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sprite.c

/*  Sarien - A Sierra AGI resource interpreter engine
 *  Copyright (C) 1999-2003 Stuart George and Claudio Matsuoka
 *
 *  $Id: sprite.c,v 1.84 2003/10/12 17:39:36 cmatsuoka Exp $
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; see docs/COPYING for further details.
 */

#include <string.h>     /* for memcpy() */
#include "sarien.h"
#include "list.h"
#include "agi.h"
#include "sprite.h"
#include "graphics.h"
#include "text.h"
#include "savegame.h"

/**
 * Sprite structure.
 * This structure holds information on visible and priority data of
 * a rectangular area of the AGI screen. Sprites are chained in two
 * circular lists, one for updating and other for non-updating sprites.
 */
00026 struct sprite {
      struct list_head list;
00028       struct vt_entry *v;           /**< pointer to view table entry */
00029       SINT16 x_pos;                 /**< x coordinate of the sprite */
00030       SINT16 y_pos;                 /**< y coordinate of the sprite */
00031       SINT16 x_size;                /**< width of the sprite */
00032       SINT16 y_size;                /**< height of the sprite */
00033       UINT8 *buffer;                /**< buffer to store background data */
#ifdef USE_HIRES
      UINT8 *hires;                 /**< buffer for hi-res background */
#endif
};


/*
 * Sprite pool replaces dynamic allocation
 */
#undef ALLOC_DEBUG

#ifdef USE_HIRES
#  ifndef __TURBOC__
#    define POOL_SIZE 68000   /* Gold Rush mine room needs > 50000 */
                        /* Speeder bike challenge needs > 67000 */
#  else
#    define POOL_SIZE 32000   /* Can't afford that much in Turbo C! */
#  endif
#else
#  define POOL_SIZE 25000
#endif
static UINT8 *sprite_pool;
static UINT8 *pool_top;

#ifdef ALLOC_DEBUG
#include <stdio.h>
static int max_alloc = 0;
#endif

static void *pool_alloc (int size)
{
      UINT8 *x;

      /* Adjust size to 32-bit boundary to prevent data misalignment
       * errors. 
       */
      size = (size + 3) & ~3;

      x = pool_top;
      pool_top += size;

#ifdef ALLOC_DEBUG
      if ((int)(pool_top - (UINT8 *)sprite_pool) > max_alloc)
            max_alloc = (int)(pool_top - (UINT8 *)sprite_pool);

      printf ("pool_alloc: %d bytes @ %d (used memory: %d, max: %d)\n",
            size, (x - (UINT8 *)sprite_pool),
            (int)(pool_top - (UINT8 *)sprite_pool), max_alloc);
#endif

      if (pool_top >= (UINT8 *)sprite_pool + POOL_SIZE) {
            _D (_D_CRIT "not enough memory");
            pool_top = x;
            return NULL;
      }
      
      return x;
}

static void pool_release (void *s)
{
#ifdef ALLOC_DEBUG
      printf ("pool_release: %d\n", (int)(s - (void *)sprite_pool));
      if (s >= (void *)pool_top) {
            printf ("s   = %d\n", (int)(s - (void *)sprite_pool));
            printf ("top = %d\n", (int)(pool_top - (UINT8 *)sprite_pool));
            abort ();
      }
#endif
      pool_top = s;
}


/*
 * Blitter functions
 */

/* Blit one pixel considering the priorities */

static void
blit_pixel (UINT8 *p, UINT8 *end, UINT8 col, int spr, int width, int *hidden)
{
      int epr, pr;            /* effective and real priorities */

      /* CM: priority 15 overrides control lines and is ignored when
       *     tracking effective priority. This tweak is needed to fix
       *     bug #451768, and should not affect Sierra games because
       *     sprites shouldn't have priority 15 (like the AGI Mouse
       *     demo "mouse pointer")
       *
       * Update: this solution breaks other games, and can't be used.
       */

      if (p >= end)
            return;

      /* Check if we're on a control line */
      if ((pr = *p & 0xf0) < 0x30) {
            UINT8 *p1;
            /* Yes, get effective priority going down */
            for (p1 = p; p1 < end && (epr = *p1 & 0xf0) < 0x30; p1 += width);
            if (p1 >= end)
                  epr = 0x40;
      } else {
            epr = pr;
      }

      if (spr >= epr) {
            /* Keep control line information visible, but put our
             * priority over water (0x30) surface
             */
            *p = (pr < 0x30 ? pr : spr) | col;
            *hidden = FALSE;

