2021-03-25 09:20:48 +00:00
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#include "../include/wgt.h"
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2021-03-20 20:50:40 +00:00
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/* The following defines should be altered to suit your program needs */
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#define MAX_SPRITES 100
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#define MAX_ANIMATION 40
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#define MAX_MOVE 15
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typedef struct
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{
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unsigned char num; /* Sprite number shown */
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short x, y; /* Coordinates on screen */
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unsigned char on; /* On/Off, for visibility */
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int ox, oy, ox2, oy2;
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signed char animon; /* Animation on/off */
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short animation_images[MAX_ANIMATION]; /* Animation numbers */
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unsigned char animation_speeds[MAX_ANIMATION]; /* Animation speeds */
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signed char current_animation; /* Current animation counter */
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unsigned char animation_count; /* Delay count for animation */
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signed char movex_on; /* X movement on/off */
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short movex_distance[MAX_MOVE]; /* X distance per frame */
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short movex_number[MAX_MOVE]; /* Number of times to move */
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unsigned char movex_speed[MAX_MOVE]; /* Delay between each movement */
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signed char current_movex; /* Movement index */
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short current_movex_number; /* Number of times moved */
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unsigned char movex_count; /* Delay count for X movement */
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signed char movey_on; /* Y movement on/off */
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short movey_distance[MAX_MOVE]; /* Y distance per frame */
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short movey_number[MAX_MOVE]; /* Number of times to move */
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unsigned char movey_speed[MAX_MOVE]; /* Delay between each movement */
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signed char current_movey; /* Movement index */
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short current_movey_number; /* Number of times moved */
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unsigned char movey_count; /* Delay count for Y movement */
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} sprite_object;
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sprite_object s[MAX_SPRITES];
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block backgroundscreen = NULL; /* Holds the constant background */
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block spritescreen = NULL; /* Work buffer */
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short maxsprite;
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int tempx1, tempy1, tempx2, tempy2;
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block *sprite_images;
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void spriteon (short number, short x, short y, short image);
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void spriteoff (short number);
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void draw_sprites (int movement_multiplier);
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void initialize_sprites (block *sprite_blocks);
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void deinitialize_sprites (void);
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void erase_sprites (void);
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void animate (short spnum, char *str);
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void animon (short spnum);
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void animoff (short spnum);
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void movex (short spnum, char *str);
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void movey (short spnum, char *str);
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void movexon (short spnum);
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void movexoff (short spnum);
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void moveyon (short spnum);
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void moveyoff (short spnum);
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short overlap (short s1, short s2);
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void expand_dirty_rectangle (int x, int y, int x2, int y2);
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void copy_sprites (void);
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void spriteon (short number, short x, short y, short image)
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/* Turns a sprite on at (x,y), with sprites[image] */
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{
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tempx1 = x;
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tempy1 = y;
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tempx2 = x + wgetblockwidth (sprite_images[image]);
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tempy2 = y + wgetblockheight (sprite_images[image]);
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/* Find the update box */
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if (tempx1 < tx) /* X1 */
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tempx1 = tx;
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else
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if (tempx1 >= WGT_SYS.xres)
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tempx1 = WGT_SYS.xres - 1;
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if (tempy1 < ty) /* Y1 */
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tempy1 = ty;
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else
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if (tempy1 >= WGT_SYS.yres)
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tempy1 = WGT_SYS.yres - 1;
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if (tempx2 < tx) /* X2 */
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tempx2 = tx;
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else
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if (tempx2 >= WGT_SYS.xres)
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tempx2 = WGT_SYS.xres - 1;
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if (tempy2 < ty) /* Y2 */
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tempy2 = ty;
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else
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if (tempy2 >= WGT_SYS.yres)
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tempy2 = WGT_SYS.yres - 1;
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s[number].x = x; /* Set up the coords */
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s[number].y = y;
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s[number].num = image;
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s[number].on = 1;
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s[number].ox = tempx1; /* Set the dirty rectangle location */
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s[number].oy = tempy1;
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s[number].ox2 = tempx2;
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s[number].oy2 = tempy2;
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}
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void spriteoff (short number)
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/* Turns a sprite off */
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{
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if (s[number].on == 1)
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s[number].on = 2; /* Signals sprite is to be taken off */
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}
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void erase_sprites (void)
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/* Erases all sprites from background screen by copying the dirty
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rectangles */
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{
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short i;
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block curscreen;
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short osx, osy;
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sprite_object *spriteptr;
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int x, y, x2, y2;
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curscreen = abuf;
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osx = WGT_SYS.xres;
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osy = WGT_SYS.yres;
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wsetscreen (spritescreen); /* Go to background screen */
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spriteptr = s;
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for (i = 0; i <= maxsprite; i++) /* Loop through all sprites */
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{
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if (spriteptr->on == 1) /* If sprite is on */
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{
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x = spriteptr->ox; /* Get the old dirty rectangle coordinates */
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y = spriteptr->oy;
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x2 = spriteptr->ox2;
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y2 = spriteptr->oy2;
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if (x < tx) /* Clip them, but don't change the original */
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x = tx; /* values, because we need them later */
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else if (x > bx)
