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lt_spr.c
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/*Compile And run sprites functions from XLIB - Mode X graphics library
; Written By Themie Gouthas
; Aeronautical Research Laboratory
; Defence Science and Technology Organisation
; Australia
;
*/
#include "lt__eng.h"
#define SC_INDEX 0x03c4 // VGA sequence controller
#define SC_DATA 0x03c5
#define GC_INDEX 0x03ce // VGA graphics controller
#define GC_DATA 0x03cf
#define MAP_MASK 0x02
#define ALL_PLANES 0xff02
SPRITE far *sprite;
//Player
byte tile_number = 0; //Tile a sprite is on
byte tilecol_number = 0; //Collision Tile a sprite is on
byte tilecol_number_down = 0;//Collision Tile down
byte tile_number_VR = 0; //Tile vertical right
byte tile_number_VL = 0; //Tile vertical left
byte tile_number_HU = 0; //Tile horizontal up
byte tile_number_HD = 0; //Tile horizontal down
byte LT_Sprite_Stack = 0;
byte LT_Sprite_Stack_Table[] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
byte LT_AI_Enabled = 0;
byte LT_Active_AI_Sprites[] = {0,0,0,0,0,0,0};
byte Lt_AI_Sprite[] = {0,0,0,0,0,0,0,0};
byte LT_Sprite_Size_Table[] = {8,8,8,8,8,8,8,8,16,16,16,16,16,16,16,16,32,32,32,32,64};
//positions in ram of 8 copies of sprite for smooth panning
word LT_Sprite_Size_Table_EGA_8[] = {0,32,64,96,128,160,192,224};
word LT_Sprite_Size_Table_EGA_16[] = {0,96,192,288,384,480,576,672};
word LT_Sprite_Size_Table_EGA_32[] = {0,320,640,960,1280,1600,1920,2240};
word LT_Sprite_Size_Table_EGA_64[] = {0,576,1152,1728,2304,2880,3456,4032};
//Positions of sprite bkg in array, for cga and tandy
word tandy_sprite_bkg_table[20] = {0,48,96,144,192,240,288,336, 384,544,704,864,1024,1184,1344,1504, 1664,2240,2816,3392};
byte far *sprite_id_table;
byte sprite_size = 2;
byte selected_AI_sprite;
int LT_number_of_ai = 0;
unsigned char far *LT_sprite_data;
unsigned char far *tandy_bkg_data;
extern byte LT_AI_Sprite[];
extern byte LT_VIDEO_MODE;
extern byte far *LT_map_collision;
extern word far *LT_map_data;
extern unsigned char far *LT_tile_tempdata;
extern unsigned char far *LT_tile_tempdata2;
dword LT_sprite_data_offset; //just after loading animation, 4kb for vga, 512 bytes for EGA;
void LT_Error(char *error, char *file);
extern byte *LT_Filename;
extern word LT_VRAM_Logical_Width;
void LT_VGA_Enable_4Planes();
void LT_VGA_Return_4Planes();
void LT_TGA_MapPage();
extern word TILE_VRAM;
extern word LT_FrameSkip;
extern byte tga_page;
//player movement modes
//MODE TOP = 0;
//MODE PLATFORM = 1;
//MODE PUZZLE = 2;
//MODE SIDESCROLL = 3;
byte LT_EGA_SPRITES_TRANSLUCENT = 0;
byte LT_MODE = 0;
byte LT_ENEMY_DIST_X = 15;
byte LT_ENEMY_DIST_Y = 15;
byte LT_Player_Dir = 0;
byte LT_Slope_Timer = 0; //A dirty way of making big slopes or long conveyor belts impossible to cross
// Player variables:
//tile, collision tile. collision x-y,hit,jump,action,move,ground
