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1 #include "src/lib/dos_kb.h"\r
2 #include "src/lib/mapread.h"\r
3 //#include "16\lib\x\modex.h"\r
4 #include "src/lib/wtest/wtest.c"\r
5 #include "src/lib/planar.c"\r
6 //====#include "src\lib\ems.c"\r
7 \r
8 //word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
9 \r
10 /*typedef struct {\r
11         bitmap_t *data;\r
12         word tileHeight;\r
13         word tileWidth;\r
14         unsigned int rows;\r
15         unsigned int cols;\r
16 } tiles_t;\r
17 \r
18 \r
19 typedef struct {\r
20         byte    *data;\r
21         tiles_t *tiles;\r
22         int width;\r
23         int height;\r
24 } map_t;*/\r
25 \r
26 \r
27 typedef struct {\r
28         map_t *map;\r
29         page_t *page;\r
30         int tx; //appears to be the top left tile position on the viewable screen map\r
31         int ty; //appears to be the top left tile position on the viewable screen map\r
32         word dxThresh; //????\r
33         word dyThresh; //????\r
34 } map_view_t;\r
35 \r
36 typedef struct {\r
37         int x; //player exact position on the viewable map\r
38         int y; //player exact position on the viewable map\r
39         int tx; //player tile position on the viewable map\r
40         int ty; //player tile position on the viewable map\r
41         int triggerx; //player's trigger box tile position on the viewable map\r
42         int triggery; //player's trigger box tile position on the viewable map\r
43         int setx; //NOT USED YET! player sprite sheet set on the image x\r
44         int sety; //NOT USED YET! player sprite sheet set on the image y\r
45         word q; //loop variable\r
46         word d; //direction\r
47         bitmap_t data; //supposively the sprite sheet data\r
48         int hp; //hitpoints of the player\r
49 } actor_t;\r
50 \r
51 map_t allocMap(int w, int h);\r
52 void initMap(map_t *map);\r
53 void mapScrollRight(map_view_t *mv, byte offset);\r
54 void mapScrollLeft(map_view_t *mv, byte offest);\r
55 void mapScrollUp(map_view_t *mv, byte offset);\r
56 void mapScrollDown(map_view_t *mv, byte offset);\r
57 void mapGoTo(map_view_t *mv, int tx, int ty);\r
58 void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
59 void mapDrawRow(map_view_t *mv, int tx, int ty, word y);\r
60 void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
61 void qclean();\r
62 void pdump(map_view_t *pee);\r
63 void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp);\r
64 \r
65 #define TILEWH 16\r
66 #define QUADWH                  TILEWH/2\r
67 #define SPEED 4\r
68 //#define LOOPMAX (TILEWH/SPEED)\r
69 \r
70 //place holder definitions\r
71 //#define MAPX 200\r
72 //#define MAPY 150\r
73 #define TRIGGX 10\r
74 #define TRIGGY 9\r
75 \r
76 void main() {\r
77         size_t oldfreemem=GetFreeSize();\r
78         /*long emmhandle;\r
79         long emsavail;\r
80         char teststr[80];*/
81         word panswitch=0, panq=1, pand=0; //for panning!\r
82         int i;\r
83         static word paloffset=0;\r
84         bitmap_t ptmp;//, npctmp; // player sprite\r
85         planar_buf_t *p;\r
86         const char *cpus;\r
87         static int persist_aniframe = 0;    /* gonna be increased to 1 before being used, so 0 is ok for default */\r
88         page_t screen, screen2, screen3;\r
89         map_t map;\r
90         map_view_t mv, mv2, mv3;\r
91         map_view_t *bg, *spri, *mask;//, *tmp;\r
92         byte *dpal, *gpal;\r
93         byte huge *ptr;
94         byte *mappalptr;\r
95         actor_t player;\r
96         //actor_t npc0;\r
97 \r
98 //      atexit(qclean());\r
99         /*if(!emmtest())\r
100         {\r
101                 printf("Expanded memory is not present\n");\r
102                 exit(0);\r
103         }\r
104 \r
105         if(!emmok())\r
106         {\r
107                 printf("Expanded memory manager is not present\n");\r
108                 exit(0);\r
109         }\r
110 \r
111         emsavail = emmavail();\r
112         if(emsavail == -1)\r
113         {\r
114                 printf("Expanded memory manager error\n");\r
115                 exit(0);\r
116         }\r
117         printf("There are %ld pages available\n",emsavail);\r
118 \r
119         if((emmhandle = emmalloc(emsavail)) < 0)\r
120         {\r
121                 printf("Insufficient pages available\n");\r
122                 exit(0);\r
123         }*/\r
124 \r
125         /* create the map */\r
126 //0000  printf("Total used @ before map load:                   %zu\n", oldfreemem-GetFreeSize());
127 //0000  fprintf(stderr, "testing~\n");\r
128         loadmap("data/test.map", &map);
129 //0000  fprintf(stderr, "yay map loaded~~\n");\r
130 //----  map = allocMap(map.width,map.height); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
131         //if(isEMS()) printf("%d tesuto\n", coretotalEMS());\r
132 //----  initMap(&map);\r
133         mv.map = &map;\r
134         mv2.map = &map;\r
135         mv3.map = &map;\r
136 \r
137         /* draw the tiles */\r
138         ptr = map.data;\r
139         mappalptr = map.tiles->data->palette;\r
140         /* data */\r
141 //0000  printf("Total used @ before image loading:              %zu\n", oldfreemem-GetFreeSize());\r
