📄 lspr16_16.c
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/* Raine line scroll. Made for cave driver : 16x16 sprites, 16bpp, and offsets of the lines every 4 bytes */#include "deftypes.h"#include "raine.h"void ldraw16x16_Mapped_16(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; // No bound checking : temptating, but almost sure to fail soon or later ! for(yy=0; yy<16; yy++){ //dx = x+ReadWord(dy+yy*4); line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x+ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line++ = ((UINT16 *)cmap)[ *SPR++ ]; } }}void cdraw16x16_Mapped_16(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ // This is necessary in cave games because of rotation (270) UINT16 *line; int xx,yy,offs; for(yy=0; yy<16; yy++){ //dx = x+ReadWord(dy+yy*4); for(xx=0; xx<16; xx++){ offs = y+yy+(ReadWord(dy+(x+xx-32)*4)&0x1ff); if (offs > 320){ //fprintf(stderr,"overflow\n"); continue; } //fprintf(stderr,"dy %d %d %d\n",offs,x,xx); line = ((UINT16 *)(GameBitmap->line[offs]))+ x+xx; *line = ((UINT16 *)cmap)[ *SPR++ ]; } }}void ldraw16x16_Mapped_16_FlipX(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x+ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line++ = ((UINT16 *)cmap)[ *SPR++ ]; } }}void ldraw16x16_Mapped_16_FlipY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + 7+ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line-- = ((UINT16 *)cmap)[ *SPR++ ]; } }}void ldraw16x16_Mapped_16_FlipXY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + 7+ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line-- = ((UINT16 *)cmap)[ *SPR++ ]; } }}// 16x16 mapped transparent spritesvoid ldraw16x16_Trans_Mapped_16(UINT8 *SPR, int x, int y, UINT8 *cmap,UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ //dx = x+ReadWord(dy+(y+yy-32)*4); line = ((UINT16 *)(GameBitmap->line[y+yy])) + x+ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++, SPR++){ if(*SPR) line[xx] = ((UINT16 *)cmap)[ *SPR ]; } }}void cdraw16x16_Trans_Mapped_16(UINT8 *SPR, int x, int y, UINT8 *cmap,UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ //dx = x+ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++, SPR++){ if(*SPR){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x+ReadWord(dy+(x+xx-32)*4)+xx; *line = ((UINT16 *)cmap)[ *SPR ]; } } }}void ldraw16x16_Trans_Mapped_16_FlipX(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++, SPR++){ if(*SPR) line[xx] = ((UINT16 *)cmap)[ *SPR ]; } }}void ldraw16x16_Trans_Mapped_16_FlipY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=15; xx>=0; xx--, SPR++){ if(*SPR) line[xx] = ((UINT16 *)cmap)[ *SPR ]; } }}void ldraw16x16_Trans_Mapped_16_FlipXY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=15; xx>=0; xx--, SPR++){ if(*SPR) line[xx] = ((UINT16 *)cmap)[ *SPR ]; } }}// 16x16 spritesvoid ldraw16x16_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line++ = *SPR++ | cmap; } }}void ldraw16x16_FlipX_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line++ = *SPR++ | cmap; } }}void ldraw16x16_FlipY_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + 7 + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line-- = *SPR++ | cmap; } }}void ldraw16x16_FlipXY_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + 7 + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++){ *line-- = *SPR++ | cmap; } }}// 16x16 transparent spritesvoid ldraw16x16_Trans_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++, SPR++){ if(*SPR) line[xx] = *SPR | cmap; } }}void ldraw16x16_Trans_FlipX_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=0; xx<16; xx++, SPR++){ if(*SPR) line[xx] = *SPR | cmap; } }}void ldraw16x16_Trans_FlipY_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=0; yy<16; yy++){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=15; xx>=0; xx--, SPR++){ if(*SPR) line[xx] = *SPR | cmap; } }}void ldraw16x16_Trans_FlipXY_16(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){ UINT16 *line; int xx,yy; for(yy=15; yy>=0; yy--){ line = ((UINT16 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+(y+yy-32)*4); for(xx=15; xx>=0; xx--, SPR++){ if(*SPR) line[xx] = *SPR | cmap; } }}
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