]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/16_sprit.c
I THINK I GOT THE ANIMATION FIXED AGAINrm data/spri/chikyuu.vrs
[16.git] / src / lib / 16_sprit.c
index db5c3c1d257e7763705b86a7add5b0ccd014ec0f..0be43073a11528728aeaf7fb1ee606b0e45f9865 100755 (executable)
@@ -52,7 +52,6 @@ void init_anim(struct sprite *spri, int anim_index)
        spri->curr_anim_list = anim_list;\r
 }\r
 \r
-\r
 int set_anim_by_id(struct sprite *spri, int anim_id)\r
 {\r
        int new_anim_index = 0;\r
@@ -97,150 +96,120 @@ void print_anim_ids(struct sprite *spri)
        }\r
 }\r
 \r
-/*\r
-void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+void animate_spri(entity_t *enti, video_t *video)\r
 {\r
-       int i;\r
-       // Events go here\r
-\r
-\r
-       // Draw sprite\r
-       i = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);\r
-       if(i < 0)\r
-       {\r
-               Quit (gv, "Error retriving required sprite");\r
-       }\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 = (gv->video.page[0].width + 3 - spri->x) >> 2;\r
-\r
-       draw_vrl1_vgax_modex(\r
-               spri->x-gv->video.page[0].dx,\r
-               spri->y-gv->video.page[0].dy,\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 stride\r
-       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gv->video.page[0].stridew;\r
+#define GVARVIDEO 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 = 0;//16;  // 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
        // Depending on delay, update indices\r
-       switch(spri->delay){\r
+//#define FRAME1 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 48, player[pn].enti.dire, 24, 32,      PLAYERBMPDATAPTR);\r
+//#define FRAME2 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 24, player[pn].enti.dire, 24, 32,      PLAYERBMPDATAPTR); stand\r
+//#define FRAME3 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 0, player[pn].enti.dire, 24, 32,       PLAYERBMPDATAPTR);\r
+//#define FRAME4 modexDrawSpriteRegion(pip[(pip->video->p)].page, x, y, 24, player[pn].enti.dire, 24, 32,      PLAYERBMPDATAPTR); stand\r
+       switch(enti->spri->delay)\r
+{\r
                // Delay = 0 means that sprite should loop. Nothing to change here\r
                case 0:\r
-                       break;\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(enti->invq)  enti->spri->curr_anim_spri++;\r
+                       else                    enti->spri->curr_anim_spri--;\r
+//printf("1[%u]        %u", enti->invq, enti->spri->curr_anim_spri);\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
+                       if(!(   enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id)){\r
+                               //enti->spri->curr_anim_spri = 1;\r
+                               enti->invq=!enti->invq;\r
+                               if(enti->invq)                          enti->spri->curr_anim_spri+=2;\r
+                               else if(enti->spri->curr_anim_spri)     enti->spri->curr_anim_spri-=2;\r
+                               enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id;\r
+//printf("     enti->spri->curr_anim_spri=%u   ", enti->spri->curr_anim_spri);\r
                        }\r
-                       spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;\r
-\r
+                       enti->spri->delay = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].delay;\r
+//printf("\n");\r
+//break;\r
                // Delay > 1 means that we should not change sprite yet. Decrease delay\r
                default:\r
-                       spri->delay--;\r
-                       break;\r
+//printf("2[%u]        %u\n", enti->invq, enti->spri->curr_anim_spri);\r
+                       enti->spri->delay--;\r
+               break;\r
        }\r
-}\r
-*/\r
-void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
-{\r
-#define VMEMPAGESIZE2  gv->video.page[0].pagesize+gv->video.page[1].pagesize\r
-#define VMEMPAGEDATA2  gv->video.page[2].data\r
-       unsigned int i,o,o2; int j;\r
-       int x,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
+       omemptr = (VGA_RAM_PTR)video->page[0].data;// save original mem ptr\r
+       x=enti->spri->x;\r
+       y=enti->spri->y;\r
 \r
        // Draw sprite\r
-       j = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, 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
+               //Quit (gv, "Error retriving required sprite");\r
+               return;\r
        }\r
 \r
        // render box bounds. y does not need modification, but x and width must be multiple of 4\r
+       if(!GVARVIDEO->rss){\r
        if (x >= overdraw) rx = (x - overdraw) & (~3);\r
-               else rx = -(gv->video.page[0].dx);\r
-       if (spri->y >= overdraw) ry = (spri->y - overdraw);\r
-               else ry = -(gv->video.page[0].dy);\r
-       h = spri->sprite_vrl_cont->vrl_header->height + overdraw + spri->y - ry;\r
-       w = (x + spri->sprite_vrl_cont->vrl_header->width + (overdraw*2) + 3 - rx) & (~3);//round up\r
-       if ((rx+w) > gv->video.page[0].width) w = gv->video.page[0].width-rx;\r
-       if ((ry+h) > gv->video.page[0].height) h = gv->video.page[0].height-ry;\r
+               else rx = -(GVARVIDEO->page[0].dx);\r
+       if (y >= overdraw) ry = (y - overdraw);\r
+               else ry = -(GVARVIDEO->page[0].dy);\r
+       h = enti->spri->sprite_vrl_cont->vrl_header->height + overdraw + y - ry;\r
+       w = (x + enti->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 * gv->video.page[0].stridew) + (rx >> 2); // source offscreen\r
-       for (i=0;i < h;i++,o += gv->video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\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 = (gv->video.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
+       }else{ rx=ry=w=h=0; vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data; }\r
+       vga_state.vga_draw_stride_limit = (GVARVIDEO->page[0].width + 3 - x) >> 2;//round up\r
 \r
        // then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
+#ifndef SPRITE\r
+       modexClearRegion(&GVARVIDEO->page[0], x, y, 16, 32, 1);\r
+#else\r
        draw_vrl1_vgax_modex(\r
                x-rx,\r
-               spri->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
+               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
        );\r
-\r
+#endif\r
+       if(!GVARVIDEO->rss){\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 * gv->video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
-       for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gv->video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\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
+       }\r
        // restore stride\r
-       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gv->video.page[0].stridew;\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
+       vga_state.vga_graphics_ram = video->omemptr;\r
 }\r