142         ptmp = bitmapLoadPcx("data/ptmp.pcx"); // load sprite\r
143         //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
144         \r
145         /* create the planar buffer */\r
146 //0000  printf("Total used @ before planar buffer creation:     %zu\n", oldfreemem-GetFreeSize());\r
147         p = planar_buf_from_bitmap(&ptmp);\r
148 //0000  printf("Total used @ after planar buffer creation:      %zu\n", oldfreemem-GetFreeSize());\r
149 \r
150         /*if(isEMS())\r
151         {\r
152                 XMOVE mm;\r
153                 mm.length=sizeof(map);\r
154                 mm.sourceH=0;\r
155                 mm.sourceOff=(long)&map;\r
156                 mm.destH=emmhandle;\r
157                 mm.destOff=1;\r
158                 //halp!\r
159                 ist = move_emem(&mm);\r
160                 printf("%d\n", coretotalEMS());\r
161                 if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
162                 //printf("%d\n", emmhandle);\r
163         }\r
164 \r
165         if(isEMS())\r
166         {\r
167                 XMOVE mm;\r
168                 mm.length=emmhandle;\r
169                 mm.sourceH=0;\r
170                 mm.sourceOff=(long)&ptmp;\r
171                 mm.destH=emmhandle;\r
172                 mm.destOff=0;\r
173                 //halp!\r
174                 ist = move_emem(&mm);\r
175                 printf("%d\n", coretotalEMS());\r
176                 if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
177                 //printf("%d\n", emmhandle);\r
178         }\r
179 */\r
180 \r
181         /* save the palette */\r
182         dpal = modexNewPal();\r
183         modexPalSave(dpal);\r
184         modexFadeOff(4, dpal);\r
185 \r
186         setkb(1);\r
187         modexEnter();\r
188         modexPalBlack();        //reset the palette~\r
189 //      printf("Total used @ before palette initiation:         %zu\n", oldfreemem-GetFreeSize());\r
190         ptmp.offset=(paloffset/3);\r
191         modexPalUpdate(&ptmp, &paloffset, 0, 0);\r
192         //printf("      %d\n", sizeof(ptmp.data));\r
193         //printf("1:    %d\n", paloffset);\r
194         map.tiles->data->offset=(paloffset/3);\r
195         modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
196         printf("\n====\n");\r
197         printf("0       paloffset=      %d\n", paloffset/3);\r
198         printf("====\n\n");\r
199         gpal = modexNewPal();\r
200         modexPalSave(gpal);\r
201         modexSavePalFile("data/g.pal", gpal);\r
202         modexPalBlack();        //so player will not see loadings~\r
203 \r
204         /* setup camera and screen~ */\r
205         screen = modexDefaultPage();\r
206         screen.width += (TILEWH*2);\r
207         screen.height += (TILEWH*2)+QUADWH;\r
208         mv.page = &screen;\r
209         screen2 = modexNextPage(mv.page);\r
210         mv2.page = &screen2;\r
211         screen3 = screen2;\r
212         mv3.page = &screen3;\r
213 \r
214         /* set up paging */\r
215         bg = &mv;\r
216         spri = &mv2;\r
217         mask = &mv3;\r
218 \r
219 //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
220         mapGoTo(bg, 0, 0);\r
221         mapGoTo(spri, 0, 0);\r
222         //mapGoTo(mask, 0, 0);\r
223 \r
224         //TODO: put player in starting position of spot\r
225         //default player position on the viewable map\r
226         player.tx = bg->tx + 10;\r
227         player.ty = bg->ty + 8;\r
228         player.x = player.tx*TILEWH;\r
229         player.y = player.ty*TILEWH;\r
230         player.triggerx = player.tx;\r
231         player.triggery = player.ty+1;\r
232         player.q=1;\r
233         player.d=0;\r
234         player.hp=4;\r
235         //npc\r
236         /*npc0.tx = bg->tx + 1;\r
237         npc0.ty = bg->ty + 1;\r
238         npc0.x = npc0.tx*TILEWH;\r
239         npc0.y = npc0.ty*TILEWH;\r
240         npc0.triggerx = npc0.tx;\r
241         npc0.triggery = npc0.ty+1;\r
242         npc0.q=1;\r
243         npc0.d=0;\r
244         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
245         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
246 \r
247         modexShowPage(spri->page);\r
248 //      printf("Total used @ before loop:                       %zu\n", oldfreemem-GetFreeSize());\r
249         modexFadeOn(4, gpal);\r
250         while(!keyp(1) && player.hp>0)\r
251         {\r
252         //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
253         //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
254         //when player.tx or player.ty == 0 or player.tx == 20 or player.ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
255         #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
256
257         //modexClearRegion(bg->page, player.x, player.y, 16, 16, 4); //currently the over scan color!\r
258         /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
259 \r
260         if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;\r
261         if(npc0.d>4)\r
262                 npc0.d=0;\r
263 \r
264         //right movement\r
265         if(npc0.d == 2)\r
266         {\r
