]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/16_sprit.c
showing row and colum drawing i optimized it to only draw at the end of walk. this...
[16.git] / src / lib / 16_sprit.c
index 311a3dd73a5f60954a35f3ddf378e1a02e174539..c69f6694f90ec36ee276d71c1b85ae433db10063 100755 (executable)
@@ -98,15 +98,42 @@ void print_anim_ids(struct sprite *spri)
 \r
 void animate_spri(entity_t *enti, 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
+#define INC_PER_FRAME if(enti->q&1) enti->persist_aniframe++; if(enti->persist_aniframe>4) enti->persist_aniframe = 1;\r
+\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
+\r
        VGA_RAM_PTR omemptr;\r
 \r
+       // Depending on delay, update indices\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
+\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
+\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
+                       }\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
+               break;\r
+       }\r
+\r
        // Events go here\r
 \r
 \r
@@ -123,21 +150,21 @@ void animate_spri(entity_t *enti, video_t *video)
        }\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 = -(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
+       if(!video->rss){\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
+       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
        // 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
+       o = ((uint16_t)VMEMPAGEDATA2) + (ry * video->page[0].stridew) + (rx >> 2); // source offscreen          0x10000UL -\r
+       for (i=0;i < h;i++,o += video->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
@@ -146,11 +173,11 @@ void animate_spri(entity_t *enti, video_t *video)
        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
+       vga_state.vga_draw_stride_limit = (video->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
+       modexClearRegion(&video->page[0], x, y, 16, 32, 1);\r
 #else\r
        draw_vrl1_vgax_modex(\r
                x-rx,\r
@@ -161,49 +188,24 @@ void animate_spri(entity_t *enti, video_t *video)
                enti->spri->sprite_vrl_cont->data_size\r
        );\r
 #endif\r
-       if(!GVARVIDEO->rss){\r
+       if(!video->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
+       o2 = (ry * video->page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+       for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += video->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
+       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
+}\r
 \r
-       // Depending on delay, update indices\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
 \r
-               // Delay = 1 means that on next time unit sprite should be changed\r
-               case 1:\r
-                       if(enti->invq)  enti->spri->curr_anim_spri++;\r
-                       else                    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 = 1;\r
-                               enti->spri->curr_spri_id = enti->spri->curr_anim_list[enti->spri->curr_anim_spri].sprite_id;\r
-                               enti->invq=!enti->invq;\r
-                       }\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
-               break;\r
-       }\r
-       vga_state.vga_graphics_ram = video->omemptr;\r
-}\r