+/*\r
+void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+{\r
+#define GVARVIDEO gv->video\r
+#define VMEMPAGESIZE2 GVARVIDEO.page[0].pagesize+GVARVIDEO.page[1].pagesize\r
+#define VMEMPAGEDATA2 GVARVIDEO.page[2].data\r
+ unsigned int i,o,o2; int j;\r
+ int x,y,rx,ry,w,h;\r
+ int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
+ // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
+ VGA_RAM_PTR omemptr;\r
+\r
+ // Events go here\r
+\r
+\r
+ omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
+ x=spri->x-4;\r
+ y=spri->y;\r
+\r
+ // Draw sprite\r
+ j = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);\r
+ if(j < 0)\r
+ {\r
+ Quit (gv, "Error retriving required sprite");\r
+ }\r
+\r
+ // render box bounds. y does not need modification, but x and width must be multiple of 4\r
+ if (x >= overdraw) rx = (x - overdraw) & (~3);\r
+ else rx = -(GVARVIDEO.page[0].dx);\r
+ if (y >= overdraw) ry = (y - overdraw);\r
+ else ry = -(GVARVIDEO.page[0].dy);\r
+ h = spri->sprite_vrl_cont->vrl_header->height + overdraw + y - ry;\r
+ w = (x + spri->sprite_vrl_cont->vrl_header->width + (overdraw*2) + 3 - rx) & (~3);//round up\r
+ if ((rx+w) > GVARVIDEO.page[0].width) w = GVARVIDEO.page[0].width-rx;\r
+ if ((ry+h) > GVARVIDEO.page[0].height) h = GVARVIDEO.page[0].height-ry;\r
+\r
+ // block copy pattern to where we will draw the sprite\r
+ vga_setup_wm1_block_copy();\r
+ o2 = VMEMPAGESIZE2;\r
+ o = (0x10000UL - (uint16_t)VMEMPAGEDATA2) + (ry * GVARVIDEO.page[0].stridew) + (rx >> 2); // source offscreen\r
+ for (i=0;i < h;i++,o += GVARVIDEO.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+\r
+ // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
+ vga_restore_rm0wm0();\r
+\r
+ // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0)\r
+ vga_state.vga_draw_stride_limit = (GVARVIDEO.page[0].width + 3 - x) >> 2;//round up\r
+ vga_state.vga_draw_stride = w >> 2;\r
+ vga_state.vga_graphics_ram = omemptr + VMEMPAGESIZE2;\r
+\r
+ // then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
+ draw_vrl1_vgax_modex(\r
+ x-rx,\r
+ y-ry,\r
+ spri->sprite_vrl_cont->vrl_header,\r
+ 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
+\r
+ // restore ptr\r
+ vga_state.vga_graphics_ram = omemptr;\r
+\r
+ // block copy to visible RAM from offscreen\r
+ vga_setup_wm1_block_copy();\r
+ o = VMEMPAGESIZE2; // source offscreen\r
+ o2 = (ry * GVARVIDEO.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+ for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += GVARVIDEO.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+ // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
+ vga_restore_rm0wm0();\r
+\r
+ // restore stride\r
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = GVARVIDEO.page[0].stridew;\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
+*/\r
+//void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch)\r
+{\r
+ sword x = player[pn].enti.x;\r
+ sword y = player[pn].enti.y;\r
+ word dire=10; //direction\r
+ sword i;\r
+ sword qq; //scroll offset\r
+ word ls = player[pn].enti.persist_aniframe;\r
+\r
+ switch(scrollswitch)\r
+ {\r
+ case 0:\r
+ qq = 0;\r
+ break;\r
+ default:\r
+ qq = ((player[pn].enti.q)*(player[pn].enti.speed));\r
+ break;\r
+ }\r
+ //x-=4;\r
+ y-=pip[0].map->tiles->tileHeight;\r
+ switch (player[pn].enti.d)\r
+ {\r
+ case 0:\r
+ //up\r
+ dire*=(player[pn].enti.d+1);// dire++;\r
+ y-=qq;\r
+ break;\r
+ case 3:\r
+ // right\r
+ dire*=(player[pn].enti.d-1);// dire++;\r
+ x+=qq;\r
+ break;\r
+ case 2:\r
+ break;\r
+ case 4:\r
+ //down\r
+ dire*=(player[pn].enti.d-1);// dire++;\r
+ y+=qq;\r
+ break;\r
+ case 1:\r
+ //left\r
+ dire*=(player[pn].enti.d+3);// dire++;\r
+ x-=qq;\r
+ break;\r
+ }\r
+\r
+ //setting xy position\r
+ player[pn].ent->spri->x = x;\r
+ player[pn].ent->spri->y = y;\r
+\r
+//#define FRAME1 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 2+dire);\r
+//#define FRAME2 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);\r
+//#define FRAME3 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, dire);\r
+//#define FRAME4 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);\r
+#define DRAWFRAME if (i == -1) return; animate_spri(player[pn].ent->spri, pip->video)\r
+#define NFRAME1 i = set_anim_by_id(player[pn].ent->spri, 2+dire); DRAWFRAME;\r
+#define NFRAME2 i = set_anim_by_id(player[pn].ent->spri, 1+dire); DRAWFRAME;\r
+#define NFRAME3 i = set_anim_by_id(player[pn].ent->spri, dire); DRAWFRAME;\r
+#define NFRAME4 i = set_anim_by_id(player[pn].ent->spri, 2+dire); DRAWFRAME;\r
+\r
+ switch(ls)\r
+ {\r
+ case 1:\r
+ NFRAME1\r
+ break;\r
+ case 2:\r
+ NFRAME2;\r
+ break;\r
+ case 3:\r
+ NFRAME3\r
+ break;\r
+ case 4:\r
+ NFRAME4\r
+ break;\r
+ }\r
+ pip->video->r=1;\r
+}\r
+\r