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x = bx;
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if (y < ty)
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y = ty;
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else if (y > by)
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y = by;
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wcopyscreen (x, y, x2, y2, backgroundscreen, x, y, spritescreen);
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}
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spriteptr++; /* Next sprite */
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}
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abuf = curscreen;
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WGT_SYS.xres = osx;
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WGT_SYS.yres = osy;
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}
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void expand_dirty_rectangle (int x, int y, int x2, int y2)
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/* Find boundaries of the old and new sprite rectangle */
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{
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if (x < tempx1) /* Compare with */
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tempx1 = x;
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if (x2 > tempx2)
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tempx2 = x2;
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if (y < tempy1)
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tempy1 = y;
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if (y2 > tempy2)
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tempy2 = y2;
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if (tempx1 < tx) /* Compare with clipping boundaries */
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tempx1 = tx;
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if (tempx2 > bx)
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tempx2 = bx;
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if (tempy1 < ty)
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tempy1 = ty;
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if (tempy2 > by)
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tempy2 = by;
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}
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void copy_sprites (void)
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{
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int i;
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sprite_object *spriteptr;
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int x, y, x2, y2;
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spriteptr = s;
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for (i = 0; i <= maxsprite; i++)
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{
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if (spriteptr->on > 0) /* If sprite is on */
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{
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if (spriteptr->on == 2)
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spriteptr->on = 0;
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/* Store these values because they are used more than once */
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x = spriteptr->x;
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y = spriteptr->y;
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x2 = x + wgetblockwidth (sprite_images[spriteptr->num]) - 1;
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y2 = y + wgetblockheight (sprite_images[spriteptr->num]) - 1;
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/* Set the dirty rectangle to the current position of the sprite */
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tempx1 = x;
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tempy1 = y;
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tempx2 = x2;
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tempy2 = y2;
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expand_dirty_rectangle (spriteptr->ox, spriteptr->oy,
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spriteptr->ox2, spriteptr->oy2);
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wcopyscreen (tempx1, tempy1, tempx2, tempy2, spritescreen, tempx1, tempy1,
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NULL);
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spriteptr->ox = x;
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spriteptr->oy = y;
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spriteptr->ox2 = x2;
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spriteptr->oy2 = y2;
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}
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spriteptr++;
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}
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}
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void draw_sprites (int movement_multiplier)
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/* Draw the sprites on the sprite screen */
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{
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short i;
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block curscreen;
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short osx, osy;
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sprite_object *spriteptr;
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int move;
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curscreen = abuf;
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osx = WGT_SYS.xres;
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osy = WGT_SYS.yres;
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wsetscreen (spritescreen); /* Go to sprite screen */
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for (move = 0; move < movement_multiplier; move++)
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{
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spriteptr = s;
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for (i = 0; i <= maxsprite; i++) /* Loop through all sprites */
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{
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if (spriteptr->on == 1) /* If sprite is on */
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{
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if (spriteptr->movex_on == 1) /* X movement on */
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{
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if (spriteptr->movex_count != 0)/* Delay Count not reached 0? */
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spriteptr->movex_count--; /* Decrease count */
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else /* Get the next move */
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{
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spriteptr->current_movex_number++; /* Increase # of times moved */
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if (spriteptr->current_movex_number ==
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spriteptr->movex_number[spriteptr->current_movex])
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/* Moved the right number of times yet? */
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{
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spriteptr->current_movex++; /* Increase ptr in move array */
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if (spriteptr->movex_number[spriteptr->current_movex] == - 1)
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/* Repeat move */
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spriteptr->current_movex = 0;
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else if (spriteptr->movex_number[spriteptr->current_movex]
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== - 2) /* End move */
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{
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spriteptr->current_movex--;
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spriteptr->movex_on = 0; /* Turn off movement */
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}
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spriteptr->current_movex_number = 0;
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/* Reset number of times moved */
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}
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spriteptr->movex_count = spriteptr->movex_speed
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[spriteptr->current_movex]; /* Get delay */
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spriteptr->x += spriteptr->movex_distance
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[spriteptr->current_movex]; /* Update X coord */
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}
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}
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if (spriteptr->movey_on == 1) /* Y movement on */
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{
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if (spriteptr->movey_count != 0)/* Delay Count not reached 0? */
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spriteptr->movey_count--; /* Decrease count */
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else /* Get the next move */
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{
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spriteptr->current_movey_number++; /* Increase # of times moved */
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if (spriteptr->current_movey_number ==
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spriteptr->movey_number[spriteptr->current_movey])
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/* Moved the right number of times yet? */
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{
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spriteptr->current_movey++; /* Increase ptr in move array */
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if (spriteptr->movey_number[spriteptr->current_movey] == - 1)
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/* Repeat move */
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spriteptr->current_movey = 0;
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else if (spriteptr->movey_number[spriteptr->current_movey]
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== - 2) /* End move */
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{