267                 if(npc0.tx < map.width && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
268                 {\r
269                         if(npc0.q<=(TILEWH/SPEED))\r
270                         {\r
271                                 INC_PER_FRAME_NPC;\r
272                                 npc0.x+=SPEED;\r
273                                 //animatePlayer(bg, spri, mask, 1, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
274                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
275                                 modexShowPage(spri->page);\r
276                                 npc0.q++;\r
277                         } else { npc0.q = 1; npc0.d = 0; npc0.tx++; }\r
278                 }\r
279                 else\r
280                 {\r
281                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
282                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 32, 24, 32, &npctmp);\r
283                         modexShowPage(spri->page);\r
284                         npc0.d = 0;\r
285                 }\r
286                 npc0.triggerx = npc0.tx+1;\r
287                 npc0.triggery = npc0.ty;\r
288         }\r
289 \r
290         //left movement\r
291         if(npc0.d == 4)\r
292         {\r
293                 if(npc0.tx > 1 && !(npc0.tx-1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx-1 == player.tx && npc0.ty == player.ty))\r
294                 {\r
295                         if(npc0.q<=(TILEWH/SPEED))\r
296                         {\r
297                                 INC_PER_FRAME_NPC;\r
298                                 npc0.x-=SPEED;\r
299                                 //animatePlayer(bg, spri, mask, 3, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
300                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
301                                 modexShowPage(spri->page);\r
302                                 npc0.q++;\r
303                         } else { npc0.q = 1; npc0.d = 0; npc0.tx--; }\r
304                 }\r
305                 else\r
306                 {\r
307                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
308                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 96, 24, 32, &npctmp);\r
309                         modexShowPage(spri->page);\r
310                         npc0.d = 0;\r
311                 }\r
312                 npc0.triggerx = npc0.tx-1;\r
313                 npc0.triggery = npc0.ty;\r
314         }\r
315 \r
316         //down movement\r
317         if(npc0.d == 3)\r
318         {\r
319                 if(npc0.ty < map.height && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
320                 {\r
321                         if(npc0.q<=(TILEWH/SPEED))\r
322                         {\r
323                                 INC_PER_FRAME_NPC;\r
324                                 npc0.y+=SPEED;\r
325                                 //animatePlayer(bg, spri, mask, 2, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
326                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
327                                 modexShowPage(spri->page);\r
328                                 npc0.q++;\r
329                         } else { npc0.q = 1; npc0.d = 0; npc0.ty++; }\r
330                 }\r
331                 else\r
332                 {\r
333                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
334                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);\r
335                         modexShowPage(spri->page);\r
336                         npc0.d = 0;\r
337                 }\r
338                 npc0.triggerx = npc0.tx;\r
339                 npc0.triggery = npc0.ty+1;\r
340         }\r
341 \r
342         //up movement\r
343         if(npc0.d == 1)\r
344         {\r
345                 if(npc0.ty > 1 && !(npc0.tx == TRIGGX &&  npc0.ty-1 == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty-1))\r
346                 {\r
347                         if(npc0.q<=(TILEWH/SPEED))\r
348                         {\r
349                                 INC_PER_FRAME_NPC;\r
350                                 npc0.y-=SPEED;\r
351                                 //animatePlayer(bg, spri, mask, 0, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
352                                 modexShowPage(spri->page);\r
353                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
354                                 npc0.q++;\r
355                         } else { npc0.q = 1; npc0.d = 0; npc0.ty--; }\r
356                 }\r
357                 else\r
358                 {\r
359                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
360                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 0, 24, 32, &npctmp);\r
361                         modexShowPage(spri->page);\r
362                         npc0.d = 0;\r
363                 }\r
364                 npc0.triggerx = npc0.tx;\r
365                 npc0.triggery = npc0.ty-1;\r
366         }\r
367 \r
368         if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }\r
369 */\r
370 \r
371         //player movement\r
372         //TODO: make movement into a function!