//move = 0 1 2 3 4 = Stop U D L R
byte LT_Player_State[9] = {0,0,0,0,0,0,0,0,0};
int x_adjust = 160;
int LT_Jump_Release = 1;
int LT_player_jump_pos[] = {
-3,-3,-3,-2,-2,-2,-2,-2,-1,-2,-2,-2,-1,-2,-2,-1,-2,-1,-1,-2,
-1,-1,-1,-1,-1, 0,-1,-1,-1, 0,-1, 0,
-1, 0, 0, 1,
0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1,
2, 1, 1, 2, 1, 2, 2, 1, 2, 2, 2, 1, 2, 2, 2, 2, 2, 3, 3, 3
};
int LT_Spr_speed_float = 0;
int far LT_Spr_speed[] = {
//Add speeds for
-2,-2,-3,-2,-2,-3,-2,-2,
-2,-2,-2,-2,-1,-2,-2,-2,
-2,-2,-2,-1,-1,-2,-2,-2,
-2,-1,-2,-1,-2,-2,-2,-1,
-2,-1,-2,-1,-2,-1,-2,-1,
-2,-1,-1,-2,-1,-1,-2,-1,
-2,-1,-1,-1,-2,-1,-1,-1,
-2,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1, 0,-1,-1,-1,
-1,-1,-1, 0, 0,-1,-1,-1,
-1, 0,-1,-1,-1, 0,-1, 0,
-1, 0,-1, 0,-1, 0,-1, 0,
-1, 0, 0,-1, 0, 0,-1, 0,
-1, 0, 0, 0,-1, 0, 0, 0,
-1, 0, 0, 0, 0, 0, 0, 0,
0,0,0,0,0,0,0,0, //8x16
1,0,0,0,0,0,0,0,
1,0,0,0,1,0,0,0,
1,0,0,1,0,0,1,0,
1,0,1,0,1,0,1,0,
1,0,1,1,1,0,1,0,
1,1,1,0,0,1,1,1,
1,1,1,1,0,1,1,1,
1,1,1,1,1,1,1,1,
2,1,1,1,1,1,1,1,
2,1,1,1,2,1,1,1,
2,1,1,2,1,1,2,1,
2,1,2,1,2,1,2,1,
2,1,2,1,2,2,2,1,
2,2,2,1,1,2,2,2,
2,2,2,2,1,2,2,2,
2,2,3,2,2,3,2,2, //8x32
};
int LT_wmap = 0;
int LT_hmap = 0;//91.888
int LT_Scroll_Camera_float = 0;
int LT_Scroll_Camera_array[135] = {
0,1,1,2,2,2,3,3,3,3,4,4,4,4,4,5,5,5,5,5,5,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,
8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
};
int LT_Scroll_Camera_speed[] = {
0,0,0,0,0,0,0,0,
1,0,0,0,1,0,0,0,
1,0,1,0,1,0,1,0,
1,1,1,0,1,1,1,0,
1,1,1,1,1,1,1,1,
2,1,1,1,2,1,1,1,
2,1,2,1,2,1,2,1,
2,2,2,1,2,2,2,1,
2,2,2,2,2,2,2,2,
};
int _abs(int x){//64.412
int y = x >>15;
return (int)((x ^ y) - y);
}
void _memcpy(void *dest, void *src, word number);
void LT_scroll_follow(int sprite_number){
SPRITE *s = &sprite[sprite_number];
int x;
int x1;
int y = (s->pos_y-SCR_Y)-120;
int y1 = _abs(y);
int speed_x = 0;
int speed_y = 0;
if ((s->state == 3) && (x_adjust != 190))x_adjust++; //FACING LEFT
if ((s->state == 4) && (x_adjust != 130))x_adjust--; //FACING RIGHT
//Show more screen in the direction the sprite is facing
x = (s->pos_x-SCR_X) - x_adjust;
x1 = _abs(x);
if ((SCR_X > -1) && ((SCR_X+319)<LT_wmap) && (SCR_Y > -1) && ((SCR_Y+200)<(LT_hmap))){
if (LT_Scroll_Camera_float == 8) LT_Scroll_Camera_float = 0;
speed_x = LT_Scroll_Camera_speed[(LT_Scroll_Camera_array[x1]<<3)+LT_Scroll_Camera_float];
speed_y = LT_Scroll_Camera_speed[(LT_Scroll_Camera_array[y1]<<3)+LT_Scroll_Camera_float];
if (x < 0) SCR_X-=speed_x;
if (x > 0) SCR_X+=speed_x;
if (y < 0) SCR_Y-=speed_y;
if (y > 0) SCR_Y+=speed_y;
LT_Scroll_Camera_float++;
}
if (SCR_X < 0) SCR_X = 0;
if ((SCR_X+320) > LT_wmap) SCR_X = LT_wmap-320;
if (SCR_Y < 0) SCR_Y = 0;
if ((SCR_Y+201) > (LT_hmap)) SCR_Y = LT_hmap-201;
}
void LT_Load_BMP(char *file, char *dat_string, int mode, int sprite_number);
