-\r
-//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
- mapGoTo(bg, 0, 0);\r
- mapGoTo(spri, 0, 0);\r
- //mapGoTo(mask, 0, 0);\r
-\r
- //TODO: put player in starting position of spot\r
- //default player position on the viewable map\r
- player.tx = bg->tx + 10;\r
- player.ty = bg->ty + 8;\r
- player.x = player.tx*TILEWH;\r
- player.y = player.ty*TILEWH;\r
- player.triggerx = player.tx;\r
- player.triggery = player.ty+1;\r
- player.q=1;\r
- player.d=0;\r
- player.hp=4;\r
- //npc\r
- /*npc0.tx = bg->tx + 1;\r
- npc0.ty = bg->ty + 1;\r
- npc0.x = npc0.tx*TILEWH;\r
- npc0.y = npc0.ty*TILEWH;\r
- npc0.triggerx = npc0.tx;\r
- npc0.triggery = npc0.ty+1;\r
- npc0.q=1;\r
- npc0.d=0;\r
- modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
-\r
- modexShowPage(spri->page);\r
-// printf("Total used @ before loop: %zu\n", oldfreemem-GetFreeSize());\r
- modexFadeOn(4, gpal);\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
- //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
- //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
- #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
-\r
- //player movement\r
- //TODO: make movement into a function!\r
- if(!panswitch){\r
- //right movement\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 < map.width && player.tx == bg->tx + 10 &&\r
- !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- //animatePlayer(bg, spri, mask, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);
- mapScrollRight(mv, SPEED, 0);\r
- mapScrollRight(mv, SPEED, 1);
- //mapScrollRight(mask, SPEED);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.tx++; }\r
- }\r
- 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
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- player.x+=SPEED;\r
- //animatePlayer(bg, spri, mask, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.tx++; }\r
- }\r
- else\r
- {\r
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);\r
- modexShowPage(spri->page);\r
- player.d = 0;\r
- }\r
- player.triggerx = player.tx+1;\r
- player.triggery = player.ty;\r
- }\r
-\r
- //left movement\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 <= map.width && player.tx == bg->tx + 10 &&\r
- !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- //animatePlayer(bg, spri, mask, 3, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
- mapScrollLeft(mv, SPEED, 0);\r
- mapScrollLeft(mv, SPEED, 1);\r
- //mapScrollLeft(mask, SPEED);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.tx--; }\r
- }\r
- 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
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- player.x-=SPEED;\r
- //animatePlayer(bg, spri, mask, 3, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.tx--; }\r
- }\r
- else\r
- {\r
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);\r
- modexShowPage(spri->page);\r
- player.d = 0;\r
- }\r
- player.triggerx = player.tx-1;\r
- player.triggery = player.ty;\r
- }\r
-\r
- //down movement\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 < map.height && player.ty == bg->ty + 8 &&\r
- !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- //animatePlayer(bg, spri, mask, 2, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);
- mapScrollDown(mv, SPEED, 0);\r
- mapScrollDown(mv, SPEED, 1);\r
- //mapScrollDown(mask, SPEED);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.ty++; }\r
- }\r
- 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
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- player.y+=SPEED;\r
- //animatePlayer(bg, spri, mask, 2, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.ty++; }\r
- }\r
- else\r
- {\r
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
- modexShowPage(spri->page);\r
- player.d = 0;\r
- }\r
- player.triggerx = player.tx;\r
- player.triggery = player.ty+1;\r
- }\r
-\r
- //up movement\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 <= map.height && player.ty == bg->ty + 8 &&\r
- !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY)) //collision detection!\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- //animatePlayer(bg, spri, mask, 0, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
- animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);
- mapScrollUp(mv, SPEED, 0);\r
- mapScrollUp(mv, SPEED, 1);\r
- //mapScrollUp(mask, SPEED);\r
- modexShowPage(spri->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.ty--; }\r
- }\r
- 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
- {\r
- if(player.q<=(TILEWH/SPEED))\r
- {\r
- INC_PER_FRAME;\r
- player.y-=SPEED;\r
- //animatePlayer(bg, spri, mask, 0, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
