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