word Compile_Bitmap(word logical_width, unsigned char *bitmap, unsigned char *output){
word bwidth,scanx,scany,outputx,outputy,column,set_column,input_size,code_size;
asm push si
asm push di
asm push ds
asm mov word ptr [scanx],0
asm mov word ptr [scany],0
asm mov word ptr [outputx],0
asm mov word ptr [outputy],0
asm mov word ptr [column],0
asm mov word ptr [set_column],0
asm lds si,[bitmap] // 32-bit pointer to source bitmap
asm les di,[output] // 32-bit pointer to destination stream
asm lodsb // load width byte
asm xor ah, ah // convert to word
asm mov [bwidth], ax // save for future reference
asm mov bl, al // copy width byte to bl
asm lodsb // load height byte -- already a word since ah=0
asm mul bl // mult height word by width byte
asm mov [input_size], ax// to get pixel total
_MainLoop:
asm mov bx, [scanx] // position in original bitmap
asm add bx, [scany]
asm mov al, [si+bx] // get pixel
asm or al, al // skip empty pixels
asm jnz _NoAdvance
asm jmp _Advance
_NoAdvance:
asm mov dx, [set_column]
asm cmp dx, [column]
asm je _SameColumn
_ColumnLoop:
asm mov word ptr es:[di],0c0d0h// emit code to move to new column
asm add di,2
asm mov word ptr es:[di],0d683h
asm add di,2
asm mov byte ptr es:[di],0
asm inc di
asm inc dx
asm cmp dx, [column]
asm jl _ColumnLoop
asm mov byte ptr es:[di],0eeh
asm inc di// emit code to set VGA mask for new column
asm mov [set_column], dx
_SameColumn:
asm mov dx, [outputy] // calculate output position
asm add dx, [outputx]
asm sub dx, 128
asm add word ptr [scanx], 4
asm mov cx, [scanx] // within four pixels of right edge?
asm cmp cx, [bwidth]
asm jge _OnePixel
asm inc word ptr [outputx]
asm mov ah, [si+bx+4] // get second pixel
asm or ah, ah
asm jnz _TwoPixels
_OnePixel:
asm cmp dx, 127 // can we use shorter form?
asm jg _OnePixLarge
asm cmp dx, -128
asm jl _OnePixLarge
asm mov word ptr es:[di],044c6h
asm add di,2
asm mov byte ptr es:[di],dl
asm inc di// 8-bit position in output
asm jmp _EmitOnePixel
_OnePixLarge:
asm mov word ptr es:[di],084c6h
asm add di,2
asm mov word ptr es:[di],dx
asm add di,2 //position in output
_EmitOnePixel:
asm mov byte ptr es:[di],al
asm inc di
asm jmp short _Advance
_TwoPixels:
asm cmp dx, 127
asm jg _TwoPixLarge
asm cmp dx, -128
asm jl _TwoPixLarge
asm mov word ptr es:[di],044c7h
asm add di,2
asm mov byte ptr es:[di],dl
asm inc di // 8-bit position in output
asm jmp _EmitTwoPixels
_TwoPixLarge:
asm mov word ptr es:[di],084c7h
asm add di,2
asm mov word ptr es:[di],dx
asm add di,2 // position in output
_EmitTwoPixels:
asm mov word ptr es:[di],ax
asm add di,2
_Advance:
asm inc word ptr [outputx]
asm mov ax, [scanx]
asm add ax, 4
asm cmp ax, [bwidth]
asm jl _AdvanceDone
asm mov dx, [outputy]
asm add dx, [logical_width]
asm mov cx, [scany]
asm add cx, [bwidth]
asm cmp cx, [input_size]
asm jl _NoNewColumn
asm inc word ptr [column]
asm mov cx, [column]
asm cmp cx, 4
asm je _Exit // Column 4: there is no column 4.
