+/* Project 16 Source Code~\r
+ * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ *\r
+ * This file is part of Project 16.\r
+ *\r
+ * Project 16 is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 3 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * Project 16 is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
+ * Fifth Floor, Boston, MA 02110-1301 USA.\r
+ *\r
+ */\r
+/*\r
+ scroll16 library~\r
+*/\r
+#include "src/lib/scroll16.h"\r
+\r
+void walk(map_view_t *pip, player_t *player, word pn)\r
+{\r
+ #define INC_PER_FRAME if(player[pn].q&1) player[pn].persist_aniframe++; if(player[pn].persist_aniframe>4) player[pn].persist_aniframe = 1;\r
+ //printf("player[%d].d=%d\n", pn, player[pn].d);\r
+ switch(player[pn].d)\r
+ {\r
+ //no direction\r
+ case 2:\r
+ //0000pip[0].video->startclk = (*clockw);\r
+ break;\r
+ //right movement\r
+ case 3:\r
+ //printf("pip[0].page->tilesw=%d ", pip[0].page->tilesw); printf("pip[0].page->tw=%d\n", pip[0].page->tw);\r
+ if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->tw < pip[0].map->width && player[pn].tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ !(pip[0].map->data[(player[pn].tx)+(pip[0].map->width*(player[pn].ty-1))] == 0))//!(player[pn].tx+1 == TRIGGX && player[pn].ty == TRIGGY)) //collision detection!\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ animatePlayer(pip, player, pn, 1);\r
+ ScrollRight(pip, player, 3, pn);\r
+ ScrollRight(pip, player, 2, pn);\r
+ mapScrollRight(pip, player, !(pip[0].video->p), pn);\r
+ mapScrollRight(pip, player, (pip[0].video->p), pn);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].tx++; }\r
+ }\r
+ else if(player[pn].tx < pip[0].map->width && !(pip[0].map->data[(player[pn].tx)+(pip[0].map->width*(player[pn].ty-1))] == 0))//!(player[pn].tx+1 == TRIGGX && player[pn].ty == TRIGGY))\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ player[pn].x+=(player[pn].speed);\r
+ animatePlayer(pip, player, pn, 0);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].tx++; }\r
+ }\r
+ else\r
+ {\r
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].x, player[pn].y-TILEWH, player[pn].x, player[pn].y-TILEWH, 24, 32);\r
+#ifdef SPRITE\r
+ PBUFSFUN(pip[0].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 24, 32, PLAYERBMPDATA);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 14);\r
+#endif\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].d = 2;\r
+ }\r
+ player[pn].triggerx = player[pn].tx+1;\r
+ player[pn].triggery = player[pn].ty;\r
+ break;\r
+\r
+ //left movement\r
+ case 1:\r
+ if(pip[0].tx > 0 && pip[0].tx+pip[0].page->tw <= pip[0].map->width && player[pn].tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ !(pip[0].map->data[(player[pn].tx-2)+(pip[0].map->width*(player[pn].ty-1))] == 0))//!(player[pn].tx-1 == TRIGGX && player[pn].ty == TRIGGY)) //collision detection!\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ animatePlayer(pip, player, pn, 1);\r
+ ScrollLeft(pip, player, 3, pn);\r
+ ScrollLeft(pip, player, 2, pn);\r
+ mapScrollLeft(pip, player, !(pip[0].video->p), pn);\r
+ mapScrollLeft(pip, player, (pip[0].video->p), pn);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].tx--; }\r
+ }\r
+ else if(player[pn].tx > 1 && !(pip[0].map->data[(player[pn].tx-2)+(pip[0].map->width*(player[pn].ty-1))] == 0))//!(player[pn].tx-1 == TRIGGX && player[pn].ty == TRIGGY))\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ player[pn].x-=(player[pn].speed);\r
+ animatePlayer(pip, player, pn, 0);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].tx--; }\r
+ }\r
+ else\r
+ {\r
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].x, player[pn].y-TILEWH, player[pn].x, player[pn].y-TILEWH, 24, 32);\r
