]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/16_sprit.c
====animation mostly converted==== set_anim_by_id(player[pn].ent->spri, player[pn...
[16.git] / src / lib / 16_sprit.c
index 5aad189339d6b454c55df89c3a7905a9e0fc46ee..c41994f98abf8b136a07965c9dafb51365e93224 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
@@ -97,31 +96,144 @@ void print_anim_ids(struct sprite *spri)
        }\r
 }\r
 \r
-\r
-void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+void oldanimate_spri(struct sprite *spri, video_t *video)\r
 {\r
        int i;\r
        // Events go here\r
 \r
+\r
+       vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr\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
+               //Quit (gv, "Error retriving required sprite");\r
+               return;\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 = (video->page[0].width + 3 - spri->x) >> 2;\r
+\r
+#ifndef SPRITE\r
+       modexClearRegion(&video->page[0], spri->x, spri->y, 16, 32, 1);\r
+#else\r
+       draw_vrl1_vgax_modex(\r
+               spri->x,//-video->page[0].dx,\r
+               spri->y,//-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
+#endif\r
+\r
+       // restore stride\r
+       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->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
+\r
+\r
+void animate_spri(struct sprite *spri, video_t *video)\r
+{\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 = 4;//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
+       // Events go here\r
+\r
+\r
+       omemptr = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr\r
+       x=spri->x;\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
+               return;\r
        }\r
-//     draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\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
+#ifndef SPRITE\r
+       modexClearRegion(&GVARVIDEO->page[0], x, y, 16, 32, 1);\r
+#else\r
        draw_vrl1_vgax_modex(\r
-               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
-               //vrl_header,\r
+               x-rx,\r
+               y-ry,\r
                spri->sprite_vrl_cont->vrl_header,\r
-               //vrl_lineoffs,\r
                spri->sprite_vrl_cont->line_offsets,\r
-               //buffer+sizeof(*vrl_header),\r
                spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
-               //bufsz-sizeof(*vrl_header));\r
                spri->sprite_vrl_cont->data_size\r
        );\r
+#endif\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
@@ -145,4 +257,5 @@ void animate_spri(struct sprite *spri, global_game_variables_t *gv)
                        spri->delay--;\r
                        break;\r
        }\r
+       vga_state.vga_graphics_ram = video->omemptr;\r
 }\r