asm xor cx, cx // scany and outputy are 0 again for
asm mov dx, cx // the new column
_NoNewColumn:
asm mov [outputy], dx
asm mov [scany], cx
asm mov word ptr [outputx], 0
asm mov ax,[column]
_AdvanceDone:
asm mov [scanx], ax
asm jmp _MainLoop
_Exit:
asm mov byte ptr es:[di],0cbh
asm inc di
asm mov ax,di
asm sub ax,word ptr [output] // size of generated code
asm mov [code_size],ax
asm pop ds
asm pop di
asm pop si
return code_size;
}
byte *TGA=(byte *)0xB8000000L;
word c_offset = 0;
word c_offset1 = 0;
word c_code_size = 0;
word c_skipped_bytes = 0;
void write_skip(){
//write: add di,skipped_bytes
LT_sprite_data[c_offset1++] = 0x81;
LT_sprite_data[c_offset1++] = 0xC7;
LT_sprite_data[c_offset1++] = c_skipped_bytes&0x00FF;
LT_sprite_data[c_offset1++] = c_skipped_bytes>>8;
c_code_size+=4;
c_skipped_bytes = 0;
}
void write_inc(byte inc){
//write: add di,2
LT_sprite_data[c_offset1++] = 0x81;
LT_sprite_data[c_offset1++] = 0xC7;
LT_sprite_data[c_offset1++] = inc;
LT_sprite_data[c_offset1++] = 0x00;
c_code_size+=4;
}
void write_word(word pixels){
c_offset1-=3;c_code_size-=3;//Undo write pixel
//write: mov ax,word
LT_sprite_data[c_offset1++] = 0xB8;
LT_sprite_data[c_offset1++] = pixels&0x00FF;
LT_sprite_data[c_offset1++] = pixels>>8;
//write: mov ax to es:[di]: stosw
LT_sprite_data[c_offset1++] = 0xAB;
c_code_size+=4;
}
void write_pixel(byte pixel){
//write: mov al,byte
LT_sprite_data[c_offset1++] = 0xB0;
LT_sprite_data[c_offset1++] = pixel;
//write: mov al to es:[di]: stosb
LT_sprite_data[c_offset1++] = 0xAA;
c_code_size+=3;
}
unsigned char tga_start_line_code[] = {0x81,0xE7,0xFF,0x1F,0x89,0xD8,0x25,0x03,0x00,0xB1,0x0D,0xD3,0xE0,0x01,0xC7};
unsigned char tga_end_line_code[] = {0x43,0x81,0xC7,0xF8,0x1F,0x89,0xD8,0x25,0x03,0x00,0x75,0x04,0x81,0xC7,0xA0,0x00};
word compile_tga_sprite(int width, unsigned char* source_data, word sprite_data_offset){
int x,y;
byte pbyte0 = 0;
byte pbyte1 = 0;
byte transparent = 0x0E;//Yellow is barely used
//word of_debug = sprite_data_offset;
word line_jump = 8192-(width/2);
tga_end_line_code[3] = line_jump&0x00FF;
tga_end_line_code[4] = line_jump>>8;
c_offset = 0;
c_offset1 = sprite_data_offset;
c_code_size = 0;
for (y = 0; y<width;y++){
byte color_bytes = 0;
c_skipped_bytes = 0;
//Write start line code
_memcpy(<_sprite_data[c_offset1],tga_start_line_code,15);
c_offset1+=15;c_code_size+=15;
//LINE/////
for (x = 0; x<width/2;x++){
byte pixels = 0;
byte b0 = source_data[c_offset++];
byte b1 = source_data[c_offset++];
if (b0 != transparent) pixels = 1;if (b1 != transparent) pixels = 1;
if (pixels) {
color_bytes++;
pbyte1 = pbyte0;
pbyte0 = (b0<<4)+b1;
if (c_skipped_bytes) write_skip();
if (color_bytes == 2) {write_word((pbyte0<<8)+pbyte1);color_bytes = 0;}
else write_pixel(pbyte0);
} else {c_skipped_bytes++;color_bytes = 0;}
}
////////
if (c_skipped_bytes) write_skip();
//Write end line code
if (y<(width-1)){