+#ifdef SPRITE\r
+ PBUFSFUN(pip[0].page, player[pn].x, player[pn].y-TILEWH, 24, 96, 24, 32, PLAYERBMPDATA);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 10);\r
+#endif\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].d = 2;\r
+ }\r
+ player[pn].triggerx = player[pn].tx-1;\r
+ player[pn].triggery = player[pn].ty;\r
+ break;\r
+\r
+ //down movement\r
+ case 4:\r
+ if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->th < pip[0].map->height && player[pn].ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ !(pip[0].map->data[(player[pn].tx-1)+(pip[0].map->width*(player[pn].ty))] == 0))//!(player[pn].tx == TRIGGX && player[pn].ty+1 == TRIGGY)) //collision detection!\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ animatePlayer(pip, player, pn, 1);\r
+ ScrollDown(pip, player, 3, pn);\r
+ ScrollDown(pip, player, 2, pn);\r
+ mapScrollDown(pip, player, !(pip[0].video->p), pn);\r
+ mapScrollDown(pip, player, (pip[0].video->p), pn);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].ty++; }\r
+ }\r
+ else if(player[pn].ty < pip[0].map->height && !(pip[0].map->data[(player[pn].tx-1)+(pip[0].map->width*(player[pn].ty))] == 0))//!(player[pn].tx == TRIGGX && player[pn].ty+1 == TRIGGY))\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ player[pn].y+=(player[pn].speed);\r
+ animatePlayer(pip, player, pn, 0);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].ty++; }\r
+ }\r
+ else\r
+ {\r
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].x, player[pn].y-TILEWH, player[pn].x, player[pn].y-TILEWH, 24, 32);\r
+#ifdef SPRITE\r
+ PBUFSFUN(pip[0].page, player[pn].x, player[pn].y-TILEWH, 24, 64, 24, 32, PLAYERBMPDATA);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 9);\r
+#endif\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].d = 2;\r
+ }\r
+ player[pn].triggerx = player[pn].tx;\r
+ player[pn].triggery = player[pn].ty+1;\r
+ break;\r
+\r
+ //up movement\r
+ case 0:\r
+ if(pip[0].ty > 0 && pip[0].ty+pip[0].page->th <= pip[0].map->height && player[pn].ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ !(pip[0].map->data[(player[pn].tx-1)+(pip[0].map->width*(player[pn].ty-2))] == 0))//!(player[pn].tx == TRIGGX && player[pn].ty-1 == TRIGGY)) //collision detection!\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ animatePlayer(pip, player, pn, 1);\r
+ ScrollUp(pip, player, 3, pn);\r
+ ScrollUp(pip, player, 2, pn);\r
+ mapScrollUp(pip, player, !(pip[0].video->p), pn);\r
+ mapScrollUp(pip, player, (pip[0].video->p), pn);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].ty--; }\r
+ }\r
+ else if(player[pn].ty > 1 && !(pip[0].map->data[(player[pn].tx-1)+(pip[0].map->width*(player[pn].ty-2))] == 0))//!(player[pn].tx == TRIGGX && player[pn].ty-1 == TRIGGY))\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ player[pn].y-=(player[pn].speed);\r
+ animatePlayer(pip, player, 0, pn);\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; player[pn].ty--; }\r
+ }\r
+ else\r
+ {\r
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].x, player[pn].y-TILEWH, player[pn].x, player[pn].y-TILEWH, 24, 32);\r
+#ifdef SPRITE\r
+ PBUFSFUN(pip[0].page, player[pn].x, player[pn].y-TILEWH, 24, 0, 24, 32, PLAYERBMPDATA);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 12);\r
+#endif\r
+ if(!pageflipflop) modexShowPage(pip[1].page);\r
+ player[pn].d = 2;\r
+ }\r
+ player[pn].triggerx = player[pn].tx;\r
+ player[pn].triggery = player[pn].ty-1;\r
+ break;\r
+ }\r
+}\r
+\r
+//panning page\r
+void panpagemanual(map_view_t *pip, player_t *player, word pn)\r
+{\r
+ switch(player[pn].d)\r
+ {\r
+ //right movement\r
+ case 3:\r
