-#include "src\lib\modex16.h"\r
-#include <stdio.h>\r
-#include <stdlib.h>
-#include <string.h>\r
-#include "src\lib\dos_kb.h"\r
-#include "16\lib\x\modex.h"\r
+#include "src\lib\dos_kb.h"
+#include "src\lib\mapread.c"\r
+//#include "16\lib\x\modex.h"\r
#include "src\lib\wtest\wtest.c"\r
-#include "src\lib\planar.c"\r
-#include "src\lib\ems.c"\r
+#include "src\lib\planar.c"
+//====#include "src\lib\ems.c"\r
\r
//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
\r
-typedef struct {\r
+/*typedef struct {\r
bitmap_t *data;\r
word tileHeight;\r
word tileWidth;\r
tiles_t *tiles;\r
int width;\r
int height;\r
-} map_t;\r
+} map_t;*/\r
\r
\r
typedef struct {\r
//#define LOOPMAX (TILEWH/SPEED)\r
\r
//place holder definitions\r
-#define MAPX 200\r
-#define MAPY 150\r
+//#define MAPX 200\r
+//#define MAPY 150\r
#define TRIGGX 10\r
#define TRIGGY 9\r
\r
exit(0);\r
}*/\r
\r
- /* create the map */\r
- map = allocMap(MAPX,MAPY); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
+ /* create the map */
+ loadmap("data/test.map", &map/*, 0*/);\r
+ 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
+ //loadmap(NULL, &map, 1);\r
//if(isEMS()) printf("%d tesuto\n", coretotalEMS());\r
initMap(&map);\r
mv.map = ↦\r
}\r
*/\r
/* save the palette */\r
- pal = modexNewPal();\r
+ pal = modexNewPal();\r
modexPalSave(pal);\r
modexFadeOff(4, pal);\r
modexPalBlack();\r
modexClearRegion(spri->page, 5*16, 5*16, 16, 16, 255);\r
modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
\r
- modexShowPage(spri->page);
- //_fmemset(bg->page, (int)p, 16);\r
+ modexShowPage(spri->page);\r
while(!keyp(1) && player.hp>0)\r
{\r
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
//right movement\r
if(npc0.d == 2)\r
{\r
- if(npc0.tx < MAPX && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
+ if(npc0.tx < map.width && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
{\r
//down movement\r
if(npc0.d == 3)\r
{\r
- if(npc0.ty < MAPY && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
+ if(npc0.ty < map.height && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
{\r
if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
{\r
if(player.d == 0){ player.d = 2; }\r
- if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
+ if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.tx++; }\r
}\r
- else if(player.tx < MAPX && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
+ else if(player.tx < map.width && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
{\r
if(player.d == 0){ player.d = 4; }\r
- if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
+ if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
{\r
if(player.d == 0){ player.d = 3; }\r
- if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
+ if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.ty++; }\r
}\r
- else if(player.ty < MAPY && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
+ else if(player.ty < map.height && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
{\r
if(player.d == 0){ player.d = 1; }\r
- if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
+ if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
map->tiles->rows = 1;\r
map->tiles->cols = 2;\r
\r
- i=0;\r
+ /*i=0;\r
for(y=0; y<TILEWH; y++) {\r
for(x=0; x<(TILEWH*2); x++) {\r
if(x<TILEWH)\r
map->tiles->data->data[i] = 0;//0x34;\r
i++;\r
}\r
- }\r
+ }*/\r
\r
i=0;\r
for(y=0; y<map->height; y++) {\r