Programming AmigaOS in C

9. Animation

Bobs or Blitter Objects

Bobs are used for animation on the Amiga, the main advantage over Sprites is that you can have a lot more of them and can be of any size. Bobs are controlled by the blitter which can move large graphics areas around very fast.
To define a bob you need to specify data using layers, each layer can have 2 colours, the colours are defined by the current palette. You can also specify plane pick to select which colours the bob uses. Here is a sample bob setup using two alternate images (see Bob.c from the Rom Kernel Manual's Lib Examples):

#define GEL_SIZE 4 /* number of lines in the bob */

/* Bob data - two sets that are alternated between. Note that this */
/* data is at the resolution of the screen. */
/* data is 2 planes by 2 words by GEL_SIZE lines */
WORD chip bob_data1[2 * 2 * GEL_SIZE] =
{
   /* plane 1 */
   0xffff, 0x0003, 0xfff0, 0x0003, 0xfff0, 0x0003, 0xffff, 0x0003,
   /* plane 2 */
   0x3fff, 0xfffc, 0x3ff0, 0x0ffc, 0x3ff0, 0x0ffc, 0x3fff, 0xfffc
};

/* data is 2 planes by 2 words by GEL_SIZE lines */
WORD chip bob_data2[2 * 2 * GEL_SIZE] =
{
   /* plane 1 */
   0xc000, 0xffff, 0xc000, 0x0fff, 0xc000, 0x0fff, 0xc000, 0xffff,
   /* plane 2 */
   0x3fff, 0xfffc, 0x3ff0, 0x0ffc, 0x3ff0, 0x0ffc, 0x3fff, 0xfffc
};

NEWBOB myNewBob = /* Data for the new bob structure defined in animtools.h */
{ /* Initial image, WORD width, line height */
   bob_data2, 2, GEL_SIZE, /* Image depth, plane pick, plane on off, VSprite flags */
   2, 3, 0, SAVEBACK | OVERLAY, /* dbuf (0=false), raster depth, x,y position, hit mask, */
   0, 2, 160, 100, 0,0, /* me mask */
};

This is the structure for the Window to place the Bob into, it is a 400 x 150 window placed on the Workbench screen:

struct NewWindow myNewWindow =
{ /* information for the new window */
80, 20, 400, 150, -1, -1, CLOSEWINDOW | INTUITICKS,
ACTIVATE | WINDOWCLOSE | WINDOWDEPTH | RMBTRAP,
NULL, NULL, "Bob", NULL, NULL, 0, 0, 0, 0, WBENCHSCREEN
};

Now draw the bob on the window with the bobDrawGList() function. rport is a pointer to to the rastport ie the Window's bitmap
structuture and vport is a portion of the physical display to be viewed, you can have multiple viewports on one display seperated by
a least one blank line.

Functions:
void SortGList(struct RastPort *rp)
void DrawGList(struct RastPort *rp, struct ViewPort *vp)
void WaitTOF(void)

/* Draw the Bobs into the RastPort. */
VOID bobDrawGList(struct RastPort *rport, struct ViewPort *vport)
{
    /* This function sorts the gel list by its x,y co-ords, required before DrawGList */
    SortGList(rport);
    /* This function draws all the gels including bobs and vsprites */
    DrawGList(rport, vport);
    /* If the GelsList includes true VSprites, MrgCop() and LoadView() here */
    WaitTOF() ; /* Wait for next top of frame refresh interval before continuing */
}

The next bit of code does the actual display and starts animation of Bobs. You need a Bob structure to store the bob information.
The most useful functions are:

Functions:
void AddBob(struct Bob *bob, struct RaspPort *rp) - Add a bob to the current gel list.
void RemBob(struct Bob *bob) - Remove bob from the current gel list.
void InitMasks(struct VSprite *vs) - Initialises BorderLine and CollMask of a VSprite or bob.

VOID do_Bob(struct Window *win)
{
   struct Bob *myBob;
   struct GelsInfo *my_ginfo;

   if (NULL == (my_ginfo = setupGelSys(win->RPort, 0x03)))
      return_code = RETURN_WARN;
   else
  {
   /* Create the Bob using makeBob() from Animtools.c to allocate memory and fill in the required information for Bob structure
        to create the Bob object */
    if (NULL == (myBob = makeBob(&myNewBob)))
          return_code = RETURN_WARN;
    else
    {
         /* Add the bob to the window's rastport ready for display */
         AddBob(myBob, win->RPort);
         /* Display the gels (bobs) in the given window and viewport */
         bobDrawGList(win->RPort, ViewPortAddress(win));
         /* do animation in this function */
         process_window(win, myBob);
        /* When done, remove bob from system */
        RemBob(myBob);
        /* Update the display to remove it from the screen */
        bobDrawGList(win->RPort, ViewPortAddress(win));
       /* Free up any memory uses by bob */
        freeBob(myBob, myNewBob.nb_RasDepth);
    }
     cleanupGelSys(my_ginfo,win->RPort);
   }
}

Finally the code that does the animation which in this case moves the Bob depending on mouse movement using the values
of the MouseX and MouseY values with a sight offset and changing the X and Y values of the bob object. It will also change
the bob's image by changing the ImageData value to different images defined earlier.

VOID process_window(struct Window *win, struct Bob *myBob)
{
struct IntuiMessage *msg;

/* FOREVER is equivalent to an empty for() loop that never ends */
FOREVER {
  /* Wait for a signal bit to be returned from the window */
  Wait(1L << win->UserPort->mp_SigBit);
  /* If a message is received from window then process it */
  while (NULL != (msg = (struct IntuiMessage *)GetMsg(win->UserPort)))
  {
    /* only CLOSEWINDOW and INTUITICKS are active */
    if (msg->Class == CLOSEWINDOW)
   {
       /* If the CloseWindows gadget is pressed, then reply and exit this function */
        ReplyMsg((struct Message *)msg);
        return;
    }
   /* Must be INTUITICKS: change x and y values on the fly. Note:
   ** do not have to add window offset, Bob is relative to the
   ** window (sprite relative to screen).
   */
   myBob->BobVSprite->X = msg->MouseX + 20;
   myBob->BobVSprite->Y = msg->MouseY + 1;
   ReplyMsg((struct Message *)msg);
  }
  /* after getting a message, change image data on the fly */
   myBob->BobVSprite->ImageData =
  (myBob->BobVSprite->ImageData == bob_data1) ? bob_data2 : bob_data1;
  InitMasks(myBob->BobVSprite); /* set up masks for new image */
   bobDrawGList(win->RPort, ViewPortAddress(win));
 }
}