            /* Except if our priority is 15, which should never happen
             * (fixes bug #451768)
             *
             * Update: breaks other games, can't be used
             *
             * if (spr == 0xf0)
             *    *p = spr | col;
             */
      }
}

#ifdef USE_HIRES

#define X_FACT 2        /* Horizontal hires factor */

static int blit_hires_cel (int x, int y, int spr, struct view_cel *c)
{
      UINT8 *q = NULL;
      UINT8 *h0, *h, *end;
      int i, j, t, m, col;
      int hidden = TRUE;

      q = c->data;
      t = c->transparency;
      m = c->mirror;
      spr <<= 4;
      h0 = &game.hires[(x + y * _WIDTH + m * (c->width - 1)) * X_FACT];

      end = game.hires + _WIDTH * X_FACT * _HEIGHT;

      for (i = 0; i < c->height; i++) {
            h = h0;
            while (*q) {
                  col = (*q & 0xf0) >> 4;
                  for (j = *q & 0x0f; j; j--, h += X_FACT * (1 - 2 * m)) {
                        if (col != t) {
                              blit_pixel (h, end, col, spr,
                                    _WIDTH * X_FACT, &hidden);
                              blit_pixel (h + 1, end, col, spr,
                                    _WIDTH * X_FACT, &hidden);
                        }
                  }
                  q++;
            }
            h0 += _WIDTH * X_FACT;
            q++;
      }
      return hidden;
}

#endif

static int blit_cel (int x, int y, int spr, struct view_cel *c)
{
      UINT8 *p0, *p, *q = NULL, *end;
      int i, j, t, m, col;
      int hidden = TRUE;

      /* Fixes bug #477841 (crash in PQ1 map C4 when y == -2) */
      if (y < 0) y = 0;
      if (x < 0) x = 0;
      if (y >= _HEIGHT) y = _HEIGHT - 1;
      if (x >= _WIDTH)  x = _WIDTH - 1;

#ifdef USE_HIRES
      if (opt.hires)
            blit_hires_cel (x, y, spr, c);
#endif

      q = c->data;
      t = c->transparency;
      m = c->mirror;
      spr <<= 4;
      p0 = &game.sbuf[x + y * _WIDTH + m * (c->width - 1)];

      end = game.sbuf + _WIDTH * _HEIGHT;

      for (i = 0; i < c->height; i++) {
            p = p0;
            while (*q) {
                  col = (*q & 0xf0) >> 4;
                  for (j = *q & 0x0f; j; j--, p += 1 - 2 * m) {
                        if (col != t) {
                              blit_pixel (p, end, col, spr,
                                    _WIDTH, &hidden);
                        }
                  }
                  q++;
            }
            p0 += _WIDTH;
            q++;
      }

      return hidden;
}

static void objs_savearea (struct sprite *s)
{
      int y;
      SINT16 x_pos = s->x_pos, y_pos = s->y_pos;
      SINT16 x_size = s->x_size, y_size = s->y_size;
      UINT8 *p0, *q;
#ifdef USE_HIRES
      UINT8 *h0, *k;
#endif

      if (x_pos + x_size > _WIDTH)
            x_size = _WIDTH-x_pos;

      if (x_pos < 0) {
            x_size += x_pos;
            x_pos = 0;
      }

      if (y_pos + y_size > _HEIGHT)
            y_size = _HEIGHT-y_pos;

      if (y_pos < 0) {
            y_size += y_pos;
            y_pos = 0;
      }

      if (x_size <= 0 || y_size <= 0)
            return;

      p0 = &game.sbuf[x_pos + y_pos * _WIDTH];
      q = s->buffer;
#ifdef USE_HIRES
      h0 = &game.hires[(x_pos + y_pos * _WIDTH) * 2];
      k = s->hires;
#endif
      for (y = 0; y < y_size; y++) {
            memcpy (q, p0, x_size);
            q += x_size;
            p0 += _WIDTH;
#ifdef USE_HIRES
            memcpy (k, h0, x_size * 2);
            k += x_size * 2;
            h0 += _WIDTH * 2;
#endif
      }
}

