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Belgian Amiga Club - ADF Collection
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BS1 part 65
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DevPac v3.02b.adf
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gels.i
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1991-11-20
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IFND GRAPHICS_GELS_I
GRAPHICS_GELS_I SET 1
**
** $Filename: graphics/gels.i $
** $Release: 1.3 $
**
** include file for AMIGA GELS (Graphics Elements)
**
** (C) Copyright 1985,1986,1987,1988 Commodore-Amiga, Inc.
** All Rights Reserved
**
*------ VS_vSflags ---------------------------------------------------
* ;-- user-set vSprite flags --
SUSERFLAGS EQU $00FF ; mask of all user-settable vSprite-flags
BITDEF VS,VSPRITE,0 ; set if vSprite, clear if bob
BITDEF VS,SAVEBACK,1 ; set if background is to be saved/restored
BITDEF VS,OVERLAY,2 ; set to mask image of bob onto background
BITDEF VS,MUSTDRAW,3 ; set if vSprite absolutely must be drawn
* ;-- system-set vSprite flags --
BITDEF VS,BACKSAVED,8 ; this bob's background has been saved
BITDEF VS,BOBUPDATE,9 ; temporary flag, useless to outside world
BITDEF VS,GELGONE,10 ; set if gel is completely clipped (offscreen)
BITDEF VS,VSOVERFLOW,11 ; vSprite overflow (if MUSTDRAW set we draw!)
*------ B_flags ------------------------------------------------------
* ;-- these are the user flag bits --
BUSERFLAGS EQU $00FF ; mask of all user-settable bob-flags
BITDEF B,SAVEBOB,0 ; set to not erase bob
BITDEF B,BOBISCOMP,1 ; set to identify bob as animComp
* ;-- these are the system flag bits --
BITDEF B,BWAITING,8 ; set while bob is waiting on 'after'
BITDEF B,BDRAWN,9 ; set when bob is drawn this DrawG pass
BITDEF B,BOBSAWAY,10 ; set to initiate removal of bob
BITDEF B,BOBNIX,11 ; set when bob is completely removed
BITDEF B,SAVEPRESERVE,12 ; for back-restore during double-buffer
BITDEF B,OUTSTEP,13 ; for double-clearing if double-buffer
*------ defines for the animation procedures -------------------------
ANFRACSIZE EQU 6
ANIMHALF EQU $0020
RINGTRIGGER EQU $0001
*------ macros --------------------------------------------------------
* these are GEL functions that are currently simple enough to exist as a
* definition. It should not be assumed that this will always be the case
InitAnimate MACRO * &animKey
CLR.L \1
ENDM
RemBob MACRO * &b
OR.W #BF_BOBSAWAY,b_BobFlags+\1
ENDM
*------ VS : vSprite -------------------------------------------------
STRUCTURE VS,0 ; vSprite
* -- SYSTEM VARIABLES --
* GEL linked list forward/backward pointers sorted by y,x value
APTR vs_NextVSprite ; struct *vSprite
APTR vs_PrevVSprite ; struct *vSprite
* GEL draw list constructed in the order the bobs are actually drawn, then
* list is copied to clear list
* must be here in vSprite for system boundary detection
APTR vs_DrawPath ; struct *vSprite: pointer of overlay drawing
APTR vs_ClearPath ; struct *vSprite: pointer for overlay clearing
* the vSprite positions are defined in (y,x) order to make sorting
* sorting easier, since (y,x) as a long integer
WORD vs_Oldy ; previous position
WORD vs_Oldx ;
* -- COMMON VARIABLES --
WORD vs_VSFlags ; vSprite flags
* -- USER VARIABLES --
* the vSprite positions are defined in (y,x) order to make sorting
* easier, since (y,x) as a long integer
WORD vs_Y ; screen position
WORD vs_X
WORD vs_Height
WORD vs_Width ; number of words per row of image data
WORD vs_Depth ; number of planes of data
WORD vs_MeMask ; which types can collide with this vSprite
WORD vs_HitMask ; which types this vSprite can collide with
APTR vs_ImageData ; *WORD pointer to vSprite image
* borderLine is the one-dimensional logical OR of all
* the vSprite bits, used for fast collision detection of edge
APTR vs_BorderLine ; *WORD: logical OR of all vSprite bits
APTR vs_CollMask ; *WORD: similar to above except this is a
* matrix pointer to this vSprite's color definitions (not used by bobs)
APTR vs_SprColors ; *WORD
APTR vs_VSBob ; struct *bob: points home if this vSprite is