+ if(pip[pip[0].pan->pn].tx >= 0 && pip[pip[0].pan->pn].tx+pip[pip[0].pan->pn].page->tw < pip[pip[0].pan->pn].page->tilesw)\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ pip[pip[0].pan->pn].page->dx+=4;\r
+ modexShowPage(pip[pip[0].pan->pn].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; pip[pip[0].pan->pn].tx++; }\r
+ }\r
+ break;\r
+\r
+ //left movement\r
+ case 1:\r
+ if(pip[pip[0].pan->pn].tx > 0 && pip[pip[0].pan->pn].tx+pip[pip[0].pan->pn].page->tw <= pip[pip[0].pan->pn].page->tilesw)\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ pip[pip[0].pan->pn].page->dx-=4;\r
+ modexShowPage(pip[pip[0].pan->pn].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; pip[pip[0].pan->pn].tx--; }\r
+ }\r
+ break;\r
+\r
+ //down movement\r
+ case 4:\r
+ if(pip[pip[0].pan->pn].ty >= 0 && pip[pip[0].pan->pn].ty+pip[pip[0].pan->pn].page->th < pip[pip[0].pan->pn].page->tilesh)\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ pip[pip[0].pan->pn].page->dy+=4;\r
+ modexShowPage(pip[pip[0].pan->pn].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; pip[pip[0].pan->pn].ty++; }\r
+ }\r
+ break;\r
+\r
+ //up movement\r
+ case 0:\r
+ if(pip[pip[0].pan->pn].ty > 0 && pip[pip[0].pan->pn].ty+pip[pip[0].pan->pn].page->th <= pip[pip[0].pan->pn].page->tilesh)\r
+ {\r
+ if(player[pn].q<=player[pn].spt)\r
+ {\r
+ pip[pip[0].pan->pn].page->dy-=4;\r
+ modexShowPage(pip[pip[0].pan->pn].page);\r
+ player[pn].q++;\r
+ } else { player[pn].q = 1; player[pn].d = 2; pip[pip[0].pan->pn].ty--; }\r
+ }\r
+ break;\r
+ }\r
+ //if (player[pn].d!=2) printf("player[%u].d=%u player[%u].q=%u\n", pn, player[pn].d, pn, player[pn].q);\r
+}\r
+\r
+/*map_t\r
+allocMap(int w, int h) {\r
+ map_t result;\r
+\r
+ result.width =w;\r
+ result.height=h;\r
+ result.data = malloc(sizeof(byte) * w * h);\r
+ //result.data = (byte *)alloc_emem(((int)sizeof(byte) * w * h)/1024);\r
+ if(isEMS() || checkEMS())\r
+ {\r
+ XMOVE mm;\r
+ //emmhandle = mallocEMS(coretotalEMS());//alloc_emem((int)sizeof(map))\r
+ mm.length=sizeof(result);\r
+ mm.sourceH=0;\r
+ mm.sourceOff=ptr2long(&result);\r
+ mm.destH=emmhandle;\r
+ mm.destOff=0;\r
+ ist = move_emem(&mm);\r
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
+ printf("%d\n", coretotalEMS());\r
+ }\r
+\r
+ return result;\r
+}*/\r
+\r
+/*void\r
+initMap(map_t *map) {\r
+ // just a place holder to fill out an alternating pattern\r
+ int x, y, xx, yy;\r
+ int i, q;\r
+// int tile = 1;\r
+ //if(!isEMS() || !checkEMS())\r
+// map->tiles = malloc(sizeof(tiles_t));\r
+ //else\r
+ // map->tiles = (tiles_t *)alloc_emem(sizeof(tiles_t));\r
+\r
+ //create the tile set\r
+ //if(!isEMS() || !checkEMS())\r
+// map->tiles->data = malloc(sizeof(bitmap_t));\r
+ //else\r
+ // map->tiles->data = (bitmap_t *)alloc_emem(sizeof(bitmap_t));\r
+// map->tiles->data->width = (TILEWH);\r
+// map->tiles->data->height= TILEWH;\r
+ //if(!isEMS() || !checkEMS())\r
+// map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
+ //else\r
+ // map->tiles->data->data = (byte *)alloc_emem((TILEWH*2)*TILEWH);\r
+// map->tiles->tileHeight = TILEWH;\r
+// map->tiles->tileWidth =TILEWH;\r
+// map->tiles->rows = 1;\r
+// map->tiles->cols = 1;//2;\r
+\r
+ q=0;\r
+ //for(y=0; y<map->height; y++) {\r
+ //for(x=0; x<map->width; x++) {\r
+ i=0;\r
+ for(yy=0; yy<TILEWH; yy++) {\r
+ for(xx=0; xx<(TILEWH); xx++) {\r
+ //if(x<TILEWH){\r
+ map->tiles->data->data[i+1] = map->data[q];//28;//0x24;\r
+// printf("[%d]", map->tiles->data->data[i]);\r
+ //}else{\r
+ //map->tiles->data->data[i] = map->data[q];//0;//0x34;\r
+ //printf("]%d[==[%d]", i, map->tiles->data->data[i]);\r
+ //}\r
+ i++;\r
+ }\r
+// printf("\n");\r
+ }\r
+// printf("[%d]", map->data[q]);\r
+ q++;\r
+// }\r
+ //printf("\n\n");\r
