X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2Ftesuto.c;h=79786642f8deca301274c19f939a8c7f76b9bdb9;hb=58c3294cab6ec248ea3d0115a80a311772c6c6da;hp=983110b3d76607966f8bbd1f3a7101316869b1dc;hpb=16a5ce4631a310e0ddc66b2f3f24c8509c5c5274;p=16.git diff --git a/src/tesuto.c b/src/tesuto.c index 983110b3..79786642 100755 --- a/src/tesuto.c +++ b/src/tesuto.c @@ -1,154 +1,240 @@ -#include "src/tesuto.h" -/* -#include -#include // this is where Open Watcom hides the outp() etc. functions -#include -#include -#include -#include -#include -#include -#include -*/ - -global_game_variables_t gvar; - -#pragma pack(push,1) -struct vrl_header { - uint8_t vrl_sig[4]; // +0x00 "VRL1" - uint8_t fmt_sig[4]; // +0x04 "VGAX" - uint16_t height; // +0x08 Sprite height - uint16_t width; // +0x0A Sprite width - int16_t hotspot_x; // +0x0C Hotspot offset (X) for programmer's reference - int16_t hotspot_y; // +0x0E Hotspot offset (Y) for programmer's reference -}; // =0x10 -#pragma pack(pop) - -static unsigned char palette[768]; - -void draw_vrl_modex(unsigned int x,unsigned int y,struct vrl_header *hdr,unsigned char *data,unsigned int datasz) { - unsigned int vram_offset = (y * vga_stride) + (x >> 2); - unsigned char *fence = data + datasz; - unsigned char vga_plane = (x & 3); - unsigned char run,skip,b; - unsigned char far *draw; - - while (data < fence) { - /* start of another vertical strip */ - draw = vga_graphics_ram + vram_offset; - vga_write_sequencer(0x02/*map mask*/,1 << vga_plane); - - while (data < fence) { - run = *data++; - if (run == 0xFF) break; - skip = *data++; - draw += skip * vga_stride; - if (run & 0x80) { - b = *data++; - while (run > 0x80) { - *draw = b; - draw += vga_stride; - run--; - } - } - else { - while (run > 0) { - *draw = *data++; - draw += vga_stride; - run--; - } - } - } - - /* end of a vertical strip. next line? */ - if ((++vga_plane) == 4) { - vram_offset++; - vga_plane = 0; - } - } - - vga_write_sequencer(0x02/*map mask*/,0xF); -} - -int main(int argc,char **argv) { - struct vrl_header *vrl_header; - unsigned char *buffer; - unsigned int bufsz; - int fd; - - if (argc < 3) { - fprintf(stderr,"drawvrl \n"); - return 1; - } - - fd = open(argv[1],O_RDONLY|O_BINARY); - if (fd < 0) { - fprintf(stderr,"Unable to open '%s'\n",argv[1]); - return 1; - } - { - unsigned long sz = lseek(fd,0,SEEK_END); - if (sz < sizeof(vrl_header)) return 1; - if (sz >= 65535UL) return 1; - - bufsz = (unsigned int)sz; - buffer = malloc(bufsz); - if (buffer == NULL) return 1; - - lseek(fd,0,SEEK_SET); - if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1; - - vrl_header = (struct vrl_header*)buffer; - if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1; - if (vrl_header->width == 0 || vrl_header->height == 0) return 1; - } - close(fd); - - probe_dos(); - if (!probe_vga()) { - printf("VGA probe failed\n"); - return 1; - } - int10_setmode(19); - update_state_from_vga(); - //vga_enable_256color_modex(); // VGA mode X - VGAmodeX(1, &gvar); - - /* load color palette */ - fd = open(argv[2],O_RDONLY|O_BINARY); - if (fd >= 0) { - unsigned int i; - - read(fd,palette,768); - close(fd); - - vga_palette_lseek(0); - for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2); - } - - draw_vrl_modex(0,0,vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); - while (getch() != 13); - - { - unsigned int i; - - for (i=1;i < 320;i++) - draw_vrl_modex(i,0,vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); - } - while (getch() != 13); - - { - unsigned int i; - - for (i=1;i < 200;i++) - draw_vrl_modex(i,i,vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); - } - while (getch() != 13); - - int10_setmode(3); - //VGAmodeX(0, &gvar); - buffer = NULL; - free(buffer); - bufsz = 0; - return 0; -} +#include "src/tesuto.h" + +global_game_variables_t gvar; + +static unsigned char palette[768]; + +int main(int argc,char **argv) { + struct vrl1_vgax_header *vrl_header; + vrl1_vgax_offset_t *vrl_lineoffs; + unsigned char *buffer; + unsigned int bufsz; + int fd; + + if (argc < 3) { + fprintf(stderr,"drawvrl \n"); + return 1; + } + + fd = open(argv[1],O_RDONLY|O_BINARY); + if (fd < 0) { + fprintf(stderr,"Unable to open '%s'\n",argv[1]); + return 1; + } + { + unsigned long sz = lseek(fd,0,SEEK_END); + if (sz < sizeof(*vrl_header)) return 1; + if (sz >= 65535UL) return 1; + + bufsz = (unsigned int)sz; + buffer = malloc(bufsz); + if (buffer == NULL) return 1; + + lseek(fd,0,SEEK_SET); + if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1; + + vrl_header = (struct vrl1_vgax_header*)buffer; + if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1; + if (vrl_header->width == 0 || vrl_header->height == 0) return 1; + } + close(fd); + + probe_dos(); + if (!probe_vga()) { + printf("VGA probe failed\n"); + return 1; + } + int10_setmode(19); + update_state_from_vga(); + //vga_enable_256color_modex(); // VGA mode X + VGAmodeX(1, &gvar); + + /* load color palette */ + fd = open(argv[2],O_RDONLY|O_BINARY); + if (fd >= 0) { + unsigned int i; + + read(fd,palette,768); + close(fd); + + vga_palette_lseek(0); + for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2); + } + + /* preprocess