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spriteptr->current_movey--;
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spriteptr->movey_on = 0; /* Turn off movement */
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}
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spriteptr->current_movey_number = 0;
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/* Reset number of times moved */
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}
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spriteptr->movey_count = spriteptr->movey_speed
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[spriteptr->current_movey]; /* Get delay */
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spriteptr->y += spriteptr->movey_distance
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[spriteptr->current_movey]; /* Update Y coord */
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}
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}
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if (spriteptr->animon == 1) /* update animation */
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{
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if (spriteptr->animation_count != 0) /* Delay count at 0? */
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spriteptr->animation_count--; /* No, so decrease by one. */
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else /* Otherwise animate the sprite */
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{
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spriteptr->current_animation++; /* Increase animation ptr */
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if (spriteptr->animation_images[spriteptr->current_animation]
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== - 1) /* Repeat animation */
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spriteptr->current_animation = 0;
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if (spriteptr->animation_images[spriteptr->current_animation]
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== - 2) /* End animation */
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{
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spriteptr->current_animation--;
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spriteptr->animon = 0; /* Turn off animation */
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}
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spriteptr->num = spriteptr->animation_images
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[spriteptr->current_animation]; /* Change sprite number */
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spriteptr->animation_count = spriteptr->animation_speeds
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[spriteptr->current_animation]; /* Reset delay count */
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}
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}
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}
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spriteptr++;
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}
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}
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for (i = 0; i <= maxsprite; i++) /* Loop through all sprites */
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if ((s[i].on == 1) && (sprite_images[ s[i].num ] != NULL))
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wputblock (s[i].x, s[i].y, sprite_images[ s[i].num ], 1);
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abuf = curscreen;
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WGT_SYS.xres = osx;
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WGT_SYS.yres = osy;
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copy_sprites ();
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}
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void initialize_sprites (block *sprite_blocks)
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/* Set up everything for the sprite engine */
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{
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short i;
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maxsprite = MAX_SPRITES - 1;
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sprite_images = sprite_blocks;
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for (i = 0; i < MAX_SPRITES; i++) /* Turn off the sprites */
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s[i].on = 0;
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if (spritescreen == NULL)
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spritescreen = wnewblock (0, 0, WGT_SYS.xres - 1, WGT_SYS.yres - 1);
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/* Make a virtual screen for the work buffer */
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if (backgroundscreen == NULL)
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backgroundscreen = wnewblock (0, 0, WGT_SYS.xres - 1, WGT_SYS.yres - 1);
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/* Make a virtual screen for the background screen */
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}
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void deinitialize_sprites (void)
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{
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short i;
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for (i = 0; i < MAX_SPRITES; i++)
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s[i].on = 0;
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wfreeblock (spritescreen);
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spritescreen = NULL;
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wfreeblock (backgroundscreen);
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backgroundscreen = NULL;
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}
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void animate (short spnum, char *str)
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/* Parse animation string and put the data into an array */
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{
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short c, temp1;
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short x, in, len, minus;
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short change;
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s[spnum].current_animation = 0; /* Reset current animation ptr */
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s[spnum].animation_count = s[spnum].animation_speeds[
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s[spnum].current_animation]; /* Reset delay count */
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x = 0;
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in = 0;
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len = strlen (str);
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/* Parse animation string */
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do {
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do {/* Find the first bracket */
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c = str[x];
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x++;
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} while (c != '(');
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change = 0;
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do {
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temp1 = 0;
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minus = 0;
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do {
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c = str[x];
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if ((c != ',') && (c != 'R') && (c != '-') && (c != ')'))
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temp1 = (temp1 * 10) + (c - 48);
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if (c == '-')
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minus = 1;
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x++;
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} while ((x != len) && (c != ',') && (c != 'R') && (c != ')'));
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if (minus == 1)
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temp1 = - temp1;
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if (change == 0)
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s[spnum].animation_images[in] = temp1;
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else
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s[spnum].animation_speeds[in] = temp1;
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change++;
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} while (c != ')'); /* Until the last bracket */
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in++;
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if (in >= MAX_ANIMATION)
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in = MAX_ANIMATION-1;
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s[spnum].animation_images[in] = - 2;
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c = str[x];
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if (c == 'R')
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{
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x = len;
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s[spnum].animation_images[in] = - 1;
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}
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} while (x != len);
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}
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void animon (short spnum)
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/* Turns animation for a sprite on */
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{
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s[spnum].animon = 1;
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}
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void animoff (short spnum)
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/* Turns animation for a sprite off */
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{
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s[spnum].animon = 0;
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}
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/* X movements */
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void movexon (short spnum)
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/* Turns a sprite's x movement on */
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{