373         if(!panswitch){\r
374         //right movement\r
375         if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
376         {\r
377                 if(player.d == 0){ player.d = 2; }\r
378                 if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 &&
379                 !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
380                 {\r
381                         if(player.q<=(TILEWH/SPEED))\r
382                         {\r
383                                 INC_PER_FRAME;\r
384                                 //animatePlayer(bg, spri, mask, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
385                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
386                                 mapScrollRight(bg, SPEED);\r
387                                 mapScrollRight(spri, SPEED);\r
388                                 //mapScrollRight(mask, SPEED);\r
389                                 modexShowPage(spri->page);\r
390                                 player.q++;\r
391                         } else { player.q = 1; player.d = 0; player.tx++; }\r
392                 }\r
393                 else if(player.tx < map.width && !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
394                 {\r
395                         if(player.q<=(TILEWH/SPEED))\r
396                         {\r
397                                 INC_PER_FRAME;\r
398                                 player.x+=SPEED;\r
399                                 //animatePlayer(bg, spri, mask, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
400                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
401                                 modexShowPage(spri->page);\r
402                                 player.q++;\r
403                         } else { player.q = 1; player.d = 0; player.tx++; }\r
404                 }\r
405                 else\r
406                 {\r
407                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
408                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);\r
409                         modexShowPage(spri->page);\r
410                         player.d = 0;\r
411                 }\r
412                 player.triggerx = player.tx+1;\r
413                 player.triggery = player.ty;\r
414         }\r
415 \r
416         //left movement\r
417         if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
418         {\r
419                 if(player.d == 0){ player.d = 4; }\r
420                 if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 &&
421                 !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY))       //collision detection!\r
422                 {\r
423                         if(player.q<=(TILEWH/SPEED))\r
424                         {\r
425                                 INC_PER_FRAME;\r
426                                 //animatePlayer(bg, spri, mask, 3, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
427                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
428                                 mapScrollLeft(bg, SPEED);\r
429                                 mapScrollLeft(spri, SPEED);\r
430                                 //mapScrollLeft(mask, SPEED);\r
431                                 modexShowPage(spri->page);\r
432                                 player.q++;\r
433                         } else { player.q = 1; player.d = 0; player.tx--; }\r
434                 }\r
435                 else if(player.tx > 1 && !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
436                 {\r
437                         if(player.q<=(TILEWH/SPEED))\r
438                         {\r
439                                 INC_PER_FRAME;\r
440                                 player.x-=SPEED;\r
441                                 //animatePlayer(bg, spri, mask, 3, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
442                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
443                                 modexShowPage(spri->page);\r
444                                 player.q++;\r
445                         } else { player.q = 1; player.d = 0; player.tx--; }\r
446                 }\r
447                 else\r
448                 {\r
449                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
450                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);\r
451                         modexShowPage(spri->page);\r
452                         player.d = 0;\r
453                 }\r
454                 player.triggerx = player.tx-1;\r
455                 player.triggery = player.ty;\r
456         }\r
457 \r
458         //down movement\r
459         if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
460         {\r
461                 if(player.d == 0){ player.d = 3; }\r
462                 if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 &&
463                 !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
464                 {\r
465                         if(player.q<=(TILEWH/SPEED))\r
466                         {\r
467                                 INC_PER_FRAME;\r
468                                 //animatePlayer(bg, spri, mask, 2, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
469                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
470                                 mapScrollDown(bg, SPEED);\r
471                                 mapScrollDown(spri, SPEED);\r
472                                 //mapScrollDown(mask, SPEED);\r
473                                 modexShowPage(spri->page);\r
474                                 player.q++;\r
475                         } else { player.q = 1; player.d = 0; player.ty++; }\r
476                 }\r
477                 else if(player.ty < map.height && !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
478                 {\r
479                         if(player.q<=(TILEWH/SPEED))\r
480                         {\r
481                                 INC_PER_FRAME;\r
482                                 player.y+=SPEED;\r
483                                 //animatePlayer(bg, spri, mask, 2, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
484                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
485                                 modexShowPage(spri->page);\r
486                                 player.q++;\r
487                         } else { player.q = 1; player.d = 0; player.ty++; }\r
488                 }\r
489                 else\r
490                 {\r
491                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