_memcpy(<_sprite_data[c_offset1],tga_end_line_code,15);
c_offset1+=16;
c_code_size+=16;
}
}
//write far ret
LT_sprite_data[c_offset1++] = 0xCB;
c_code_size++;
//_memcpy(<_sprite_data[offset1++],&code_size,2);
return c_code_size;
}
//load sprites with transparency (size = 8,16,32)
byte spr_line[8+64+8] = {0};
void LT_Load_Sprite(char *file, char *dat_string, int sprite_number, byte *animations){
SPRITE *s = &sprite[sprite_number];
long index,offset;
word num_colors;
word x,y;
word i,j;
word frame = 0;
byte tileX;
int tileY;
byte size;
int code_size;
asm CLI
LT_Draw_Text_Box(11,18,16,1,0,0,0,"LOADING: SPRITES");
asm STI
LT_Load_BMP(file,dat_string,2,sprite_number);
//Get size of sprite according to its number in the sprite array
size = LT_Sprite_Size_Table[sprite_number];
if (size == 8) s->ega_size = <_Sprite_Size_Table_EGA_8[0];
if (size == 16) s->ega_size = <_Sprite_Size_Table_EGA_16[0];
if (size == 32) s->ega_size = <_Sprite_Size_Table_EGA_32[0];
if (size == 64) s->ega_size = <_Sprite_Size_Table_EGA_64[0];
index = 0; //use a chunk of temp allocated RAM to rearrange the sprite frames
//Rearrange sprite frames one after another in temp memory 80.974
for (tileY=(s->height-1);tileY>0;tileY-=size){
for (tileX=0;tileX<s->width;tileX+=size){
offset = (tileY*s->width)+tileX;
if (LT_VIDEO_MODE==1){//VGA
LT_tile_tempdata2[index] = size;
LT_tile_tempdata2[index+1] = size;
index+=2;
}
for(x=0;x<size;x++){
_memcpy(<_tile_tempdata2[index],<_tile_tempdata[offset-(x*s->width)],size);
index+=size;
}
}
}
s->nframes = (s->width/size) * (s->height/size);
//Estimated size
//fsize = (size * size * 7) / 2 + 25;
s->code_size = 0;
for (frame = 0; frame < s->nframes; frame++){
if (LT_VIDEO_MODE == 1){
//if ((s->frames[frame].compiled_code = farcalloc(fsize,sizeof(unsigned char))) == NULL){
// LT_Error("Not enough RAM to allocate frames ",file);
//}
//COMPILE SPRITE FRAME TO X86 MACHINE CODE
//& Store the compiled data at it's final destination
code_size = Compile_Bitmap(LT_VRAM_Logical_Width, <_tile_tempdata2[(frame*2)+(frame*(size*size))],<_sprite_data[LT_sprite_data_offset]);
s->frames[frame].compiled_code = <_sprite_data[LT_sprite_data_offset];
LT_sprite_data_offset += code_size;
s->code_size += code_size;
if (LT_sprite_data_offset > 65536-8192) LT_Error("Not enough RAM to allocate frames $",file);
//if (code_size == NULL) LT_Error("Not enough RAM to allocate frames ",file);
//s->frames[frame].compiled_code = farrealloc(s->frames[frame].compiled_code, code_size);
//Store the compiled data at it's final destination
}
if (LT_VIDEO_MODE == 0){
byte linepos = 0;
byte *pixels = <_tile_tempdata2[frame*size*size];
byte block = (size>>3)+1;
s->frames[frame].compiled_code = <_sprite_data[LT_sprite_data_offset];
//read 8 shifted tiles
//if (size ==32) LT_sprite_data_offset = 16*1024;
for (i = 0; i < 8; i++){//Read copies
//Read 16x16 tile
offset = 0;
