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