+// }\r
+\r
+ i=0;\r
+ for(y=0; y<map->height; y++) {\r
+ for(x=0; x<map->width; x++) {\r
+// map->data[i]=255;\r
+ printf("[%d]", map->data[i]);\r
+ //tile = tile ? 0 : 1;\r
+ i++;\r
+ }\r
+ //tile = tile ? 0 : 1;\r
+ }\r
+}*/\r
+\r
+void near mapScrollRight(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ word x;//, y; /* coordinate for drawing */\r
+\r
+ /* increment the pixel position and update the page */\r
+ mv[id].page->dx += player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dx >= mv[id].dxThresh )\r
+ {\r
+ /* go forward one tile */\r
+ mv[id].tx++;\r
+ /* Snap the origin forward */\r
+ mv[id].page->data += 4;\r
+\r
+ mv[id].page->dx = mv[id].map->tiles->tileWidth;\r
+ }\r
+\r
+ /* draw the next column */\r
+ x= mv[0].page->sw + mv[id].map->tiles->tileWidth;\r
+ if(player[plid].q%4)\r
+ if(id==0)\r
+ mapDrawCol(&mv[0], mv[0].tx + mv[0].page->tw, mv[0].ty-1, x, player, mv->page->dx);\r
+ else\r
+ if(!pageflipflop && !pageploop)\r
+ modexCopyPageRegion(mv[id].page, mv[0].page, x, 0, x, 0, mv[id].map->tiles->tileWidth, mv[id].map->tiles->tileHeight*(mv[0].page->th+2));\r
+ mv[0].video->r=1;\r
+}\r
+\r
+\r
+void near mapScrollLeft(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ word x;//,y; /* coordinate for drawing */\r
+\r
+ /* decrement the pixel position and update the page */\r
+ mv[id].page->dx -= player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dx == 0)\r
+ {\r
+ /* go backward one tile */\r
+ mv[id].tx--;\r
+ /* Snap the origin backward */\r
+ mv[id].page->data -= 4;\r
+\r
+ mv[id].page->dx = mv[id].map->tiles->tileWidth;\r
+ }\r
+\r
+ /* draw the next column */\r
+ x= 0;\r
+ if(player[plid].q%4)\r
+ if(id==0)\r
+ mapDrawCol(&mv[0], mv[0].tx - 1, mv[0].ty-1, x, player, mv->page->dx);\r
+ else\r
+ if(!pageflipflop && !pageploop)\r
+ modexCopyPageRegion(mv[id].page, mv[0].page, x, 0, x, 0, mv[id].map->tiles->tileWidth, mv[id].map->tiles->tileHeight*(mv[0].page->th+2));\r
+ mv[0].video->r=1;\r
+}\r
+\r
+\r
+void near mapScrollUp(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ word y;//x, /* coordinate for drawing */\r
+\r
+ /* decrement the pixel position and update the page */\r
+ mv[id].page->dy -= player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dy == 0 )\r
+ {\r
+ /* go down one tile */\r
+ mv[id].ty--;\r
+ /* Snap the origin downward */\r
+ mv[id].page->data -= mv[id].page->pi;\r
+\r
+ mv[id].page->dy = mv[id].map->tiles->tileHeight;\r
+ }\r
+\r
+ /* draw the next row */\r
+ y= 0;\r
+ if(player[plid].q%3)\r
+ if(id==0)\r
+ mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty-1, y, player, mv->page->dy);\r
+ else\r
+ if(!pageflipflop && !pageploop)\r
+ modexCopyPageRegion(mv[id].page, mv[0].page, 0, y, 0, y, mv[id].map->tiles->tileWidth*(mv[0].page->tw+2), mv[id].map->tiles->tileHeight);\r
+ mv[0].video->r=1;\r
+}\r
+\r
+void near mapScrollDown(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ word y;//x, /* coordinate for drawing */\r
+\r
+ /* increment the pixel position and update the page */\r
+ mv[id].page->dy += player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dy >= mv[id].dyThresh )\r
+ {\r
+ /* go down one tile */\r
+ mv[id].ty++;\r
+ /* Snap the origin downward */\r
+ mv[id].page->data += mv[id].page->pi;\r
+\r
+ mv[id].page->dy = mv[id].map->tiles->tileHeight;\r
+ }\r
+\r
+ /* draw the next row */\r
+ y= mv[0].page->sh + mv[id].map->tiles->tileHeight;\r
+ if(player[plid].q%3)\r
+ if(id==0)\r
+ mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty+mv[0].page->th, y, player, mv->page->dy);\r
+ else\r
+ if(!pageflipflop && !pageploop)\r
+ modexCopyPageRegion(mv[id].page, mv[0].page, 0, y, 0, y, mv[id].map->tiles->tileWidth*(mv[0].page->tw+2), mv[id].map->tiles->tileHeight);\r