; part of a bob
* planePick flag: set bit selects a plane from image, clear bit selects
* use of shadow mask for that plane
* OnOff flag: if using shadow mask to fill plane, this bit (corresponding
* to bit in planePick) describes whether to fill with 0's or 1's
* There are two uses for these flags:
* - if this is the vSprite of a bob, these flags describe how
* the bob is to be drawn into memory
* - if this is a simple vSprite and the user intends on setting
* the MUSTDRAW flag of the vSprite, these flags must be set
* too to describe which color registers the user wants for
* the image
BYTE vs_PlanePick
BYTE vs_PlaneOnOff
LABEL vs_SUserExt ; user definable
LABEL vs_SIZEOF
*------ BOB : bob ------------------------------------------------------
STRUCTURE BOB,0 ; bob: blitter object
* -- COMMON VARIABLES --
WORD bob_BobFlags ; general purpose flags (see definitions below)
* -- USER VARIABLES --
APTR bob_SaveBuffer ; *WORD pointer to the buffer for background
* save used by bobs for "cookie-cutting" and multi-plane masking
APTR bob_ImageShadow ; *WORD
* pointer to BOBs for sequenced drawing of bobs
* for correct overlaying of multiple component animations
APTR bob_Before ; struct *bob: draw this bob before bob pointed
; to by before
APTR bob_After ; struct *bob: draw this bob after bob pointed
; to by after
APTR bob_BobVSprite ; struct *vSprite: this bob's vSprite definition
APTR bob_BobComp ; struct *animComp: pointer to this bob's
; animComp def
APTR bob_DBuffer ; struct dBufPacket: pointer to this bob's
; dBuf packet
LABEL bob_BUserExt ; bob user extension
LABEL bob_SIZEOF
*------ AC : animComp ------------------------------------------------
STRUCTURE AC,0 ; animComp
* -- COMMON VARIABLES --
WORD ac_CompFlags ; animComp flags for system & user
* timer defines how long to keep this component active:
* if set non-zero, timer decrements to zero then switches to nextSeq
* if set to zero, animComp never switches
WORD ac_Timer
* -- USER VARIABLES --
* initial value for timer when the animComp is activated by the system
WORD ac_TimeSet
* pointer to next and previous components of animation object
APTR ac_NextComp ; struct *animComp
APTR ac_PrevComp ; struct *animComp
* pointer to component component definition of next image in sequence
APTR ac_NextSeq ; struct *animComp
APTR ac_PrevSeq ; struct *animComp
APTR ac_AnimCRoutine ; address of special animation procedure
WORD ac_YTrans ; initial y translation (if this is a component)
WORD ac_XTrans ; initial x translation (if this is a component)
APTR ac_HeadOb ; struct *animOb
APTR ac_AnimBob ; struct *bob
LABEL ac_SIZE
*------ AO : animOb --------------------------------------------------
STRUCTURE AO,0 ; animOb
* -- SYSTEM VARIABLES --
APTR ao_NextOb ; struct *animOb
APTR ao_PrevOb ; struct *animOb
* number of calls to Animate this animOb has endured
LONG ao_Clock
WORD ao_AnOldY ; old y,x coordinates
WORD ao_AnOldX ;
* -- COMMON VARIABLES --
WORD ao_AnY ; y,x coordinates of the animOb
WORD ao_AnX ;
* -- USER VARIABLES --
WORD ao_YVel ; velocities of this object
WORD ao_XVel ;
WORD ao_XAccel ; accelerations of this object
WORD ao_YAccel ; !!! backwards !!!
WORD ao_RingYTrans ; ring translation values
WORD ao_RingXTrans ;
APTR ao_AnimORoutine ; address of special animation procedure
APTR ao_HeadComp ; struct *animComp: pointer to first component
LABEL ao_AUserExt ; animOb user extension
LABEL ao_SIZEOF
*------ DBP : dBufPacket ---------------------------------------------
* dBufPacket defines the values needed to be saved across buffer to buffer
* when in double-buffer mode
STRUCTURE DBP,0 ; dBufPacket
WORD dbp_BufY ; save the other buffers screen coordinates
WORD dbp_BufX ;
APTR dbp_BufPath ; struct *vSprite: carry the draw path over
; the gap
* these pointers must be filled in by the user
* pointer to other buffer's background save buffer
APTR dbp_BufBuffer ; *WORD
* pointer to other buffer's background plane pointers
APTR dbp_BufPlanes ; **WORD
LABEL dbp_SIZEOF
ENDC ; GRAPHICS_GELS_I