static void objs_restorearea (struct sprite *s)
{
      int y, offset;
      SINT16 x_pos = s->x_pos, y_pos = s->y_pos;
      SINT16 x_size = s->x_size, y_size = s->y_size;
      UINT8 *p0, *q;
#ifdef USE_HIRES
      UINT8 *h0, *k;
#endif

      if (x_pos + x_size > _WIDTH)
            x_size = _WIDTH - x_pos;

      if (x_pos < 0) {
            x_size += x_pos;
            x_pos = 0;
      }

      if (y_pos + y_size > _HEIGHT)
            y_size = _HEIGHT-y_pos;

      if (y_pos < 0) {
            y_size += y_pos;
            y_pos = 0;
      }

      if (x_size <= 0 || y_size <= 0)
            return;

      p0 = &game.sbuf[x_pos + y_pos * _WIDTH];
      q = s->buffer;
#ifdef USE_HIRES
      h0 = &game.hires[(x_pos + y_pos * _WIDTH) * 2];
      k = s->hires;
#endif
      offset = game.line_min_print * CHAR_LINES;
      for (y = 0; y < y_size; y++) {
            memcpy (p0, q, x_size);
            put_pixels_a (x_pos, y_pos + y + offset, x_size, p0);
            q += x_size;
            p0 += _WIDTH;
#ifdef USE_HIRES
            memcpy (h0, k, x_size * 2);
            if (opt.hires) {
                  put_pixels_hires (x_pos * 2,
                        y_pos + y + offset, x_size * 2, h0);
            }
            k += x_size * 2;
            h0 += _WIDTH * 2;
#endif
      }
}


/*
 * Sprite management functions
 */

static LIST_HEAD(spr_upd_head);
static LIST_HEAD(spr_nonupd_head);

/**
 * Condition to determine whether a sprite will be in the 'updating' list.
 */
static int test_updating (struct vt_entry *v)
{
      /* Sanity check (see bug #779302) */
      if (~game.dir_view[v->current_view].flags & RES_LOADED)
            return 0;

      return (v->flags & (ANIMATED|UPDATE|DRAWN)) ==
            (ANIMATED|UPDATE|DRAWN);
}

/**
 * Condition to determine whether a sprite will be in the 'non-updating' list.
 */
static int test_not_updating (struct vt_entry *v)
{
      /* Sanity check (see bug #779302) */
      if (~game.dir_view[v->current_view].flags & RES_LOADED)
            return 0;

      return (v->flags & (ANIMATED|UPDATE|DRAWN)) == (ANIMATED|DRAWN);
}

/**
 * Convert sprite priority to y value.
 */
static INLINE int prio_to_y (int p)
{
      int i;

      if (p == 0)
            return -1;

      for (i = 167; i >= 0; i--) {
            if (game.pri_table[i] < p)
                  return i;
      }

      return -1;        /* (p - 5) * 12 + 48; */
}

/**
 * Create and initialize a new sprite structure.
 */
static struct sprite *new_sprite (struct vt_entry *v)
{
      struct sprite *s;

      s = (struct sprite *)pool_alloc (sizeof (struct sprite));
      if (s == NULL)
            return NULL;

      s->v = v;   /* link sprite to associated view table entry */
      s->x_pos = v->x_pos;
      s->y_pos = v->y_pos - v->y_size + 1;
      s->x_size = v->x_size;
      s->y_size = v->y_size;
      s->buffer = pool_alloc (s->x_size * s->y_size);
#ifdef USE_HIRES
      s->hires = pool_alloc (s->x_size * s->y_size * 2);
#endif
      v->s = s;   /* link view table entry to this sprite */

      return s;
}

/**
 * Insert sprite in the specified sprite list.
 */
static void spr_addlist (struct list_head *head, struct vt_entry *v)
{
      struct sprite *s;

      s = new_sprite (v);
      list_add_tail (&s->list, head);
}

/**
 * Sort sprites from lower y values to build a sprite list.
 */
static struct list_head *
build_list (struct list_head *head, int (*test)(struct vt_entry *))
{
      int i, j, k;
      struct vt_entry *v;
      struct vt_entry *entry[0x100];
      int y_val[0x100];
      int min_y = 0xff, min_index = 0;

      /* fill the arrays with all sprites that satisfy the 'test'
       * condition and their y values
       */
      i = 0;
      for_each_vt_entry(v) {
            if (test (v)) {
                  entry[i] = v;
                  y_val[i] = v->flags & FIXED_PRIORITY ?
                        prio_to_y (v->priority) : v->y_pos;
                  i++;
            }
      }