492                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
493                         modexShowPage(spri->page);\r
494                         player.d = 0;\r
495                 }\r
496                 player.triggerx = player.tx;\r
497                 player.triggery = player.ty+1;\r
498         }\r
499 \r
500         //up movement\r
501         if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
502         {\r
503                 if(player.d == 0){ player.d = 1; }\r
504                 if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 &&
505                 !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY))       //collision detection!\r
506                 {\r
507                         if(player.q<=(TILEWH/SPEED))\r
508                         {\r
509                                 INC_PER_FRAME;\r
510                                 //animatePlayer(bg, spri, mask, 0, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
511                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
512                                 mapScrollUp(bg, SPEED);\r
513                                 mapScrollUp(spri, SPEED);\r
514                                 //mapScrollUp(mask, SPEED);\r
515                                 modexShowPage(spri->page);\r
516                                 player.q++;\r
517                         } else { player.q = 1; player.d = 0; player.ty--; }\r
518                 }\r
519                 else if(player.ty > 1 && !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX &&  player.ty-1 == TRIGGY))\r
520                 {\r
521                         if(player.q<=(TILEWH/SPEED))\r
522                         {\r
523                                 INC_PER_FRAME;\r
524                                 player.y-=SPEED;\r
525                                 //animatePlayer(bg, spri, mask, 0, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
526                                 modexShowPage(spri->page);\r
527                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
528                                 player.q++;\r
529                         } else { player.q = 1; player.d = 0; player.ty--; }\r
530                 }\r
531                 else\r
532                 {\r
533                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
534                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);\r
535                         modexShowPage(spri->page);\r
536                         player.d = 0;\r
537                 }\r
538                 player.triggerx = player.tx;\r
539                 player.triggery = player.ty-1;\r
540         }\r
541 }else{
542 //88 switch!
543         //right movement\r
544         if((keyp(77) && !keyp(75) && pand == 0) || pand == 2)\r
545         {\r
546                 if(pand == 0){ pand = 2; }\r
547                         if(panq<=(TILEWH/SPEED))\r
548                         {
549                                 bg->page->dx++;
550                                 spri->page->dx++;
551                                 modexShowPage(bg->page);
552                                 modexShowPage(spri->page);
553                                 panq++;\r
554                         } else { panq = 1; pand = 0; }\r
555         }\r
556         //left movement\r
557         if((keyp(75) && !keyp(77) && pand == 0) || pand == 4)\r
558         {\r
559                 if(pand == 0){ pand = 4; }\r
560                         if(panq<=(TILEWH/SPEED))\r
561                         {\r
562                                 bg->page->dx--;
563                                 spri->page->dx--;
564                                 modexShowPage(bg->page);
565                                 modexShowPage(spri->page);
566                                 panq++;\r
567                         } else { panq = 1; pand = 0; }\r
568         }\r
569         //down movement\r
570         if((keyp(72) && !keyp(80) && pand == 0) || pand == 3)\r
571         {\r
572                 if(pand == 0){ pand = 3; }\r
573                         if(panq<=(TILEWH/SPEED))\r
574                         {\r
575                                 bg->page->dy--;
576                                 spri->page->dy--;
577                                 modexShowPage(bg->page);
578                                 modexShowPage(spri->page);
579                                 panq++;\r
580                         } else { panq = 1; pand = 0; }\r
581         }\r
582         //up movement\r
583         if((keyp(80) && !keyp(72) && pand == 0) || pand == 1)\r
584         {\r
585                 if(pand == 0){ pand = 1; }\r
586                         if(panq<=(TILEWH/SPEED))\r
587                         {\r
588                                 bg->page->dy++;
589                                 spri->page->dy++;
590                                 modexShowPage(bg->page);
591                                 modexShowPage(spri->page);\r
592                                 panq++;\r
593                         } else { panq = 1; pand = 0; }\r
594         }
595 }\r
596         //if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))
597         if(((bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
598         {\r
599                 short i;\r
600                 for(i=800; i>=400; i--)\r
601                 {\r
602                         sound(i);\r
603                 }\r
604                 nosound();\r
605         }\r
606         if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
607         //if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }\r
608         if(keyp(25)){ pdump(bg); pdump(spri); }\r
609         if(keyp(24)){ modexPalUpdate0(gpal); paloffset=0; pdump(bg); pdump(spri); }\r
610         if(keyp(22)){\r
611         paloffset=0; modexPalBlack(); modexPalUpdate(&ptmp, &paloffset, 0, 0);\r
612         printf("1paloffset      =       %d\n", paloffset/3);\r
613          modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
614         printf("2paloffset      =       %d\n", paloffset/3);\r
615          pdump(bg); pdump(spri); }
616 \r
617         if(keyp(88)){if(!panswitch) panswitch++; else panswitch--; }\r
618         if(keyp(87))\r
619         {\r
620                 modexLeave();\r
621                 setkb(0);\r
622                 __asm\r
623                 {\r
624                         mov ah,31h\r
625                         int 21h\r
626                 }\r
627         }
628
629         if((player.q==1) && !(player.x%TILEWH==0 && player.y%TILEWH==0)) break; //incase things go out of sync!