+ mv[0].video->r=1;\r
+}\r
+\r
+\r
+//TODO finish this wwww\r
+void near ScrollRight(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ /* increment the pixel position and update the page */\r
+ mv[id].page->dx += player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dx >= mv[0].dxThresh )\r
+ {\r
+// vga_setup_wm1_block_copy();\r
+// _fmemmove(mv[id].page->data+4, mv[id].page->data, mv[id].page->pagesize);\r
+// vga_restore_rm0wm0();\r
+ /* Snap the origin forward */\r
+ mv[id].page->data += 4;\r
+ mv[id].page->dx = mv[0].map->tiles->tileWidth;\r
+ }\r
+}\r
+\r
+void near ScrollLeft(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ /* decrement the pixel position and update the page */\r
+ mv[id].page->dx -= player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dx == 0)\r
+ {\r
+// vga_setup_wm1_block_copy();\r
+// _fmemmove(mv[id].page->data-4, mv[id].page->data, mv[id].page->pagesize);\r
+// vga_restore_rm0wm0();\r
+ /* Snap the origin backward */\r
+ mv[id].page->data -= 4;\r
+ mv[id].page->dx = mv[0].map->tiles->tileWidth;\r
+ }\r
+}\r
+\r
+void near ScrollUp(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ /* decrement the pixel position and update the page */\r
+ mv[id].page->dy -= player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dy == 0)\r
+ {\r
+// vga_setup_wm1_block_copy();\r
+// _fmemmove(mv[id].page->data-mv[id].page->pi, mv[id].page->data, mv[id].page->pagesize);\r
+// vga_restore_rm0wm0();\r
+ /* Snap the origin backward */\r
+ mv[id].page->data -= mv[id].page->pi;\r
+ mv[id].page->dy = mv[0].map->tiles->tileWidth;\r
+ }\r
+}\r
+\r
+void near ScrollDown(map_view_t *mv, player_t *player, word id, word plid)\r
+{\r
+ /* increment the pixel position and update the page */\r
+ mv[id].page->dy += player[plid].speed;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dy >= mv[0].dxThresh )\r
+ {\r
+// vga_setup_wm1_block_copy();\r
+// _fmemmove(mv[id].page->data+mv[id].page->pi, mv[id].page->data, mv[id].page->pagesize);\r
+// vga_restore_rm0wm0();\r
+ /* Snap the origin forward */\r
+ mv[id].page->data += mv[id].page->pi;\r
+ mv[id].page->dy = mv[0].map->tiles->tileWidth;\r
+ }\r
+}\r
+\r
+sword chkmap(map_t *map, word q)\r
+{\r
+// bitmap_t bp;\r
+ static byte x[(MAPW*MAPH)+1] =\r
+{ 1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 5, 6, 7, 8, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 9, 10, 11, 12, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10 };\r
+/*1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, \\r
+5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, \\r
+0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4 };*/\r
+ //check for failed to load map\r
+ if((map->width == map->height == 0) && (q>0))\r
+ {\r
+ //initiate a null map!\r
+ map->width=MAPW;///2;\r
+ map->height=MAPH;///2;\r
+// map->data = malloc(((map->width*map->height)+1)*sizeof(byte));\r
+ map->data = &x;\r
+ map->tiles = malloc(sizeof(tiles_t));\r
+ //fix this to be far~\r
+// bp = bitmapLoadPcx("data/ed.pcx");\r
+// map->tiles->data = &bp;\r
+ map->tiles->debug_data = map->data;\r
+ map->tiles->tileHeight = 16;\r
+ map->tiles->tileWidth = 16;\r
+ map->tiles->rows = 1;\r
+ map->tiles->cols = 1;\r
+ map->tiles->debug_text = true;\r
+ }\r
+ else map->tiles->debug_text = false;\r
+ return 0;\r
+}\r
+\r
+//TODO: player position here\r
+void mapGoTo(map_view_t *mv, int tx, int ty)\r
+{\r
+ int py;//px,\r
+ unsigned int i;\r
+\r
+ /* set up the coordinates */\r
+ mv[0].tx = mv[1].tx = tx;\r
+ mv[0].ty = mv[1].ty = ty;\r
+ mv[0].page->dx = mv[1].page->dx = mv[2].page->dx = mv[3].page->dx = mv->map->tiles->tileWidth;\r