      /* now look for the smallest y value in the array and put that
       * sprite in the list
       */
      for (j = 0; j < i; j++) {
            min_y = 0xff;
            for (k = 0; k < i; k++) {
                  if (y_val[k] < min_y) {
                        min_index = k;
                        min_y = y_val[k];
                  }
            }

            y_val[min_index] = 0xff;
            spr_addlist (head, entry[min_index]);
      }

      return head;
}

/**
 * Build list of updating sprites.
 */
static struct list_head *build_upd_blitlist ()
{
      return build_list (&spr_upd_head, test_updating);
}

/**
 * Build list of non-updating sprites.
 */
static struct list_head *build_nonupd_blitlist ()
{
      return build_list (&spr_nonupd_head, test_not_updating);
}

/**
 * Clear the given sprite list.
 */
static void free_list (struct list_head *head)
{
      struct list_head *h;
      struct sprite *s;

      list_for_each (h, head, prev) {
            s = list_entry (h, struct sprite, list);
            list_del (h);
#ifdef USE_HIRES
            pool_release (s->hires);
#endif
            pool_release (s->buffer);
            pool_release (s);
      }
}

/**
 * Copy sprites from the pic buffer to the screen buffer, and check if
 * sprites of the given list have moved.
 */
static void commit_sprites (struct list_head *head)
{
      struct list_head *h;

      list_for_each (h, head, next) {
            struct sprite *s = list_entry (h, struct sprite, list);
            int x1, y1, x2, y2, w, h;

            w = (s->v->cel_data->width > s->v->cel_data_2->width) ?
                  s->v->cel_data->width : s->v->cel_data_2->width;

            h = (s->v->cel_data->height > s->v->cel_data_2->height) ?
                  s->v->cel_data->height : s->v->cel_data_2->height;

            s->v->cel_data_2 = s->v->cel_data;

            if (s->v->x_pos < s->v->x_pos2) {
                  x1 = s->v->x_pos;
                  x2 = s->v->x_pos2 + w - 1;
            } else {
                  x1 = s->v->x_pos2;
                  x2 = s->v->x_pos + w - 1;
            }

            if (s->v->y_pos < s->v->y_pos2) {
                  y1 = s->v->y_pos - h + 1;
                  y2 = s->v->y_pos2;
            } else {
                  y1 = s->v->y_pos2 - h + 1;
                  y2 = s->v->y_pos;
            }

            commit_block (x1, y1, x2, y2);

            if (s->v->step_time_count != s->v->step_time)
                  continue;

            if (s->v->x_pos == s->v->x_pos2 && s->v->y_pos == s->v->y_pos2){
                  s->v->flags |= DIDNT_MOVE;
                  continue;
            }

            s->v->x_pos2 = s->v->x_pos;
            s->v->y_pos2 = s->v->y_pos;
            s->v->flags &= ~DIDNT_MOVE;
      }

#ifdef USE_CONSOLE
      if (debug.statusline)
            write_status ();
#endif
}

/**
 * Erase all sprites in the given list.
 */
static void erase_sprites (struct list_head *head)
{
      struct list_head *h;

      list_for_each (h, head, prev) {
            struct sprite *s = list_entry (h, struct sprite, list);
            objs_restorearea (s);
      }

      free_list (head);
}

/**
 * Blit all sprites in the given list.
 */
static void blit_sprites (struct list_head *head)
{
      struct list_head *h = NULL;
      int hidden;

      list_for_each (h, head, next) {
            struct sprite *s = list_entry (h, struct sprite, list);
            objs_savearea (s);
            /* _D ("s->v->entry = %d (prio %d)", s->v->entry,
                  s->v->priority); */
            hidden = blit_cel (s->x_pos, s->y_pos, s->v->priority,
                  s->v->cel_data);
            if (s->v->entry == 0) {       /* if ego, update f1 */
                  setflag (F_ego_invisible, hidden);
            }
      }
}


/*
 * Public functions
 */

void commit_upd_sprites ()
{
      commit_sprites (&spr_upd_head);
}

void commit_nonupd_sprites ()
{
      commit_sprites (&spr_nonupd_head);
}

/* check moves in both lists */
void commit_both ()
{
      commit_upd_sprites ();
      commit_nonupd_sprites ();
}