630 \r
631         }\r
632 \r
633         /* fade back to text mode */\r
634         /* but 1st lets save the game palette~ */\r
635         modexPalSave(gpal);\r
636         modexSavePalFile("data/g.pal", gpal);\r
637         modexFadeOff(4, gpal);\r
638         modexLeave();\r
639         setkb(0);\r
640         printf("Project 16 scroll.exe\n");\r
641         printf("tx: %d\n", bg->tx);\r
642         printf("ty: %d\n", bg->ty);
643         printf("player.x: %d", player.x); printf("              player.y: %d\n", player.y);\r
644         //if(player.hp==0) printf("%d wwww\n", player.y+8);\r
645         //else printf("\nplayer.y: %d\n", player.y);\r
646         printf("player.tx: %d", player.tx); printf("            player.ty: %d\n", player.ty);\r
647         printf("player.triggx: %d", player.triggerx); printf("  player.triggy: %d\n", player.triggery);\r
648         printf("player.hp: %d", player.hp);     printf("        player.q: %d", player.q);       printf("        player.d: %d\n", player.d);
649         printf("tile data value at player trigger position: %d\n", bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))]);\r
650         printf("palette offset: %d\n", paloffset/3);\r
651         printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
652         printf("Total free: %zu\n", GetFreeSize());\r
653         printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
654         printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
655         printf("Screen: %dx", screen.width);    printf("%d\n", screen.height);\r
656         printf("Screen2: %dx", screen2.width);  printf("%d\n", screen2.height);
657         //printf("map.width=%d  map.height=%d   map.data[0]=%d\n", bg->map->width, bg->map->height, bg->map->data[0]);\r
658         //xmsfree(&map);\r
659         //xmsfree(bg);\r
660         //xmsfree(spri);\r
661         //xmsfree(mask);\r
662         //xmsreport();\r
663         //emmclose(emmhandle);\r
664         switch(detectcpu())\r
665         {\r
666                 case 0: cpus = "8086/8088 or 186/88"; break;\r
667                 case 1: cpus = "286"; break;\r
668                 case 2: cpus = "386 or newer"; break;\r
669                 default: cpus = "internal error"; break;\r
670         }\r
671         printf("detected CPU type: %s\n", cpus);\r
672         modexFadeOn(4, dpal);\r
673 }\r
674 \r
675 \r
676 map_t\r
677 allocMap(int w, int h) {\r
678         map_t result;\r
679 \r
680         result.width =w;\r
681         result.height=h;\r
682         result.data = malloc(sizeof(byte) * w * h);\r
683         //result.data = (byte *)alloc_emem(((int)sizeof(byte) * w * h)/1024);\r
684         /*if(isEMS() || checkEMS())\r
685         {\r
686                 XMOVE mm;\r
687                 //emmhandle = mallocEMS(coretotalEMS());//alloc_emem((int)sizeof(map))\r
688                 mm.length=sizeof(result);\r
689                 mm.sourceH=0;\r
690                 mm.sourceOff=ptr2long(&result);\r
691                 mm.destH=emmhandle;\r
692                 mm.destOff=0;\r
693                 ist = move_emem(&mm);\r
694                 if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
695                 printf("%d\n", coretotalEMS());\r
696         }*/\r
697 \r
698         return result;\r
699 }\r
700 \r
701 void\r
702 initMap(map_t *map) {\r
703         /* just a place holder to fill out an alternating pattern */\r
704         int x, y, xx, yy;\r
705         int i, q;\r
706 //      int tile = 1;\r
707         //if(!isEMS() || !checkEMS())\r
708 //              map->tiles = malloc(sizeof(tiles_t));\r
709         //else\r
710         //      map->tiles = (tiles_t *)alloc_emem(sizeof(tiles_t));\r
711 \r
712         /* create the tile set */\r
713         //if(!isEMS() || !checkEMS())\r
714 //              map->tiles->data = malloc(sizeof(bitmap_t));\r
715         //else\r
716         //      map->tiles->data = (bitmap_t *)alloc_emem(sizeof(bitmap_t));\r
717 //      map->tiles->data->width = (TILEWH/**2*/);\r
718 //      map->tiles->data->height= TILEWH;\r
719         //if(!isEMS() || !checkEMS())\r
720 //              map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
721         //else\r
722         //      map->tiles->data->data = (byte *)alloc_emem((TILEWH*2)*TILEWH);\r
723 //      map->tiles->tileHeight = TILEWH;\r
724 //      map->tiles->tileWidth =TILEWH;\r
725 //      map->tiles->rows = 1;\r
726 //      map->tiles->cols = 1;//2;\r
727 \r
728         /*q=0;\r
729         //for(y=0; y<map->height; y++) {\r
730         //for(x=0; x<map->width; x++) {\r
731         i=0;\r
732         for(yy=0; yy<TILEWH; yy++) {\r
