\r
#define FADE\r
\r
+//map_view_t mv[4];\r
static map_t map;\r
-map_view_t mv[4];\r
float t;\r
\r
//debugswitches\r
\r
#ifdef FADE\r
//static word paloffset=0;\r
-byte *dpal;\r
#endif\r
-byte *gpal;\r
byte *ptr;\r
memptr pal;\r
\r
#define FILENAME_1 "data/spri/chikyuu.vrs"\r
#define FILENAME_1P "data/spri/chikyuu.pal"\r
-#define FILENAME_2 "data/spri/ptmp.vrs"\r
-#define FILENAME_2P "data/spri/ptmp.pal"\r
+#define FILENAME_2 "data/spri/me.vrs"\r
+#define FILENAME_2P "data/spri/me.pal"\r
\r
void main(int argc, char *argv[])\r
{\r
static global_game_variables_t gvar;\r
- static player_t player[MaxPlayers];\r
char *bakapee1,*bakapee1p;\r
// sword bakapee;\r
// if(argv[1]) bakapee = atoi(argv[1]);\r
\r
// OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
//IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
- //player[0].ent = malloc(sizeof(entity_t));\r
- player[0].enti.spri = malloc(sizeof(struct sprite));\r
- player[0].enti.spri->spritesheet = malloc(sizeof(struct vrs_container));\r
+ //gvar.player[0].enti.spri = malloc(sizeof(struct sprite));\r
+ gvar.player[0].enti.spri.spritesheet = malloc(sizeof(struct vrs_container));\r
\r
// create the map\r
// fprintf(stderr, "testing map load~ ");\r
// fprintf(stderr, "yay map loaded~~\n");\r
\r
// data\r
- VRS_LoadVRS(bakapee1, &player[0].enti, &gvar);\r
+ VRS_LoadVRS(bakapee1, &gvar.player[0].enti, &gvar);\r
\r
// input!\r
- IN_Default(0, &player,ctrl_Keyboard1);\r
+ IN_Default(0, &gvar.player[0],ctrl_Keyboard1);\r
\r
// save the palette\r
#ifdef FADE\r
- dpal = modexNewPal();\r
- modexPalSave(dpal);\r
- modexFadeOff(4, dpal);\r
+ modexPalSave(&gvar.video.dpal);\r
+ modexFadeOff(4, &gvar.video.dpal);\r
modexPalBlack();\r
#endif\r
\r
//VL_LoadPalFile("data/default.pal", &gvar.video.palette);\r
\r
#ifdef FADE\r
- gpal = modexNewPal();\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
- modexPalBlack(); //so player will not see loadings~\r
+ modexPalSave(&gvar.video.palette);\r
+ modexSavePalFile("data/g.pal", &gvar.video.palette);\r
+ modexPalBlack(); //so gvar.player will not see loadings~\r
#endif\r
\r
// setup camera and screen~\r
modexHiganbanaPageSetup(&gvar.video);\r
- ZC_MVSetup(&mv, &map, &gvar);\r
+ ZC_MVSetup(&gvar.mv, &map, &gvar);\r
\r
// set up paging\r
//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
- mapGoTo(&mv, 0, 0);\r
+ mapGoTo(&gvar.mv, 0, 0);\r
\r
- ZC_playerXYpos(0, 0, &player, &mv, 0, 1);\r
- EN_initplayer(&player, 0, &gvar.video);\r
- //print_anim_ids(player[0].enti.spri);\r
+ ZC_PlayerXYpos(0, 0, &gvar.player, &gvar.mv, 0, 1);\r
+ EN_initPlayer(&gvar.player[0], &gvar.video);\r
+ //print_anim_ids(gvar.player[0].enti.spri);\r
if (gvar.video.sprifilei == -1)\r
{\r
#ifdef FADE\r
- modexFadeOff(4, gpal);\r
+ modexFadeOff(4, &gvar.video.palette);\r
#endif\r