+ mv[0].page->dy = mv[1].page->dy = mv[2].page->dy = mv[3].page->dy = mv->map->tiles->tileHeight;\r
+\r
+ /* set up the thresholds */\r
+ mv[0].dxThresh = mv[1].dxThresh = mv[2].dxThresh = mv[3].dxThresh = mv->map->tiles->tileWidth * 2;\r
+ mv[0].dyThresh = mv[1].dyThresh = mv[2].dxThresh = mv[3].dxThresh = mv->map->tiles->tileHeight * 2;\r
+\r
+ /* draw the tiles */\r
+ modexClearRegion(mv[0].page, 0, 0, mv[0].page->width, mv[0].page->height, 0);\r
+ py=0;\r
+ i=mv[0].ty * mv[0].map->width + mv[0].tx;\r
+ for(ty=mv[0].ty-1; py < mv[0].page->sh+mv->dyThresh && ty < mv[0].map->height; ty++, py+=mv[0].map->tiles->tileHeight) {\r
+ mapDrawWRow(&mv[0], tx-1, ty, py);\r
+ i+=mv->map->width - tx;\r
+ }\r
+ if(!pageploop) modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[0].page->width, mv[0].page->height);\r
+// {\r
+// unsigned int k,j,o;\r
+// /* fill screen with a distinctive pattern */\r
+// for (k=0;k < vga_state.vga_width;k++) {\r
+// o = k >> 2;\r
+// vga_write_sequencer(0x02/*map mask*/,1 << (k&3));\r
+// for (j=0;j < (mv[0].page->height)+(mv[1].page->height)+(mv[2].page->height)+(mv[3].page->height);j++,o += vga_state.vga_stride)\r
+// vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!\r
+// }\r
+// }\r
+ modexCopyPageRegion(mv[3].page, mv[0].page, 0/**/, 0/**/, 0, 0, 24, 32);\r
+}\r
+\r
+void near\r
+mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)\r
+{\r
+ word rx;\r
+ word ry;\r
+ //word textx=0, texty=0;\r
+ //if(i==0) i=2;\r
+ if(i==0)\r
+ {\r
+ //wwww\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!\r
+ }\r
+ else\r
+ {\r
+ rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);\r
+ ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);\r
+////0000printf("i=%d\n", i);\r
+ switch(t->debug_text)\r
+ {\r
+ case 0:\r
+#ifndef TILERENDER\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, ((t->debug_data[i])+1));\r
+ //modexprint(page, x, y, 1, 15, 0, (char const *)(t->debug_data[i]));\r
+#else\r
+ PBUFBFUN (page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));\r
+ /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
+ //draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
+ //modexDrawBmpRegion (page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));\r
+#endif\r
+ break;\r
+ case 1:\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, (t->debug_data[i])+1);\r
+ //modexprintbig(page, x, y, 1, 15, 0, (t->debug_data));\r
+ /*for(texty=0; texty<2; texty++)\r
+ {\r
+ for(textx=0; textx<2; textx++)\r
+ {*/\r
+// modexprint(page, x+(textx*8), y+(texty*8), 1, (word)(t->debug_data), 0, (t->debug_data));\r
+/* }\r
+ }*/\r
+ break;\r
+ }\r
+ }\r
+}\r
+\r
+void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *p, word poopoffset)\r
+{\r
+ word x;\r
+ int i;\r
+ poopoffset%=p[0].speed;\r
+//printf("y: %d\n", poopoffset);\r
+ /* the position within the map array */\r
+ i=ty * mv->map->width + tx;\r
+ for(x=poopoffset; x<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
+ if(i>=0) {\r
+ /* we are in the map, so copy! */\r
+ mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
+ }\r
+ i++; /* next! */\r
+ }\r
+}\r
+\r
+void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *p, word poopoffset)\r
+{\r
+ int y;\r
+ int i;\r
+ poopoffset%=p[0].speed;\r
+//printf("x: %d\n", poopoffset);\r
+ /* location in the map array */\r
+ i=ty * mv->map->width + tx;\r
+\r
+ /* We'll copy all of the columns in the screen,\r
+ i + 1 row above and one below */\r
+ for(y=poopoffset; y<(mv->page->sh+mv->dyThresh)/(poopoffset+1) && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
+ if(i>=0) {\r
+ /* we are in the map, so copy away! */\r
+ mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
+ }\r
+ i += mv->map->width;\r
+ }\r
+}\r
+\r
+void mapDrawWRow(map_view_t *mv, int tx, int ty, word y)\r
+{\r
+ word x;\r
+ int i;\r
+\r
+ /* the position within the map array */\r
+ i=ty * mv->map->width + tx;\r
+ for(x=0; x<mv->page->sw+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
+ if(i>=0) {\r
+ /* we are in the map, so copy! */\r
+ mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
+ }\r
+ i++; /* next! */\r
+ }\r
+}\r
+\r
+void mapDrawWCol(map_view_t *mv, int tx, int ty, word x)\r
+{\r
+ int y;\r
+ int i;\r
+\r
+ /* location in the map array */\r
+ i=ty * mv->map->width + tx;\r
+\r
+ /* We'll copy all of the columns in the screen,\r
+ i + 1 row above and one below */\r
+ for(y=0; y<mv->page->sh+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
+ if(i>=0) {\r
+ /* we are in the map, so copy away! */\r
+ mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
+ }\r
+ i += mv->map->width;\r
+ }\r
+}\r
+\r
+/*void qclean()\r
+{\r
+ //setkb(0);\r
+}*/\r
+\r
+unsigned char shinku_fps_indicator_page = 2;\r
+boolean pageflipflop = 1;\r
+boolean pageploop = 1;\r
+\r
+/* sync */\r
+void shinku(global_game_variables_t *gv)\r
+{\r
+ word x = (0) + gv->video.page[/*!*/(gv->video.p)].dx; // follow the screen\r
+ word y = (0) + gv->video.page[/*!*/(gv->video.p)].dy; // follow the screen\r
+ word col = 7, bgcol = 0, type = 1;//w = 64, h = 8,\r
+ //byte o,o2,i;\r
+ //modexCopyPageRegion(pip[1].page, pip[2].page, 16, 16, 16, 16, (14*8)+4, 8+4);\r
+ /* block copy to visible RAM from offscreen */\r
+// vga_setup_wm1_block_copy();\r
+// modexCopyPageRegion(&(gv->video.page[shinku_fps_indicator_page]), &(gv->video.page[!shinku_fps_indicator_page]), x, y, x+w, 0, w, h);\r
+// o = *(gv->video.page[2].data); // source offscreen\r
+// o2 = *(gv->video.page[shinku_fps_indicator_page].data)+(y * vga_state.vga_stride) + (x >> 2); // dest visible (original stride)\r
+// for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
+// vga_restore_rm0wm0();\r
+ if(elapsed_timer(gv) >= (1.0 / gv->kurokku.frames_per_second))\r
+ {\r
+ // NTS: For some bizarre reason, gv->pee is not initialized, but the pointer is not NULL even\r
+ // though it should be. Instead it's NULL as a near pointer but contains a non-null\r
+ // segment value, so testing against NULL doesn't work. It is initialized properly if\r
+ // you call start_timer() though which uses near malloc. Rather than fight with that,\r
+ // I decided it would be better to declare a temp buffer statically and sprintf to that.\r
+ //\r
+ // This fixes *** Null pointer assignment detected error message in ZCROLL.EXE on exit.\r
+ sprintf(global_temp_status_text, "%.0f fps", (double)gv->kurokku.tiku/ticktock(gv));\r
+ //modexClearRegion(&(gv->video.page[shinku_fps_indicator_page]), x, y, w, h, 45);\r
+ modexprint(&(gv->video.page[/*!*/(gv->video.p)]), x, y, type, col, bgcol, global_temp_status_text);\r
+ gv->kurokku.tiku=0;\r
+ /* block copy to visible RAM from offscreen */\r
+// vga_setup_wm1_block_copy();\r
+// o = *(gv->video.page[shinku_fps_indicator_page].data); // source offscreen\r
+// o2 = *(gv->video.page[2].data)+(y * vga_state.vga_stride) + (x >> 2); // dest visible (original stride)\r
+// for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+// modexCopyPageRegion(&(gv->video.page[shinku_fps_indicator_page]), &(gv->video.page[!shinku_fps_indicator_page]), x, y, x, 0, w, h);\r
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
+// vga_restore_rm0wm0();\r
+ }else //copy dat sheet\r
+ gv->kurokku.tiku++;\r
+\r
+ switch(gv->kurokku.fpscap)\r
+ {\r
+ case 0:\r
+ //modexprint(&(gv->video.page[shinku_fps_indicator_page]), x, y+8, type, col, bgcol, "sanic!");\r