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s[spnum].movex_on = 1;
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}
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void movexoff (short spnum)
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/* Turns a sprite's x movement off */
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{
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s[spnum].movex_on = 0;
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}
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void movex (short spnum, char *str)
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/* Parses a movement string and places data into movement arrays */
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{
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short c, temp1;
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short x, in, len, minus;
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short change;
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s[spnum].current_movex = 0; /* First x movement */
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s[spnum].movex_count = s[spnum].movex_speed[s[spnum].current_movex];
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s[spnum].current_movex_number = 0; /* First time it moved */
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x = 0;
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in = 0;
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len = strlen (str);
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do {
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do {
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c = str[x];
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x++;
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} while (c != '(');
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change = 0;
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do {
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temp1 = 0;
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minus = 0;
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do {
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c = str[x];
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if ((c != ',') && (c != 'R') && (c != '-') && (c != ')'))
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temp1 = (temp1*10) + (c - 48);
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if (c == '-')
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minus = 1;
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x++;
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} while ((x != len) && (c != ',') && (c != 'R') && (c != ')'));
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if (minus == 1)
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temp1 = - temp1;
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if (change == 0)
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s[spnum].movex_distance[in] = temp1;
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else if (change == 1)
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s[spnum].movex_number[in] = temp1;
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else
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s[spnum].movex_speed[in] = temp1;
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change++;
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} while (c != ')');
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in++;
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if (in == MAX_MOVE)
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x = len;
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s[spnum].movex_number[in] = - 2;
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c = str[x];
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if (c == 'R')
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{
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x = len;
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s[spnum].movex_number[in] = - 1;
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}
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} while (x != len);
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}
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/* Y movements */
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void moveyon (short spnum)
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/* Turns a sprite's y movement on */
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{
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s[spnum].movey_on = 1;
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}
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void moveyoff (short spnum)
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/* Turns a sprite's y movement off */
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{
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s[spnum].movey_on = 0;
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}
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void movey (short spnum, char *str)
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/* Parses a movement string and places data into movement arrays */
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{
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short c, temp1;
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short x, in, len, minus;
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short change;
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s[spnum].current_movey = 0; /* First x movement */
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s[spnum].movey_count = s[spnum].movey_speed[s[spnum].current_movey];
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s[spnum].current_movey_number = 0; /* First time it moved */
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x = 0;
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in = 0;
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len = strlen (str);
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do {
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do {
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c = str[x];
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x++;
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} while (c != '(');
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change = 0;
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do {
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temp1 = 0;
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minus = 0;
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do {
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c = str[x];
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if ((c != ',') && (c != 'R') && (c != '-') && (c != ')'))
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temp1 = (temp1*10) + (c - 48);
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if (c == '-')
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minus = 1;
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x++;
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} while ((x != len) && (c != ',') && (c != 'R') && (c != ')'));
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if (minus == 1)
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temp1 = - temp1;
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if (change == 0)
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s[spnum].movey_distance[in] = temp1;
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else if (change == 1)
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s[spnum].movey_number[in] = temp1;
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else
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s[spnum].movey_speed[in] = temp1;
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change++;
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} while (c != ')');
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in++;
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if (in == MAX_MOVE)
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x = len;
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s[spnum].movey_number[in] = - 2;
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c = str[x];
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if (c == 'R')
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{
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x = len;
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s[spnum].movey_number[in] = - 1;
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}
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} while (x != len);
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}
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short overlap (short s1, short s2)
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/* Tests if two sprites overlap
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Not pixel precise, just checks rectangles */
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{
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short n1, n2;
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short width1, height1;
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short width2, height2;
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if ((s[s2].on == 1) && (s[s1].on == 1)) // Make sure both are on
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{
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n1 = s[s1].num; // For easier reading
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n2 = s[s2].num;
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width1 = wgetblockwidth (sprite_images[n1]);
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width2 = wgetblockwidth (sprite_images[n2]);
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height1 = wgetblockheight (sprite_images[n1]);
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height2 = wgetblockheight (sprite_images[n2]);
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if (( s[s2].x >= s[s1].x - width2 ) &&
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( s[s2].x <= s[s1].x + width1 ) &&
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( s[s2].y >= s[s1].y - height2 ) &&
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( s[s2].y <= s[s1].y + height1 ))
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return 1; /* Collision! */
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}
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return 0; /* No collision */
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}
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