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
}\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
+#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
\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
- draw_vrl1_vgax_modex( spri->x,// - spri->sprite_vrl_cont->vrl_header->width-28,\r
- spri->y,// - spri->sprite_vrl_cont->vrl_header->height*2 -(gv->video.page[0].sh/2),\r
- spri->sprite_vrl_cont->vrl_header, 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
+ 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
+ // Events go here\r
+\r
+\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(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
+ 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 >= enti->overdraww) rx = (x - enti->overdraww) & (~3);\r
+ else rx = -(GVARVIDEO->page[0].dx);\r
+ if (y >= enti->overdrawh) ry = (y - enti->overdrawh);\r
+ else ry = -(GVARVIDEO->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
+ 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 = 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
+ 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
+#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 * 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
+ vga_state.vga_graphics_ram = video->omemptr;\r
}\r