*/\r
\r
#include "src/lib/16_spri.h"\r
+#include <hw/vga/vrl1xdrc.h>\r
+//void draw_vrl1_vgax_modex_strip(unsigned char far *draw,unsigned char far *s);\r
+\r
+//===========================================================================\r
+\r
+//#define NEWVRSDRAWFUN\r
+void DrawVRL (unsigned int x,unsigned int y,struct vrl1_vgax_header *hdr,vrl1_vgax_offset_t *lineoffs/*array hdr->width long*/,unsigned char *data,unsigned int datasz) {\r
+ unsigned char far *draw;\r
+ unsigned int vram_offset = (y * vga_state.vga_draw_stride) + (x >> 2),sx;\r
+ unsigned int vramlimit = vga_state.vga_draw_stride_limit;\r
+ unsigned char vga_plane = (x & 3);\r
+ unsigned char *s;\r
+\r
+// byte outputvars[72][128];\r
+ word a;//,by,bxmax,bymax;\r
+\r
+ printf("DrawVRL:\n");\r
+\r
+ /* draw one by one */\r
+ for (sx=0;sx < hdr->width;sx++) {\r
+ draw = vga_state.vga_graphics_ram + vram_offset;\r
+ vga_write_sequencer(0x02/*map mask*/,1 << vga_plane);\r
+ s = data + lineoffs[sx];\r
+ draw_vrl1_vgax_modex_strip(draw,s);\r
+\r
+ if(!sx)\r
+ for(a=0;a<hdr->height;a++)//hdr->width*\r
+ {\r
+// if((*(s+a)==0x0) && (*(s+(a+1))==0x20) && (*(s+(a+2))==0xff)) a+=2;\r
+// if(*(s+a)<=13)\r
+// if (!(a%4) && a ) printf("\n");\r
+// sprintf(outputvars[sx][by], "%02x", *(s+a));\r
+ printf("[%02u] %u\n", a, *(s+a));\r
+// by++;\r
+ }\r
+\r
+ /* end of a vertical strip. next line? */\r
+ if ((++vga_plane) == 4) {\r
+ if (--vramlimit == 0) break;\r
+ vram_offset++;\r
+ vga_plane = 0;\r
+ }\r
+ }\r
+#if 0\r
+ bxmax = sx; bymax = by;\r
+ for(by=0;by<bymax;by++)\r
+ {\r
+ for(sx=0;sx<bxmax;sx++)\r
+ {\r
+// if (!(sx%hdr->width) && sx ) printf("\n ");\r
+ printf("%02x ", outputvars[sx][by]);\r
+ }\r
+ printf("\n ");\r
+ }\r
+#endif\r
+}\r
+\r
+//===========================================================================\r
\r
char* get_curr_anim_name(struct sprite *spri)\r
{\r
// Retrive animation name list\r
- struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ struct vrs_header far *vrs = spri->spritesheet.vrs_hdr;\r
uint32_t far *anim_names_offsets = (uint32_t far *)\r
((byte far *)vrs +\r
vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_NAME_LIST]);\r
\r
void init_anim(struct sprite *spri, int anim_index)\r
{\r
- struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ struct vrs_header far *vrs = spri->spritesheet.vrs_hdr;\r
uint32_t far *anim_lists_offsets = (uint32_t far *)\r
((byte far *)vrs +\r
vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);\r
{\r
int new_anim_index = 0;\r
int iter_id;\r
- struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ struct vrs_header far *vrs = spri->spritesheet.vrs_hdr;\r
// Retruve animation ids list\r
uint16_t far *anim_ids = (uint16_t far *)\r
((byte far *)vrs +\r
{\r
int new_anim_index = 0;\r
int iter_id;\r
- struct vrs_header far *vrs = spri->spritesheet->vrs_hdr;\r
+ struct vrs_header far *vrs = spri->spritesheet.vrs_hdr;\r
// Retruve animation ids list\r
uint16_t far *anim_ids = (uint16_t far *)\r
((byte far *)vrs +\r
#define INC_PER_FRAME if(enti->q&1) enti->persist_aniframe++; if(enti->persist_aniframe>4) enti->persist_aniframe = 1;\r
unsigned int i,o,o2; int j;\r
int x,y,rx,ry,w,h;\r
+ static struct glob_game_vars *ggvv;\r
VGA_RAM_PTR omemptr = (VGA_RAM_PTR)video->page[0].data;// save original mem ptr\r
\r
- x=enti->spri->x;\r
- y=enti->spri->y;\r
+ x=enti->spri.x;\r
+ y=enti->spri.y;\r
VL_Initofs(video);\r
\r
// Depending on delay, update indices\r
vga_wm1_mem_block_copy(copy_ofs, display_ofs, vga_state.vga_stride * vga_state.vga_height);\r
vga_restore_rm0wm0();*/\r
\r
- switch(enti->spri->delay)\r
+ switch(enti->spri.delay)\r