Quit(&gvar, "Wrong ID for sprite");\r
#ifdef FADE\r
- modexFadeOn(4, dpal);\r
+ modexFadeOn(4, &gvar.video.dpal);\r
#endif\r
}\r
\r
// while(!IN_KeyDown(sc_Escape) && !IN_KeyDown(sc_Space) && !IN_KeyDown(sc_Enter)){ FUNCTIONKEYSHOWMV }\r
- gvar.video.page[0].tlx=mv[0].tx*TILEWH;\r
- gvar.video.page[0].tly=mv[0].ty*TILEWH;\r
+ gvar.video.page[0].tlx=gvar.mv[0].tx*TILEWH;\r
+ gvar.video.page[0].tly=gvar.mv[0].ty*TILEWH;\r
shinku(&gvar);\r
-//modexpdump(mv[0].page);\r
+//modexpdump(gvar.mv[0].page);\r
#ifdef FADE\r
- modexFadeOn(4, gpal);\r
+ modexFadeOn(4, &gvar.video.palette);\r
#endif\r
- while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
+ while(!IN_KeyDown(sc_Escape) && gvar.player[0].enti.hp>0)\r
{\r
- gvar.video.page[0].tlx=mv[0].tx*TILEWH;\r
- gvar.video.page[0].tly=mv[0].ty*TILEWH;\r
+ gvar.video.page[0].tlx=gvar.mv[0].tx*TILEWH;\r
+ gvar.video.page[0].tly=gvar.mv[0].ty*TILEWH;\r
shinku(&gvar);\r
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
- //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
- //when player[0].tx or player[0].ty == 0 or player[0].tx == 20 or player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
+ //to stop scrolling and have the gvar.player position data move to the edge of the screen with respect to the direction\r
+ //when gvar.player[0].tx or gvar.player[0].ty == 0 or gvar.player[0].tx == 20 or gvar.player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
\r
- //player movement\r
- IN_ReadControl(0, &player);\r
+ //gvar.player movement\r
+ IN_ReadControl(&gvar.player[0]);\r
if(!panswitch){\r
- //ZC_walk2(player[0].ent, mv);\r
- ZC_walk(&mv, &player, 0);\r
+ //ZC_walk2(gvar.player[0].ent, mv);\r
+ ZC_walk(&gvar.mv, &gvar.player, 0);\r
}else{\r
- PANKEYFUNZC;\r
- //printf(" player[0].enti.q: %d", player[0].enti.q); printf(" player[0].d: %d\n", player[0].d);\r
+ TAIL_PANKEYFUNZC;\r
+ //printf(" gvar.player[0].enti.q: %d", gvar.player[0].enti.q); printf(" gvar.player[0].d: %d\n", gvar.player[0].d);\r
}\r
\r
//the scripting stuff....\r
- //if(((player[0].enti.triggerx == TRIGGX && player[0].enti.triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5))\r
- if(((mv[0].map->layerdata[0].data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5))\r
+ //if(((gvar.player[0].enti.triggerx == TRIGGX && gvar.player[0].enti.triggery == TRIGGY) && IN_KeyDown(0x1C))||(gvar.player[0].enti.tx == 5 && gvar.player[0].enti.ty == 5))\r
+ if(((gvar.mv[0].map->layerdata[0].data[(gvar.player[0].enti.triggerx-1)+(map.width*(gvar.player[0].enti.triggery-1))] == 0) && IN_KeyDown(0x1C))||(gvar.player[0].enti.tx == 5 && gvar.player[0].enti.ty == 5))\r
{\r
short i;\r
for(i=800; i>=400; i--)\r
}\r
nosound();\r
}\r
- if(player[0].enti.q == (TILEWH/(player[0].enti.speed))+1 && player[0].info.dir != 2 && (player[0].enti.triggerx == 5 && player[0].enti.triggery == 5)){ player[0].enti.hp--; }\r
