffer, rassize);
freeVSprite(bob->BobVSprite);
FreeMem(bob, (LONG)sizeof(*bob));
}


/* Free the data created by makeComp().  It's important that rasdepth match the depth you */
/* passed to makeComp() when this GEL was made. Assumes images deallocated elsewhere.    */
VOID freeComp(struct AnimComp *myComp, LONG rasdepth)
{
freeBob(myComp->AnimBob, rasdepth);
FreeMem(myComp, (LONG)sizeof(struct AnimComp));
}


/* Free the data created by makeSeq().  Complimentary to makeSeq(), this routine goes through
** the NextSeq pointers and frees the Components.  This routine only goes forward through the
** list, and so it must be passed the first component in the sequence, or the sequence must
** be circular (which is guaranteed if you use makeSeq()).  It's important that rasdepth match
** the depth you passed to makeSeq() when this gel was made.   Assumes images deallocated elsewhere!
*/
VOID freeSeq(struct AnimComp *headComp, LONG rasdepth)
{
struct AnimComp *curComp;
struct AnimComp *nextComp;

/* Break the NextSeq loop, so we get a NULL at the end of the list. */
headComp->PrevSeq->NextSeq = NULL;

curComp = headComp;         /* get the start of the list */
while (curComp != NULL)
        {
        nextComp = curComp->NextSeq;
        freeComp(curComp, rasdepth);
        curComp = nextComp;
        }
}


/* Free an animation object (list of sequences).  freeOb() goes through the NextComp
** pointers, starting at the AnimObs' HeadComp, and frees every sequence.  It only
** goes forward. It then frees the Object itself.  Assumes images deallocated elsewhere!
*/
VOID freeOb(struct AnimOb *headOb, LONG rasdepth)
{
struct AnimComp *curSeq;
struct AnimComp *nextSeq;

curSeq = headOb->HeadComp;          /* get the start of the list */
while (curSeq != NULL)
        {
        nextSeq = curSeq->NextComp;
        freeSeq(curSeq, rasdepth);
        curSeq = nextSeq;
        }
FreeMem(headOb, sizeof(struct AnimOb));
}