/**
 * Erase updating sprites.
 * This function follows the list of all updating sprites and restores
 * the visible and priority data of their background buffers back to
 * the AGI screen.
 *
 * @see erase_nonupd_sprites()
 * @see erase_both()
 */
void erase_upd_sprites ()
{
      erase_sprites (&spr_upd_head);
}

/**
 * Erase non-updating sprites.
 * This function follows the list of all non-updating sprites and restores
 * the visible and priority data of their background buffers back to
 * the AGI screen.
 *
 * @see erase_upd_sprites()
 * @see erase_both()
 */
void erase_nonupd_sprites ()
{
      erase_sprites (&spr_nonupd_head);
}

/**
 * Erase all sprites.
 * This function follows the lists of all updating and non-updating
 * sprites and restores the visible and priority data of their background
 * buffers back to the AGI screen.
 *
 * @see erase_upd_sprites()
 * @see erase_nonupd_sprites()
 */
void erase_both ()
{
      erase_upd_sprites ();
      erase_nonupd_sprites ();
}

/**
 * Blit updating sprites.
 * This function follows the list of all updating sprites and blits
 * them on the AGI screen.
 *
 * @see blit_nonupd_sprites()
 * @see blit_both()
 */
void blit_upd_sprites ()
{
      /* _D("blit updating"); */
      blit_sprites (build_upd_blitlist ());
}

/**
 * Blit non-updating sprites.
 * This function follows the list of all non-updating sprites and blits
 * them on the AGI screen.
 *
 * @see blit_upd_sprites()
 * @see blit_both()
 */
void blit_nonupd_sprites ()
{
      /* _D("blit non-updating"); */
      blit_sprites (build_nonupd_blitlist ());
}

/**
 * Blit all sprites.
 * This function follows the lists of all updating and non-updating
 * sprites and blits them on the AGI screen.
 *
 * @see blit_upd_sprites()
 * @see blit_nonupd_sprites()
 */
void blit_both ()
{
      blit_nonupd_sprites ();
      blit_upd_sprites ();
}

/**
 * Add view to picture.
 * This function is used to implement the add.to.pic AGI command. It
 * copies the specified cel from a view resource on the current picture.
 * This cel is not a sprite, it can't be moved or removed.
 * @param view  number of view resource
 * @param loop  number of loop in the specified view resource
 * @param cel   number of cel in the specified loop
 * @param x     x coordinate to place the view
 * @param y     y coordinate to place the view
 * @param pri   priority to use
 * @param mar   if < 4, create a margin around the the base of the cel
 */
void add_to_pic (int view, int loop, int cel, int x, int y, int pri, int mar)
{
      struct view_cel   *c = NULL;
      int x1, y1, x2, y2, y3;
      UINT8 *p1, *p2;

      _D ("v=%d, l=%d, c=%d, x=%d, y=%d, p=%d, m=%d",
            view, loop, cel, x, y, pri, mar);

      record_image_stack_call(ADD_VIEW, view, loop, cel, x, y, pri, mar);

      /*
       * Was hardcoded to 8, changed to pri_table[y] to fix Gold
       * Rush (see bug #587558)
       */
      if (pri == 0)
            pri = game.pri_table[y];

      c = &game.views[view].loop[loop].cel[cel];

      x1 = x;
      y1 = y - c->height + 1;
      x2 = x + c->width - 1;
      y2 = y;

      if (x1 < 0) {
            x2 -= x1;
            x1 = 0;
      }
      if (y1 < 0) {
            y2 -= y1;
            y1 = 0;
      }
      if (x2 >= _WIDTH) x2 = _WIDTH - 1;
      if (y2 >= _HEIGHT) y2 = _HEIGHT - 1;

      erase_both ();

      _D (_D_WARN "blit_cel (%d, %d, %d, c)", x, y, pri);
      blit_cel (x1, y1, pri, c);

