}\r
}\r
*/\r
-void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+void animate_spri(struct sprite *spri, video_t *video)\r
{\r
-#define GVARVIDEO gv->video\r
-#define VMEMPAGESIZE2 GVARVIDEO.page[0].pagesize+GVARVIDEO.page[1].pagesize\r
-#define VMEMPAGEDATA2 GVARVIDEO.page[2].data\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 = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
\r
\r
omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
- x=spri->x-4;\r
+ x=spri->x;//-4;\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
+ //Quit (gv, "Error retriving required sprite");\r
+ return;\r
}\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
+ else rx = -(GVARVIDEO->page[0].dx);\r
if (y >= overdraw) ry = (y - overdraw);\r
- else ry = -(GVARVIDEO.page[0].dy);\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
+ 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
+ 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_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
// 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 * 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
+ 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