1 /* Project 16 Source Code~
2 * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover
4 * This file is part of Project 16.
6 * Project 16 is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 3 of the License, or
9 * (at your option) any later version.
11 * Project 16 is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>, or
18 * write to the Free Software Foundation, Inc., 51 Franklin Street,
19 * Fifth Floor, Boston, MA 02110-1301 USA.
26 #include "src/lib/16_head.h"
27 #include "src/lib/bakapee.h"
28 #include "src/lib/modex16.h"
29 #include "src/lib/16_in.h"
30 #include "src/lib/bitmap.h"
31 #include "src/lib/mapread.h" //map is loaded here www
32 #include "src/lib/16_timer.h"
33 #include "src/lib/wcpu/wcpu.h"
35 #include <hw/cpu/cpu.h>
36 #include <hw/dos/dos.h>
37 #include <hw/vga/vga.h>
38 #include <hw/vga/vrl.h>
43 //modexDrawSpritePBufRegion
44 //modexDrawBmpPBufRegion
45 #define PBUFSFUN modexDrawSpriteRegion
46 #define PBUFBFUN modexDrawBmpRegion
47 #define PLAYERBMPDATA player[pn].data
52 int tx; //appears to be the top left tile position on the viewable screen map
53 int ty; //appears to be the top left tile position on the viewable screen map
56 video_t *video; //pointer to game variables of the video
57 pan_t *pan; //pointer the the page panning debug system
69 extern boolean pageflipflop, pageploop;
70 extern unsigned char shinku_fps_indicator_page;
72 //map_t allocMap(int w, int h);
73 //void initMap(map_t *map);
74 void walk(map_view_t *pip, player_t *player, word pn);
75 void panpagemanual(map_view_t *pip, player_t *player, word pn);
76 void near mapScrollRight(map_view_t *mv, player_t *player, word id, word plid);
77 void near mapScrollLeft(map_view_t *mv, player_t *player, word id, word plid);
78 void near mapScrollUp(map_view_t *mv, player_t *player, word id, word plid);
79 void near mapScrollDown(map_view_t *mv, player_t *player, word id, word plid);
80 void near ScrollRight(map_view_t *mv, player_t *player, word id, word plid);
81 void near ScrollLeft(map_view_t *mv, player_t *player, word id, word plid);
82 void near ScrollUp(map_view_t *mv, player_t *player, word id, word plid);
83 void near ScrollDown(map_view_t *mv, player_t *player, word id, word plid);
84 sword chkmap(map_t *map, word q);
85 void mapGoTo(map_view_t *mv, int tx, int ty);
86 void near mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);
87 void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *p, word poopoffset);
88 void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *p, word poopoffset);
89 void mapDrawWRow(map_view_t *mv, int tx, int ty, word y);
90 void mapDrawWCol(map_view_t *mv, int tx, int ty, word x);
92 void shinku(global_game_variables_t *gv);
93 void near animatePlayer(map_view_t *pip, player_t *player, word playnum, sword scrollswitch);
95 #endif /*__SCROLL16_H_*/