733         for(xx=0; xx<(TILEWH); xx++) {\r
734                 //if(x<TILEWH){\r
735                   map->tiles->data->data[i+1] = map->data[q];//28;//0x24;\r
736 //                printf("[%d]", map->tiles->data->data[i]);\r
737                 //}else{\r
738                   //map->tiles->data->data[i] = map->data[q];//0;//0x34;\r
739                   //printf("]%d[==[%d]", i, map->tiles->data->data[i]);\r
740                 //}\r
741                 i++;\r
742         }\r
743 //      printf("\n");\r
744         }\r
745 //      printf("[%d]", map->data[q]);\r
746         q++;\r
747 //      }\r
748         //printf("\n\n");\r
749 //      }*/\r
750 \r
751         /*i=0;\r
752         for(y=0; y<map->height; y++) {\r
753                 for(x=0; x<map->width; x++) {\r
754 //                      map->data[i]=255;\r
755                         printf("[%d]", map->data[i]);\r
756                         //tile = tile ? 0 : 1;\r
757                         i++;\r
758                 }\r
759                 //tile = tile ? 0 : 1;\r
760         }*/\r
761 }\r
762 \r
763 \r
764 void\r
765 mapScrollRight(map_view_t *mv, byte offset) {\r
766         word x, y;  /* coordinate for drawing */\r
767 \r
768         /* increment the pixel position and update the page */\r
769         mv->page->dx += offset;\r
770 \r
771         /* check to see if this changes the tile */\r
772         if(mv->page->dx >= mv->dxThresh ) {\r
773         /* go forward one tile */\r
774         mv->tx++;\r
775         /* Snap the origin forward */\r
776         mv->page->data += 4;\r
777         mv->page->dx = mv->map->tiles->tileWidth;\r
778         //}\r
779 \r
780         /* draw the next column */\r
781         x= SCREEN_WIDTH + mv->map->tiles->tileWidth;\r
782                 mapDrawCol(mv, mv->tx + 20 , mv->ty-1, x);\r
783         }\r
784 }\r
785 \r
786 \r
787 void\r
788 mapScrollLeft(map_view_t *mv, byte offset) {\r
789         word x, y;  /* coordinate for drawing */\r
790 \r
791         /* increment the pixel position and update the page */\r
792         mv->page->dx -= offset;\r
793 \r
794         /* check to see if this changes the tile */\r
795         if(mv->page->dx == 0) {\r
796         /* go backward one tile */\r
797         mv->tx--;\r
798 \r
799         /* Snap the origin backward */\r
800         mv->page->data -= 4;\r
801         mv->page->dx = mv->map->tiles->tileWidth;\r
802         //}\r
803         /* draw the next column */\r
804                 mapDrawCol(mv, mv->tx-1, mv->ty-1, 0);\r
805         }\r
806 }\r
807 \r
808 \r
809 void\r
810 mapScrollUp(map_view_t *mv, byte offset) {\r
811         word x, y;  /* coordinate for drawing */\r
812 \r
813         /* increment the pixel position and update the page */\r
814         mv->page->dy -= offset;\r
815 \r
816         /* check to see if this changes the tile */\r
817         if(mv->page->dy == 0 ) {\r
818         /* go down one tile */\r
819         mv->ty--;\r
820         /* Snap the origin downward */\r
821         mv->page->data -= mv->page->width*4;\r
822         mv->page->dy = mv->map->tiles->tileHeight;\r
823         //}\r
824 \r
825         /* draw the next row */\r
826         y= 0;\r
827                 mapDrawRow(mv, mv->tx-1 , mv->ty-1, y);\r
828         }\r
829 }\r
830 \r
831 \r
832 void\r
833 mapScrollDown(map_view_t *mv, byte offset) {\r
834         word x, y;  /* coordinate for drawing */\r
835 \r
836         /* increment the pixel position and update the page */\r
837         mv->page->dy += offset;\r
838 \r
839         /* check to see if this changes the tile */\r
840         if(mv->page->dy >= mv->dyThresh ) {\r
841         /* go down one tile */\r
842         mv->ty++;\r
843         /* Snap the origin downward */\r
844         mv->page->data += mv->page->width*4;\r
845         mv->page->dy = mv->map->tiles->tileHeight;\r
846         //}\r
847 \r
848         /* draw the next row */\r
849         y= SCREEN_HEIGHT + mv->map->tiles->tileHeight;\r
850                 mapDrawRow(mv, mv->tx-1 , mv->ty+15, y);\r
851         }\r
852 \r
853 }\r
854 \r
855 \r
856 void\r
857 mapGoTo(map_view_t *mv, int tx, int ty) {\r
858         int px, py;\r
859         unsigned int i;\r
860 \r
861         /* set up the coordinates */\r
862         mv->tx = tx;\r
863         mv->ty = ty;\r
864         mv->page->dx = mv->map->tiles->tileWidth;\r
865         mv->page->dy = mv->map->tiles->tileHeight;\r
866 \r
867         /* set up the thresholds */\r
868         mv->dxThresh = mv->map->tiles->tileWidth * 2;\r
869         mv->dyThresh = mv->map->tiles->tileHeight * 2;\r
870 \r
871         /* draw the tiles */\r