+ if(gvar.player[0].enti.q == (TILEWH/(gvar.player[0].enti.speed))+1 && gvar.player[0].info.dir != 2 && (gvar.player[0].enti.triggerx == 5 && gvar.player[0].enti.triggery == 5)){ gvar.player[0].enti.hp--; }\r
//debugging binds!\r
\r
- if(IN_KeyDown(24)){ modexPalUpdate0(&gvar.video.palette); /*paloffset=0;*/ modexpdump(mv[0].page); IN_UserInput(1,1); } //o\r
+ if(IN_KeyDown(24)){ modexPalUpdate0(&gvar.video.palette); /*paloffset=0;*/ modexpdump(gvar.mv[0].page); IN_UserInput(1); } //o\r
if(IN_KeyDown(22)){ modexPalUpdate0(&gvar.video.palette); } //u\r
\r
- FUNCTIONKEYFUNCTIONS\r
- FUNCTIONKEYDRAWJUNK\r
- if(IN_KeyDown(sc_L)){ modexClearRegion(&gvar.video.page[0], player[0].enti.x, player[0].enti.y, 16, 16, 1); }\r
+ TAIL_FUNCTIONKEYFUNCTIONS\r
+ TAIL_FUNCTIONKEYDRAWJUNK\r
+ if(IN_KeyDown(sc_L)){ modexClearRegion(&gvar.video.page[0], gvar.player[0].enti.x, gvar.player[0].enti.y, 16, 16, 1); }\r
if(IN_KeyDown(sc_J) || IN_KeyDown(sc_K))\r
{\r
if(IN_KeyDown(sc_J))\r
{\r
bakapee1=FILENAME_1;\r
bakapee1p=FILENAME_1P;\r
- player[0].enti.overdraww=0;\r
+ gvar.player[0].enti.overdraww=0;\r
}\r
if(IN_KeyDown(sc_K))\r
{\r
bakapee1=FILENAME_2;\r
bakapee1p=FILENAME_2P;\r
- player[0].enti.overdraww=2;\r
+ gvar.player[0].enti.overdraww=2;\r
}\r
- //read_vrs(&gvar, bakapee1, player[0].enti.spri->spritesheet);\r
- VRS_ReadVRS(bakapee1, &player[0].enti, &gvar);\r
+ //read_vrs(&gvar, bakapee1, gvar.player[0].enti.spri->spritesheet);\r
+ VRS_ReadVRS(bakapee1, &gvar.player[0].enti, &gvar);\r
VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
}//JK\r
#ifdef FADE\r
- if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(dpal); IN_UserInput(1,1); }\r
+ if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(gvar.video.dpal); IN_UserInput(1); }\r
#endif\r
if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
\r
- if((player[0].enti.q==1) && !(player[0].enti.x%TILEWH==0 && player[0].enti.y%TILEWH==0)) Quit(&gvar, "PLAYER OFF THE RAILS!");//break; //incase things go out of sync!\r
+ if((gvar.player[0].enti.q==1) && !(gvar.player[0].enti.x%TILEWH==0 && gvar.player[0].enti.y%TILEWH==0)) Quit(&gvar, "PLAYER OFF THE RAILS!");//break; //incase things go out of sync!\r
}\r
\r
/* fade back to text mode */\r
/* but 1st lets save the game palette~ */\r
#ifdef FADE\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
- modexFadeOff(4, gpal);\r
+ modexPalSave(&gvar.video.palette);\r
+ modexSavePalFile("data/g.pal", &gvar.video.palette);\r
+ modexFadeOff(4, &gvar.video.palette);\r
#endif\r
Shutdown16(&gvar);\r
printf("\nProject 16 zcroll.exe. This is just a test file!\n");\r
SCROLLEXITMESG;\r
WCPU_cpufpumesg();\r
#ifdef FADE\r
- modexFadeOn(4, dpal);\r
+ modexFadeOn(4, gvar.video.dpal);\r
#endif\r
}\r