for (y = 0; y < size; y++){//Read lines
LT_memset(spr_line,0,64+8+8);
_memcpy(&spr_line[8],&pixels[offset],size);
offset+=size;
linepos = 8-i;//Shift tile
for (j = 0; j < block; j++){//3
byte cmask = 0x80;
byte color = 0;
byte mask = 0;
for (x = 0; x < 8; x++){
byte bit = spr_line[linepos++];//colors 1,2
if (bit ) mask += cmask;
if (bit == 2) color += cmask;
cmask = cmask >> 1;
}
if (size != 64)LT_sprite_data[LT_sprite_data_offset++] = mask;
LT_sprite_data[LT_sprite_data_offset++] = color;
}
}
if (LT_sprite_data_offset > 65536-8192) LT_Error("Not enough RAM to allocate frames $",file);
}
}
if (LT_VIDEO_MODE == 3){
code_size = compile_tga_sprite(size,<_tile_tempdata2[frame*size*size],LT_sprite_data_offset);
//s->frames[frame].compiled_code = <_sprite_data[LT_sprite_data_offset];
s->tga_sprite_data_offset[frame] = LT_sprite_data_offset;//leave space for sprites bkg
LT_sprite_data_offset += code_size;
s->code_size += code_size;
if ((LT_sprite_data_offset) > 65536-8192) LT_Error("Not enough RAM to allocate frames $",file);
}
}
//IINIT SPRITE
//Load animations
_memcpy(s->animations,animations,64);
//Check animations so that game does not crash
for (frame = 0; frame < 64;frame++){
if (s->animations[frame] > s->nframes-1) s->animations[frame] = 0;
}
//s->bkg_data set in init function (sys.c)
s->width = size;
s->height = size;
s->init = 0;
s->frame = 0;
s->baseframe = 65;
s->ground = 0;
s->jump = 1;
s->jump_frame = 35;
s->climb = 0;
s->animate = 0;
s->anim_speed = 0;
s->speed = 4;
s->anim_counter = 0;
s->speed_x = 8*16;
s->speed_y = 8*16;
s->s_x = 0;
s->s_y = 0;
s->id_pos = 0;
s->s_delete = 0;
s->fixed_sprite_number = 0;
s->mspeed_x = 1;
s->mspeed_y = 1;
s->size = s->height>>3;
if (!LT_VIDEO_MODE) s->siz = s->size + 1;
else s->siz = (s->height>>2) + 1;
if (LT_VIDEO_MODE == 3){
if (size == 8) {s->size = 12>>2;s->siz = 8>>2;}
if (size == 16) {s->size = 20>>2;s->siz = 16>>2;}
if (size == 32) {s->size = 36>>2;s->siz = 32>>2;}
}
s->next_scanline = LT_VRAM_Logical_Width - s->siz;
s->get_item = 0;
s->mode = 0;
s->ai_stack = 0;
}
void LT_Clone_Sprite(int sprite_number_c,int sprite_number){
SPRITE *c = &sprite[sprite_number_c];
SPRITE *s = &sprite[sprite_number];
int j;
c->ega_size = s->ega_size;
c->nframes = s->nframes;
c->width = s->width;
c->height = s->height;
for(j=0;j<c->nframes;j++) {
c->frames[j].compiled_code = s->frames[j].compiled_code;
c->frames[j] = s->frames[j];
}
//sprite[sprite_number_c].bkg_data //allocated in lt_sys
_memcpy(c->animations,s->animations,32);
c->init = 0;
c->frame = 0;
c->baseframe = 65;
c->ground = 0;
c->jump = 2;
c->jump_frame = 0;
c->climb = 0;
c->animate = 0;
c->anim_speed = 0;
c->speed = 4;
c->anim_counter = 0;
c->mspeed_x = 1;
c->mspeed_y = 1;
c->speed_x = 8*16;
c->speed_y = 8*26;
c->s_x = 0;
c->s_y = 0;
c->id_pos = 0;
c->s_delete = 0;
c->fixed_sprite_number = 0;
c->size = s->size;
c->siz = s->siz;