872         modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);\r
873         py=0;
874         i=mv->ty * mv->map->width + mv->tx;
875         for(ty=mv->ty-1; py < SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; ty++, py+=mv->map->tiles->tileHeight) {\r
876                 mapDrawRow(mv, tx-1, ty, py);\r
877         i+=mv->map->width - tx;\r
878         }\r
879 }\r
880 \r
881 \r
882 void\r
883 mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {\r
884         word rx;\r
885         word ry;\r
886         //if(i==0) i=2;\r
887         if(i==0)\r
888         {\r
889                 //wwww
890                 modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!\r
891         }\r
892         else\r
893         {\r
894         rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);\r
895         ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);
896         printf("i=%d\n", i);\r
897         //mxPutTile(t->data, x, y, t->tileWidth, t->tileHeight);\r
898         modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));\r
899         }\r
900 }\r
901 \r
902 \r
903 void\r
904 mapDrawRow(map_view_t *mv, int tx, int ty, word y) {\r
905         word x;\r
906         int i;\r
907 \r
908         /* the position within the map array */\r
909         i=ty * mv->map->width + tx;
910         for(x=0; x<SCREEN_WIDTH+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
911         if(i>=0) {\r
912                 /* we are in the map, so copy! */\r
913                 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
914         }\r
915         i++; /* next! */\r
916         }\r
917 }\r
918 \r
919 void\r
920 mapDrawCol(map_view_t *mv, int tx, int ty, word x) {\r
921         int y;\r
922         int i;\r
923 \r
924         /* location in the map array */\r
925         i=ty * mv->map->width + tx;\r
926 \r
927         /* We'll copy all of the columns in the screen, \r
928            i + 1 row above and one below */\r
929         for(y=0; y<SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
930         if(i>=0) {\r
931                 /* we are in the map, so copy away! */\r
932                 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
933         }\r
934         i += mv->map->width;\r
935         }\r
936 }\r
937 \r
938 void qclean()\r
939 {\r
940         modexLeave();\r
941         setkb(0);\r
942 }\r
943 \r
944 void pdump(map_view_t *pee)\r
945 {\r
946         int mult=(QUADWH);\r
947         int palq=(mult)*TILEWH;\r
948         int palcol=0;\r
949         int palx, paly;\r
950         for(paly=0; paly<palq; paly+=mult){\r
951                 for(palx=0; palx<palq; palx+=mult){\r
952                                 modexClearRegion(pee->page, palx+TILEWH, paly+TILEWH, mult, mult, palcol);\r
953                         palcol++;\r
954                 }\r
955         }\r
956 }\r
957 \r
958 void\r
959 animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp)\r
960 {\r
961         sword dire=32*d; //direction\r
962         sword qq; //scroll offset\r
963 \r
964         if(scrolloffsetswitch==0) qq = 0;\r
965         else qq = ((lp)*SPEED);\r
966         switch (d)\r
967         {\r
968                 case 0:\r
969                         //up\r
970                         x=x-4;\r
971                         y=y-qq-TILEWH;\r
972                 break;\r
973                 case 1:\r
974                         // right\r
975                         x=x+qq-4;\r
976                         y=y-TILEWH;\r
977                 break;\r
978                 case 2:\r
979                         //down\r
980                         x=x-4;\r
981                         y=y+qq-TILEWH;\r
982                 break;\r
983                 case 3:\r
984                         //left\r
985                         x=x-qq-4;\r
986                         y=y-TILEWH;\r
987                 break;\r
988         }\r
989         modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);\r
990         if(2>ls && ls>=1) { modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); }else\r
991         if(3>ls && ls>=2) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else\r
992         if(4>ls && ls>=3) { modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); }else\r
993         if(5>ls && ls>=4) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }\r
994         //TODO: mask copy //modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);\r
995         //modexClearRegion(top->page, 66, 66, 2, 40, 0);\r
996         //modexCopyPageRegion(dest->page, top->page, 66, 66, 66, 66, 2, 40);\r
997         //turn this off if XT\r
998         if(detectcpu() > 0) modexWaitBorder();\r
999 }\r