X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2Flib%2F16_sprit.c;h=3895cc720a4084d7dd37469b9a77b39ae53a8285;hb=bb4d13928a126dede13e5ccc3cdb19059ed71b55;hp=c11ff63895d18dc3d741f1a59a7076aa0c4f17c0;hpb=285987ea5f697bbd8dbd273a39345f892fa0caa9;p=16.git diff --git a/src/lib/16_sprit.c b/src/lib/16_sprit.c index c11ff638..3895cc72 100755 --- a/src/lib/16_sprit.c +++ b/src/lib/16_sprit.c @@ -97,23 +97,132 @@ void print_anim_ids(struct sprite *spri) } } - +/* void animate_spri(struct sprite *spri, global_game_variables_t *gv) { int i; // Events go here + // Draw sprite i = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont); if(i < 0) { Quit (gv, "Error retriving required sprite"); } - draw_vrl1_vgax_modex( spri->x,// - spri->sprite_vrl_cont->vrl_header->width-28, - spri->y,// - spri->sprite_vrl_cont->vrl_header->height*2 -(gv->video.page[0].sh/2), - spri->sprite_vrl_cont->vrl_header, spri->sprite_vrl_cont->line_offsets, - spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header), - spri->sprite_vrl_cont->data_size); + + // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) + vga_state.vga_draw_stride_limit = (gv->video.page[0].width + 3 - spri->x) >> 2; + + draw_vrl1_vgax_modex( + spri->x-gv->video.page[0].dx, + spri->y-gv->video.page[0].dy, + spri->sprite_vrl_cont->vrl_header, + spri->sprite_vrl_cont->line_offsets, + spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header), + spri->sprite_vrl_cont->data_size + ); + + // restore stride + vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gv->video.page[0].stridew; + + // Depending on delay, update indices + switch(spri->delay){ + // Delay = 0 means that sprite should loop. Nothing to change here + case 0: + break; + + // Delay = 1 means that on next time unit sprite should be changed + case 1: + spri->curr_anim_spri++; + + // If we hit the end of an animation sequence, restart it + if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){ + spri->curr_anim_spri = 0; + spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id; + } + spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay; + + // Delay > 1 means that we should not change sprite yet. Decrease delay + default: + spri->delay--; + break; + } +} +*/ +void animate_spri(struct sprite *spri, video_t *video) +{ +#define GVARVIDEO video +#define VMEMPAGESIZE2 GVARVIDEO->page[0].pagesize+GVARVIDEO->page[1].pagesize +#define VMEMPAGEDATA2 GVARVIDEO->page[2].data + unsigned int i,o,o2; int j; + int x,y,rx,ry,w,h; + int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks. + // if the sprite's edge pixels are clear anyway, you can set this to 0. + VGA_RAM_PTR omemptr; + + // Events go here + + + omemptr = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr + x=spri->x;//-4; + y=spri->y; + + // Draw sprite + j = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont); + if(j < 0) + { + //Quit (gv, "Error retriving required sprite"); + return; + } + + // render box bounds. y does not need modification, but x and width must be multiple of 4 + if (x >= overdraw) rx = (x - overdraw) & (~3); + else rx = -(GVARVIDEO->page[0].dx); + if (y >= overdraw) ry = (y - overdraw); + else ry = -(GVARVIDEO->page[0].dy); + h = spri->sprite_vrl_cont->vrl_header->height + overdraw + y - ry; + w = (x + spri->sprite_vrl_cont->vrl_header->width + (overdraw*2) + 3 - rx) & (~3);//round up + if ((rx+w) > GVARVIDEO->page[0].width) w = GVARVIDEO->page[0].width-rx; + if ((ry+h) > GVARVIDEO->page[0].height) h = GVARVIDEO->page[0].height-ry; + + // block copy pattern to where we will draw the sprite + vga_setup_wm1_block_copy(); + o2 = VMEMPAGESIZE2; + o = (0x10000UL - (uint16_t)VMEMPAGEDATA2) + (ry * GVARVIDEO->page[0].stridew) + (rx >> 2); // source offscreen + for (i=0;i < h;i++,o += GVARVIDEO->page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2); + + // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally + vga_restore_rm0wm0(); + + // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) + vga_state.vga_draw_stride_limit = (GVARVIDEO->page[0].width + 3 - x) >> 2;//round up + vga_state.vga_draw_stride = w >> 2; + vga_state.vga_graphics_ram = omemptr + VMEMPAGESIZE2; + + // then the sprite. note modding ram ptr means we just draw to (x&3,0) + draw_vrl1_vgax_modex( + x-rx, + y-ry, + spri->sprite_vrl_cont->vrl_header, + spri->sprite_vrl_cont->line_offsets, + spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header), + spri->sprite_vrl_cont->data_size + ); + + // restore ptr + vga_state.vga_graphics_ram = omemptr; + + // block copy to visible RAM from offscreen + vga_setup_wm1_block_copy(); + o = VMEMPAGESIZE2; // source offscreen + o2 = (ry * GVARVIDEO->page[0].stridew) + (rx >> 2); // dest visible (original stride) + 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); + // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally + vga_restore_rm0wm0(); + + // restore stride + vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = GVARVIDEO->page[0].stridew; // Depending on delay, update indices switch(spri->delay){