      /* If margin is 0, 1, 2, or 3, the base of the cel is
       * surrounded with a rectangle of the corresponding priority.
       * If margin >= 4, this extra margin is not shown.
       */
      if (mar < 4) {
            /* add rectangle around object, don't clobber control
             * info in priority data. The box extends to the end of
             * its priority band!
             *
             * SQ1 needs +1 (see bug #810331)
             */
            y3 = (y2 / 12) * 12 + 1;

            p1 = &game.sbuf[x1 + y3 * _WIDTH];
            p2 = &game.sbuf[x2 + y3 * _WIDTH];

            for (y = y3; y <= y2; y++) {
                  if ((*p1 >> 4) >= 4) *p1 = (mar << 4) | (*p1 & 0x0f);
                  if ((*p2 >> 4) >= 4) *p2 = (mar << 4) | (*p2 & 0x0f);
                  p1 += _WIDTH;
                  p2 += _WIDTH;
            }

            _D (_D_WARN "pri box: %d %d %d %d (%d)", x1, y3, x2, y2, mar);
            p1 = &game.sbuf[x1 + y3 * _WIDTH];
            p2 = &game.sbuf[x1 + y2 * _WIDTH];
            for (x = x1; x <= x2; x++) {
                  if ((*p1 >> 4) >= 4) *p1 = (mar << 4) | (*p1 & 0x0f);
                  if ((*p2 >> 4) >= 4) *p2 = (mar << 4) | (*p2 & 0x0f);
                  p1++;
                  p2++;
            }
      }

      blit_both ();

      _D (_D_WARN "commit_block (%d, %d, %d, %d)", x1, y1, x2, y2);
      commit_block (x1, y1, x2, y2);
}

/**
 * Show object and description
 * This function shows an object from the player's inventory, displaying
 * a message box with the object description.
 * @param n  Number of the object to show
 */
void show_obj (n)
{
      struct view_cel *c;
      struct sprite s;
      int x1, y1, x2, y2;

      agi_load_resource (rVIEW, n);
      if (!(c = &game.views[n].loop[0].cel[0]))
            return;

      x1 = (_WIDTH - c->width) / 2;
      y1 = 112;
      x2 = x1 + c->width - 1;
      y2 = y1 + c->height - 1;

      s.x_pos = x1;
      s.y_pos = y1;
      s.x_size = c->width;
      s.y_size = c->height;
      s.buffer = malloc (s.x_size * s.y_size);
#ifdef USE_HIRES
      s.hires = malloc (s.x_size * s.y_size * 2);
#endif

      objs_savearea (&s);
      blit_cel (x1, y1, s.x_size, c);
      commit_block (x1, y1, x2, y2);
      message_box (game.views[n].descr);
      objs_restorearea (&s);
      commit_block (x1, y1, x2, y2);

      free (s.buffer);

      /* Added to fix a memory leak --Vasyl */
#ifdef USE_HIRES
      free(s.hires);
#endif
}

void commit_block (int x1, int y1, int x2, int y2)
{
      int i, w, offset;
      UINT8 *q;
#ifdef USE_HIRES
      UINT8 *h;
#endif

      if (!game.picture_shown)
            return;

      /* Clipping */
      if (x1 < 0) x1 = 0;
      if (x2 < 0) x2 = 0;
      if (y1 < 0) y1 = 0;
      if (y2 < 0) y2 = 0;
      if (x1 >= _WIDTH) x1 = _WIDTH - 1;
      if (x2 >= _WIDTH) x2 = _WIDTH - 1;
      if (y1 >= _HEIGHT) y1 = _HEIGHT - 1;
      if (y2 >= _HEIGHT) y2 = _HEIGHT - 1;

      /* _D ("%d, %d, %d, %d", x1, y1, x2, y2); */

      w = x2 - x1 + 1;
      q = &game.sbuf[x1 + _WIDTH * y1];
#ifdef USE_HIRES
      h = &game.hires[(x1 + _WIDTH * y1) * 2];
#endif
      offset = game.line_min_print * CHAR_LINES;
      for (i = y1; i <= y2; i++) {
            put_pixels_a (x1, i + offset, w, q);
            q += _WIDTH;
#ifdef USE_HIRES
            if (opt.hires) {
                  put_pixels_hires (x1 * 2, i + offset, w * 2, h);
            }
            h += _WIDTH * 2;
#endif
      }

      flush_block_a (x1, y1 + offset, x2, y2 + offset);
}

int init_sprites ()
{
      if ((sprite_pool = malloc (POOL_SIZE)) == NULL)
            return err_NotEnoughMemory;

      pool_top = sprite_pool;

      return err_OK;
}

void deinit_sprites ()
{
      free (sprite_pool);
}

/* end: sprite.c */

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