+ gv->kurokku.frames_per_second=1;\r
+ break;\r
+ case 1:\r
+ //turn this off if XT\r
+ //modexWaitBorder();\r
+ vga_wait_for_vsync();\r
+ gv->kurokku.frames_per_second=60;\r
+ break;\r
+ }\r
+ if(pageflipflop){\r
+ if(gv->video.r){\r
+ //vga_setup_wm1_block_copy();\r
+ //_fmemcpy((gv->video.page[(gv->video.p)]).data, (gv->video.page[(!gv->video.p)]).data, gv->video.page[(!gv->video.p)].pagesize);\r
+ //vga_restore_rm0wm0();\r
+ if(!pageploop) modexCopyPageRegion(&(gv->video.page[(gv->video.p)]), &(gv->video.page[(!gv->video.p)]), 0, 0, 0, 0, gv->video.page[gv->video.p].width, gv->video.page[!gv->video.p].height);\r
+ modexShowPage(&(gv->video.page[gv->video.p]));\r
+ if(!pageploop) gv->video.p=!gv->video.p;\r
+ gv->video.r=!gv->video.r;\r
+ //0000gv->video.tickclk = ((*clockw)-gv->video.startclk)/18.2;\r
+ }\r
+ }\r
+}\r
+\r
+void near animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch)\r
+{\r
+ sword x = player[pn].x;\r
+ sword y = player[pn].y;\r
+ sword bx = x+16; //buffer's x\r
+ sword by = y+16; //buffer's y\r
+ word dire=32; //direction\r
+ sword qq; //scroll offset\r
+ word ls = player[pn].persist_aniframe;\r
+\r
+ switch(scrollswitch)\r
+ {\r
+ case 0:\r
+ qq = 0;\r
+ break;\r
+ default:\r
+ qq = ((player[pn].q)*(player[pn].speed));\r
+ break;\r
+ }\r
+ //x-=4;\r
+ y-=pip[0].map->tiles->tileHeight;\r
+ switch (player[pn].d)\r
+ {\r
+ case 0:\r
+ //up\r
+ dire*=player[pn].d;\r
+ y-=qq;\r
+ by-=4;\r
+ break;\r
+ case 3:\r
+ // right\r
+ dire*=(player[pn].d-2);\r
+ x+=qq;\r
+ bx+=4;\r
+ break;\r
+ case 2:\r
+ break;\r
+ case 4:\r
+ //down\r
+ dire*=(player[pn].d-2);\r
+ y+=qq;\r
+ by+=4;\r
+ break;\r
+ case 1:\r
+ //left\r
+ dire*=(player[pn].d+2);\r
+ x-=qq;\r
+ bx-=4;\r
+ break;\r
+ }\r
+\r
+#ifdef SPRITE\r
+#define FRAME1 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 48, dire, 24, 32, PLAYERBMPDATA);\r
+#define FRAME2 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATA);\r
+#define FRAME3 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 0, dire, 24, 32, PLAYERBMPDATA);\r
+#define FRAME4 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATA);\r
+#else\r
+#define FRAME1 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 2+dire);\r
+#define FRAME2 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);\r
+#define FRAME3 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, dire);\r
+#define FRAME4 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);\r
+#endif\r
+ if(!pageflipflop)\r
+ modexCopyPageRegion(pip[1].page, pip[0].page, x-4, y-4, x-4, y-4, 28, 36);\r
+ else{\r
+ //copy old bg to page0\r
+ //modexCopyPageRegion(pip[3].page, pip[0].page, bx, by, 0, 0, 20, 36);\r
+ //update buffer\r
+ //modexCopyPageRegion(pip[0].page, pip[3].page, 0, 0, x, y, 20, 36);\r
+ }\r
+//modexCopyPageRegion(page_t *dest, page_t *src, word sx, word sy, word dx, word dy, word width, word height);\r
+ //modexCopyPageRegion(pip[3].page, pip[!(pip->video->p)].page, x-4, y-4, 0, 128, 28, 36);\r
+ /*modexCopyPageRegion(pip[pip->video->p].page,\r
+ pip[!(pip->video->p)].page, x-4, y-4, x-4, y-4, 28, 36);*/\r
+// else modexCopyPageRegion(pip[1].page, pip[0].page, x-4, y-4, x-4, y-4, 28, 40);\r
+ switch(ls)\r
+ {\r
+ case 1:\r
+ FRAME1\r
+ break;\r
+ case 2:\r
+ FRAME2\r
+ break;\r
+ case 3:\r
+ FRAME3\r
+ break;\r
+ case 4:\r
+ FRAME4\r
+ break;\r
+ }\r
+// if(2>ls && ls>=1) { FRAME1 }else\r
+// if(3>ls && ls>=2) { FRAME2 }else\r
+// if(4>ls && ls>=3) { FRAME3 }else\r
+// if(5>ls && ls>=4) { FRAME4 }\r
+ //modexCopyPageRegion(pip[0].page, pip[3].page, 0, 0, x, y, 24, 32);\r
+ //printf("x=%d y=%d bx=%d by=%d\n", x, y, bx, by);\r
+ pip->video->r=1;\r
+}\r