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📄 lspr16_32.c

📁 十七种模拟器源代码 非常有用的作课程设计不可缺少的
💻 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_32(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *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 = ((UINT32 *)(GameBitmap->line[y+yy]))+ x+ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line++ = ((UINT32 *)cmap)[ *SPR++ ];      }   }}void ldraw16x16_Mapped_32_FlipX(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy]))+ x+ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line++ = ((UINT32 *)cmap)[ *SPR++ ];      }   }}void ldraw16x16_Mapped_32_FlipY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + 7+ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line-- = ((UINT32 *)cmap)[ *SPR++ ];      }   }}void ldraw16x16_Mapped_32_FlipXY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + 7+ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line-- = ((UINT32 *)cmap)[ *SPR++ ];      }   }}// 16x16 mapped transparent spritesvoid ldraw16x16_Trans_Mapped_32(UINT8 *SPR, int x, int y, UINT8 *cmap,UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){     //dx = x+ReadWord(dy+yy*4);      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x+ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++, SPR++){         if(*SPR)            line[xx] = ((UINT32 *)cmap)[ *SPR ];      }   }}void ldraw16x16_Trans_Mapped_32_FlipX(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++, SPR++){         if(*SPR)            line[xx] = ((UINT32 *)cmap)[ *SPR ];      }   }}void ldraw16x16_Trans_Mapped_32_FlipY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=15; xx>=0; xx--, SPR++){         if(*SPR)            line[xx] = ((UINT32 *)cmap)[ *SPR ];      }   }}void ldraw16x16_Trans_Mapped_32_FlipXY(UINT8 *SPR, int x, int y, UINT8 *cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=15; xx>=0; xx--, SPR++){         if(*SPR)            line[xx] = ((UINT32 *)cmap)[ *SPR ];      }   }}// 16x16 spritesvoid ldraw16x16_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line++ = *SPR++ | cmap;      }   }}void ldraw16x16_FlipX_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line++ = *SPR++ | cmap;      }   }}void ldraw16x16_FlipY_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + 7 + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line-- = *SPR++ | cmap;      }   }}void ldraw16x16_FlipXY_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + 7 + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++){         *line-- = *SPR++ | cmap;      }   }}// 16x16 transparent spritesvoid ldraw16x16_Trans_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++, SPR++){         if(*SPR)            line[xx] = *SPR | cmap;      }   }}void ldraw16x16_Trans_FlipX_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=0; xx<16; xx++, SPR++){         if(*SPR)            line[xx] = *SPR | cmap;      }   }}void ldraw16x16_Trans_FlipY_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=0; yy<16; yy++){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=15; xx>=0; xx--, SPR++){         if(*SPR)            line[xx] = *SPR | cmap;      }   }}void ldraw16x16_Trans_FlipXY_32(UINT8 *SPR, int x, int y, UINT8 cmap, UINT8 *dy){   UINT32 *line;   int xx,yy;   for(yy=15; yy>=0; yy--){      line = ((UINT32 *)(GameBitmap->line[y+yy])) + x + ReadWord(dy+yy*4);      for(xx=15; xx>=0; xx--, SPR++){         if(*SPR)            line[xx] = *SPR | cmap;      }   }}

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