the sprite to generate line offsets */ + vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); + if (vrl_lineoffs == NULL) return 1; + + { + unsigned int i,j,o; + + /* fill screen with a distinctive pattern */ + for (i=0;i < 320;i++) { + o = i >> 2; + vga_write_sequencer(0x02/*map mask*/,1 << (i&3)); + for (j=0;j < 240;j++,o += vga_state.vga_stride) + vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15! + } + } + while (getch() != 13); + + /* make distinctive pattern offscreen, render sprite, copy onscreen */ + { + const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */ + unsigned int i,j,o,o2,x,y,rx,ry,w,h; + unsigned 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; + int xdir=1,ydir=1; + + /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */ + x = 0; + y = 0; + + /* do it */ + omemptr = vga_state.vga_graphics_ram; // save original mem ptr + while (1) { + /* stop animating if the user hits ENTER */ + if (kbhit()) { + if (getch() == 13) break; + } + + /* 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 = 0; + if (y >= overdraw) ry = (y - overdraw); + else ry = 0; + h = vrl_header->height + overdraw + y - ry; + w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3); + if ((rx+w) > 320) w = 320-rx; + + /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */ + vga_state.vga_draw_stride = w >> 2; + vga_state.vga_graphics_ram = omemptr + offscreen_ofs; + + /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study. + * also note we don't have to use the same stride as the display! */ + for (i=rx;i < (rx+w);i++) { + o = (i-rx) >> 2; + vga_write_sequencer(0x02/*map mask*/,1 << (i&3)); + for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride) + vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15! + } + + /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */ + draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); + + /* restore ptr */ + vga_state.vga_graphics_ram = omemptr; + + /* block copy to visible RAM from offscreen */ + // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this? + vga_setup_wm1_block_copy(); + o = offscreen_ofs; // source offscreen + o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride) + for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) 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 = vga_state.vga_stride; + + /* step */ + x += xdir; + y += ydir; + if (x >= (319 - vrl_header->width) || x >= 319 || x == 0) + xdir = -xdir; + if (y >= (239 - vrl_header->height) || y >= 239 || y == 0) + ydir = -ydir; + } + } + + /* make distinctive pattern offscreen, render sprite, copy onscreen. + * this time, we render the distinctive pattern to another offscreen location and just copy. + * note this version is much faster too! */ + { + const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */ + const unsigned int pattern_ofs = 0xC000; + unsigned int i,j,o,o2,x,y,rx,ry,w,h; + unsigned 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; + int xdir=1,ydir=1; + + /* fill pattern offset with a distinctive pattern */ + for (i=0;i < 320;i++) { + o = (i >> 2) + pattern_ofs; + vga_write_sequencer(0x02/*map mask*/,1 << (i&3)); + for (j=0;j < 240;j++,o += vga_state.vga_stride) + vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15! + } + + /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */ + x = 0; + y = 0; + + /* do it */ + omemptr = vga_state.vga_graphics_ram; // save original mem ptr + while (1) { + /* stop animating if the user hits ENTER */ + if (kbhit()) { + if (getch() == 13) break; + } + + /* 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 = 0; + if (y >= overdraw) ry = (y - overdraw); + else ry = 0; + h = vrl_header->height + overdraw + y - ry; + w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3); + if ((rx+w) > 320) w = 320-rx; + + /* block copy pattern to where we will draw the sprite */ + vga_setup_wm1_block_copy(); + o2 = offscreen_ofs; + o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen + for (i=0;i < vrl_header->height;i++,o += vga_state.vga_stride,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 = w >> 2; + vga_state.vga_graphics_ram = omemptr + offscreen_ofs; + + /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */ + draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); + + /* restore ptr */ + vga_state.vga_graphics_ram = omemptr; + + /* block copy to visible RAM from offscreen */ + // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this? + vga_setup_wm1_block_copy(); + o = offscreen_ofs; // source offscreen + o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride) + for (i=0;i < vrl_header->height;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) 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 = vga_state.vga_stride; + + /* step */ + x += xdir; + y += ydir; + if (x >= (319 - vrl_header->width) || x >= 319 || x == 0) + xdir = -xdir; + if (y >= (239 - vrl_header->height) || y >= 239 || y == 0) + ydir = -ydir; + } + } + + int10_setmode(3); + //VGAmodeX(0, &gvar); + free(vrl_lineoffs); + buffer = NULL; + free(buffer); + bufsz = 0; + return 0; +}