X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2Flib%2F16_sprit.c;h=53cfc6912db8f211018553f3a0b433adc366c593;hb=8b19e2264d3bafb0fbe65519ea22ac23ca04ef6f;hp=2ca0a59a55b50cd6086f2a61db446ba5ba0982d7;hpb=48ac1a36d95bd2e9cb31d3979a99db47afd373b6;p=16.git diff --git a/src/lib/16_sprit.c b/src/lib/16_sprit.c index 2ca0a59a..53cfc691 100755 --- a/src/lib/16_sprit.c +++ b/src/lib/16_sprit.c @@ -97,34 +97,41 @@ void print_anim_ids(struct sprite *spri) } } -/* -void animate_spri(struct sprite *spri, global_game_variables_t *gv) +void oldanimate_spri(struct sprite *spri, video_t *video) { int i; // Events go here + vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr + + // 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"); + //Quit (gv, "Error retriving required sprite"); + return; } // 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; + vga_state.vga_draw_stride_limit = (video->page[0].width + 3 - spri->x) >> 2; +#ifndef SPRITE + modexClearRegion(&video->page[0], spri->x, spri->y, 16, 32, 1); +#else draw_vrl1_vgax_modex( - spri->x-gv->video.page[0].dx, - spri->y-gv->video.page[0].dy, + spri->x,//-video->page[0].dx, + spri->y,//-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 ); +#endif // restore stride - vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gv->video.page[0].stridew; + vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew; // Depending on delay, update indices switch(spri->delay){ @@ -149,56 +156,62 @@ void animate_spri(struct sprite *spri, global_game_variables_t *gv) break; } } -*/ -void animate_spri(struct sprite *spri, global_game_variables_t *gv) + + +void animate_spri(struct sprite *spri, video_t *video) { -#define VMEMPAGESIZE2 gv->video.page[0].pagesize+gv->video.page[1].pagesize -#define VMEMPAGEDATA2 gv->video.page[2].data +#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. + int overdraw = 0;//16; // 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_state.vga_graphics_ram; // save original mem ptr - x=spri->x-4; + omemptr = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr + x=spri->x; 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"); + //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 = -(gv->video.page[0].dx); + else rx = -(GVARVIDEO->page[0].dx); if (y >= overdraw) ry = (y - overdraw); - else ry = -(gv->video.page[0].dy); + 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) > gv->video.page[0].width) w = gv->video.page[0].width-rx; - if ((ry+h) > gv->video.page[0].height) h = gv->video.page[0].height-ry; + 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 * gv->video.page[0].stridew) + (rx >> 2); // source offscreen - for (i=0;i < h;i++,o += gv->video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2); + 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 = (gv->video.page[0].width + 3 - x) >> 2;//round up + 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) +#ifndef SPRITE + modexClearRegion(&GVARVIDEO->page[0], x, y, 16, 32, 1); +#else draw_vrl1_vgax_modex( x-rx, y-ry, @@ -207,20 +220,20 @@ void animate_spri(struct sprite *spri, global_game_variables_t *gv) spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header), spri->sprite_vrl_cont->data_size ); - +#endif // 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 * gv->video.page[0].stridew) + (rx >> 2); // dest visible (original stride) - 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); + 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 = gv->video.page[0].stridew; + vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = GVARVIDEO->page[0].stridew; // Depending on delay, update indices switch(spri->delay){