c->next_scanline = LT_VRAM_Logical_Width - c->siz;
if (LT_VIDEO_MODE == 3) {
int frame = 0;
for (frame = 0; frame < s->nframes; frame++)
c->tga_sprite_data_offset[frame] = s->tga_sprite_data_offset[frame];
}
c->get_item = 0;
c->mode = 0;
c->ai_stack = 0;
}
void LT_Init_Sprite(int sprite_number,int x,int y){
SPRITE *s = &sprite[sprite_number];
LT_Sprite_Stack_Table[LT_Sprite_Stack] = sprite_number;
s->pos_x = x;
s->pos_y = y;
s->ai_stack = LT_Sprite_Stack;
s->init = 0;
LT_Sprite_Stack++;
LT_Player_Dir = 2;
s->jump = 1;
s->jump_frame = 35;
}
void LT_Add_Sprite(int sprite_number,word x, word y) {
sprite[sprite_number].pos_x = x;
sprite[sprite_number].pos_y = y;
}
void LT_Reset_Sprite_Stack(){
int i;
LT_Sprite_Stack = 0;
for (i = 0; i<33; i++) LT_Sprite_Stack_Table[i] = 0;
LT_AI_Sprite[0] = 0;
LT_memset(sprite_id_table,0,19*256);
}
void LT_Set_Sprite_Animation(int sprite_number, byte anim){
SPRITE *s = &sprite[sprite_number];
if (s->baseframe != anim<<3){//If changed animation
s->baseframe = anim<<3;
s->anim_counter = anim<<3;
s->animate = 1;
if (s->baseframe > 64) s->baseframe = 0;
}
}
void LT_Set_Sprite_Animation_Speed(int sprite_number, byte speed){
SPRITE *s = &sprite[sprite_number];
s->speed = speed;
}
void LT_Sprite_Stop_Animation(int sprite_number){
if (sprite[sprite_number].animate == 1){
sprite[sprite_number].animate = 0;
sprite[sprite_number].baseframe = 65;
}
}
byte CMask[] = {0x11,0x22,0x44,0x88};
void run_compiled_sprite(word XPos, word YPos, char *Sprite){
asm{
push si
push ds
mov ax, LT_VRAM_Logical_Width //width
mul word ptr [YPos] // height in bytes
mov si, [XPos]
mov bx, si
mov cl,2
shr si,cl
add si,ax
add si, 128 // (Xpos / 4) + 128 ==> starting pos
and bx, 3
mov ah,byte ptr CMask[bx]
mov dx, 03c4h
mov al, 02h
out dx, ax
inc dx //ready to send out other masks as bytes
mov al, ah
mov bx, 0a000h
mov ds, bx // We do this so the compiled shape won't need segment overrides.
call dword ptr [Sprite] //the business end of the routine
pop ds
pop si
}
}
void draw_ega_sprite(word XPos, word YPos, char *Sprite, word size, word offset){
//draw EGA sprite and destroy bkg
char *bitmap = Sprite;
word screen_offset = (YPos<<5)+(YPos<<3)+(YPos<<2)+(XPos>>3);
offset+=0;
asm{
push ds
push di
push si
lds si,[bitmap]
mov ax,0A000h
mov es,ax
mov di,screen_offset //ES:DI destination vram
mov cx,size //scanlines
mov dx,0x03CE
mov ax,0x0005 //write mode 0
out dx,ax
mov dx,0x03CE //Set mask register
mov al,0x08
out dx,al
inc dx
cmp cx,8
jz _drawsprit_8
cmp cx,16
jz _drawsprit_16
cmp cx,32
jz _drawsprit_32
jmp _end_sprite
}
_drawsprit_8:
asm{
mov al,es:[di] //Get 8 pixels latch from vram position
lodsb //al <- ds:[si] //Get sprite mask; inc si
out dx,al //Set mask
movsb //Paste sprite data DS:SI to ES:DI; inc di
mov al,es:[di]
lodsb
out dx,al
movsb
add di,44-2 //Next scanline
loop _drawsprit_8
jmp _end_sprite
}
_drawsprit_16:
asm{