{\r
// Delay = 0 means that sprite should loop. Nothing to change here\r
case 0:\r
// Delay = 1 means that on next time unit sprite should be changed\r
case 1:\r
INC_PER_FRAME\r
- enti->spri->curr_anim_spri++;\r
+ enti->spri.curr_anim_spri++;\r
\r
// If we hit the end of an animation sequence, restart it\r
- if(!( enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id)){\r
- enti->spri->curr_anim_spri = 0;\r
- enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id;\r
+ if(!( enti->spri.curr_spri_id = enti->spri.curr_anim_list[enti->spri.curr_anim_spri].sprite_id)){\r
+ enti->spri.curr_anim_spri = 0;\r
+ enti->spri.curr_spri_id = enti->spri.curr_anim_list[enti->spri.curr_anim_spri].sprite_id;\r
}\r
- enti->spri->delay = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].delay;\r
+ enti->spri.delay = enti->spri.curr_anim_list[enti->spri.curr_anim_spri].delay;\r
\r
// Delay > 1 means that we should not change sprite yet. Decrease delay\r
default:\r
- enti->spri->delay--;\r
+ enti->spri.delay--;\r
break;\r
}\r
\r
\r
\r
// Draw sprite\r
- j = get_vrl_by_id(enti->spri->spritesheet, enti->spri->curr_spri_id, enti->spri->sprite_vrl_cont);\r
+ j = get_vrl_by_id(&enti->spri.spritesheet, enti->spri.curr_spri_id, &enti->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(!video->rss)\r
+ if(!video->vga_state.rss)\r
{\r
if (x >= enti->overdraww) rx = (x - enti->overdraww) & (~3);\r
else rx = -(video->page[0].dx);\r
if (y >= enti->overdrawh) ry = (y - enti->overdrawh);\r
else ry = -(video->page[0].dy);\r
- h = enti->spri->sprite_vrl_cont->vrl_header->height + enti->overdrawh + y - ry;\r
- w = (x + enti->spri->sprite_vrl_cont->vrl_header->width + (enti->overdraww*2) + 3 - rx) & (~3) - enti->overdraww;//round up\r
+ h = enti->spri.sprite_vrl_cont.vrl_header->height + enti->overdrawh + y - ry;\r
+ w = (x + enti->spri.sprite_vrl_cont.vrl_header->width + (enti->overdraww*2) + 3 - rx) & (~3) - enti->overdraww;//round up\r
if ((rx+w) > video->page[0].width) w = video->page[0].width-rx;\r
if ((ry+h) > video->page[0].height) h = video->page[0].height-ry;\r
\r
- if(!video->bgps){\r
+ if(!video->vga_state.bgps){\r
// block copy pattern to where we will draw the sprite\r
vga_setup_wm1_block_copy();\r
o2 = video->ofs.offscreen_ofs;\r
#ifndef SPRITE\r
modexClearRegion(&video->page[0], x, y, 16, 32, 1);\r
#else\r
- draw_vrl1_vgax_modex(\r
+#ifndef NEWVRSDRAWFUN\r
+ draw_vrl1_vgax_modex\r
+#else\r
+ DrawVRL\r
+#endif\r
+ (\r
x-rx,\r
y-ry,\r
- enti->spri->sprite_vrl_cont->vrl_header,\r
- enti->spri->sprite_vrl_cont->line_offsets,\r
- enti->spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
- enti->spri->sprite_vrl_cont->data_size\r
+ enti->spri.sprite_vrl_cont.vrl_header,\r
+ enti->spri.sprite_vrl_cont.line_offsets,\r
+ enti->spri.sprite_vrl_cont.buffer + sizeof(struct vrl1_vgax_header),\r
+ enti->spri.sprite_vrl_cont.data_size\r
);\r
#endif\r
- if(!video->rss)\r
+#ifdef __DEBUG_SPRI__\r
+// if(ggvv->player[0].enti.q<5)\r
+ if(dbg_delayanimation)\r
+ {\r
+ IN_Ack(ggvv);// delay(250);//{ while(!IN_KeyDown(sc_Space)/* && !IN_KeyDown(sc_Escape)*/){} delay(250); }\r
+ }\r
+#endif\r
+ if(!video->vga_state.rss)\r
{\r
// restore ptr\r
vga_state.vga_graphics_ram = omemptr;\r
\r
- if(!video->bgps){\r
+ if(!video->vga_state.bgps){\r
// block copy to visible RAM from offscreen\r
vga_setup_wm1_block_copy();\r
o = video->ofs.offscreen_ofs; // source offscreen\r
// restore stride\r
vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;\r
\r
- vga_state.vga_graphics_ram = video->omemptr;\r
+ vga_state.vga_graphics_ram = video->vga_state.omemptr;\r
video->dorender=1;\r
}\r