mov al,es:[di] //Get 8 pixels latch from vram position
lodsb //al <- ds:[si] //Get sprite mask; inc si
out dx,al //Set mask
movsb //Paste sprite data DS:SI to ES:DI; inc di
mov al,es:[di]
lodsb
out dx,al
movsb
mov al,es:[di]
lodsb
out dx,al
movsb
add di,44-3 //Next scanline
loop _drawsprit_16
jmp _end_sprite
}
_drawsprit_32:
asm{
mov al,es:[di] //Get 8 pixels latch from vram position
lodsb //al <- ds:[si] //Get sprite mask; inc si
out dx,al //Set mask
movsb //Paste sprite data DS:SI to ES:DI; inc di
mov al,es:[di]
lodsb
out dx,al
movsb
mov al,es:[di]
lodsb
out dx,al
movsb
mov al,es:[di]
lodsb
out dx,al
movsb
mov al,es:[di]
lodsb
out dx,al
movsb
add di,44-5 //Next scanline
loop _drawsprit_32
jmp _end_sprite
}
_end_sprite:
asm{
pop si
pop di
pop ds
}
}
void draw_ega_sprite_fast(word XPos, word YPos, char *Sprite, word size){
//draw EGA sprite and destroy bkg
char *bitmap = Sprite;
word screen_offset = (YPos<<5)+(YPos<<3)+(YPos<<2)+(XPos>>3);
asm{
push ds
push di
push si
lds si,[bitmap]
mov ax,0A000h
mov es,ax
mov di,screen_offset //ES:DI destination vram
//Test 16x16 sprite
mov cx,size //scanlines
mov dx,0x03CE
mov ax,0x0005 //write mode 0
out dx,ax
mov dx,0x03CE //Set mask register
mov al,0x08
out dx,al
inc dx
cmp cx,8
jz _drawsprit_8
cmp cx,16
jz _drawsprit_16
cmp cx,32
jz _drawsprit_32
cmp cx,64
jz _drawsprit_64
jmp _end_sprite
}
_drawsprit_8:
asm{
inc si
movsb //Paste sprite data DS:SI to ES:DI; inc di
inc si
movsb
add di,44-2 //Next scanline
loop _drawsprit_8
jmp _end_sprite
}
_drawsprit_16:
asm{
inc si
movsb //Paste sprite data DS:SI to ES:DI; inc di
inc si
movsb
inc si
movsb
add di,44-3 //Next scanline
loop _drawsprit_16
jmp _end_sprite
}
_drawsprit_32:
asm{
inc si
movsb //Paste sprite data DS:SI to ES:DI; inc di
inc si
movsb
inc si
movsb
inc si
movsb
inc si
movsb
add di,44-5 //Next scanline
loop _drawsprit_32
jmp _end_sprite
}
_drawsprit_64:
asm mov ax,16
_loop64:
asm{
mov cx,9
rep movsb
add di,44-9
mov cx,9
rep movsb
add di,44-9
mov cx,9
rep movsb
add di,44-9
mov cx,9
rep movsb
add di,44-9
dec ax
jnz _loop64
}
_end_sprite:
asm{
pop si
pop di
pop ds
}
}
void run_compiled_tga_sprite(word XPos, word YPos, char *Sprite){
word y = (YPos>>2);
word screen_offset = (y<<7)+(y<<5)+(XPos>>1);
asm{
push ds
push di
push si
mov ax,0B800h
mov es,ax
mov di,screen_offset //es:di destination vram
//mov bx, 0a000h
//mov ds, bx // We do this so the compiled shape won't need segment overrides.
mov bx,YPos
call dword ptr [Sprite] //the business end of the routine
pop si
pop di
pop ds
}
}
int LT_Sprite_Stack_Table_Pos0 = 0;
extern word pageflip[];
extern word gfx_draw_page;
//Draw restoring bkg, slower
extern unsigned char Enemies;
//If pos -2 (frame-2), then Clean bkg at pos-2 in draw page (for all sprites)
//If pos -1 (frame-1), pick bkg at pos -1 from the clean draw page.
//paste at current pos on draw page (if first paste, only do this)