- modexShowPage(spri->page);\r
- animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; player.ty--; }\r
- }\r
- else\r
- {\r
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);\r
- modexShowPage(spri->page);\r
- player.d = 0;\r
- }\r
- player.triggerx = player.tx;\r
- player.triggery = player.ty-1;\r
- }\r
-}else{\r
-//88 switch!\r
- //right movement\r
- if((keyp(77) && !keyp(75) && pand == 0) || pand == 2)\r
- {\r
- if(pand == 0){ pand = 2; }\r
- if(panq<=(TILEWH/SPEED))\r
- {\r
- switch(panpagenum)\r
- {\r
- case 0:\r
- //bg\r
- bg->page->dx++;\r
- modexShowPage(bg->page);\r
- break;\r
- case 1:\r
- //spri\r
- spri->page->dx++;\r
- modexShowPage(spri->page);\r
- break;\r
- case 2:\r
- //fg\r
- mask->page->dx++;\r
- modexShowPage(mask->page);\r
- break;\r
- }\r
- panq++;\r
- } else { panq = 1; pand = 0; }\r
- }\r
- //left movement\r
- if((keyp(75) && !keyp(77) && pand == 0) || pand == 4)\r
- {\r
- if(pand == 0){ pand = 4; }\r
- if(panq<=(TILEWH/SPEED))\r
- {\r
- switch(panpagenum)\r
- {\r
- case 0:\r
- //bg\r
- bg->page->dx--;\r
- modexShowPage(bg->page);\r
- break;\r
- case 1:\r
- //spri\r
- spri->page->dx--;\r
- modexShowPage(spri->page);\r
- break;\r
- case 2:\r
- //fg\r
- mask->page->dx--;\r
- modexShowPage(mask->page);\r
- break;\r
- }\r
- panq++;\r
- } else { panq = 1; pand = 0; }\r
- }\r
- //down movement\r
- if((keyp(72) && !keyp(80) && pand == 0) || pand == 3)\r
- {\r
- if(pand == 0){ pand = 3; }\r
- if(panq<=(TILEWH/SPEED))\r
- {\r
- switch(panpagenum)\r
- {\r
- case 0:\r
- //bg\r
- bg->page->dy--;\r
- modexShowPage(bg->page);\r
- break;\r
- case 1:\r
- //spri\r
- spri->page->dy--;\r
- modexShowPage(spri->page);\r
- break;\r
- case 2:\r
- //fg\r
- mask->page->dy--;\r
- modexShowPage(mask->page);\r
- break;\r
- }\r
- panq++;\r
- } else { panq = 1; pand = 0; }\r
- }\r
- //up movement\r
- if((keyp(80) && !keyp(72) && pand == 0) || pand == 1)\r
- {\r
- if(pand == 0){ pand = 1; }\r
- if(panq<=(TILEWH/SPEED))\r
- {\r
- switch(panpagenum)\r
- {\r
- case 0:\r
- //bg\r
- bg->page->dy++;\r
- modexShowPage(bg->page);\r
- break;\r
- case 1:\r
- //spri\r
- spri->page->dy++;\r
- modexShowPage(spri->page);\r
- break;\r
- case 2:\r
- //fg\r
- mask->page->dy++;\r
- modexShowPage(mask->page);\r
- break;\r
- }\r
- panq++;\r
- } else { panq = 1; pand = 0; }\r
- }\r
-}\r
-\r
- //the scripting stuf....\r
-\r
- //if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
- if(((bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
- {\r
- short i;\r
- for(i=800; i>=400; i--)\r
- {\r
- sound(i);\r
- }\r
- nosound();\r
- }\r
- if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
- //debugging binds!\r
- //if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }\r
- if(keyp(2)){ modexShowPage(bg->page); panpagenum=0; }\r
- if(keyp(3)){ modexShowPage(spri->page); panpagenum=1; }\r
- if(keyp(4)){ modexShowPage(mask->page); panpagenum=2; }\r
- if(keyp(0x44)){ bputs(spri->page, player.x+(TILEWH*2), player.y+(TILEWH*2), "wwww"); } //f10\r
- if(keyp(25)){ pdump(bg); pdump(spri); } //p\r
- if(keyp(24)){ modexPalUpdate0(gpal); paloffset=0; pdump(bg); pdump(spri); }\r
- if(keyp(22)){\r
- paloffset=0; modexPalBlack(); modexPalUpdate(&ptmp, &paloffset, 0, 0);\r
- printf("1paloffset = %d\n", paloffset/3);\r
- modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
- printf("2paloffset = %d\n", paloffset/3);\r
- pdump(bg); pdump(spri); }\r
- //pan switch\r
- if(keyp(88)){if(!panswitch) panswitch++; else panswitch--; } //f12\r
- //TSR\r
- if(keyp(87)) //f11\r
- {\r
- modexLeave();\r
- setkb(0);\r
- __asm\r
- {\r
- mov ah,31h\r
- int 21h\r
- }\r
- }\r
-\r
- if((player.q==1) && !(player.x%TILEWH==0 && player.y%TILEWH==0)) break; //incase things go out of sync!\r
-\r
- }\r
-\r
- /* fade back to text mode */\r
- /* but 1st lets save the game palette~ */\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
- modexFadeOff(4, gpal);\r
- modexLeave();\r
- setkb(0);\r
- printf("Project 16 scroll.exe\n");\r
- printf("tx: %d\n", bg->tx);\r
- printf("ty: %d\n", bg->ty);\r
- printf("player.x: %d", player.x); printf(" player.y: %d\n", player.y);\r
- //if(player.hp==0) printf("%d wwww\n", player.y+8);\r
- //else printf("\nplayer.y: %d\n", player.y);\r
- printf("player.tx: %d", player.tx); printf(" player.ty: %d\n", player.ty);\r
- printf("player.triggx: %d", player.triggerx); printf(" player.triggy: %d\n", player.triggery);\r
- printf("player.hp: %d", player.hp); printf(" player.q: %d", player.q); printf(" player.d: %d\n", player.d);\r
- printf("tile data value at player trigger position: %d\n", bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))]);\r
- printf("palette offset: %d\n", paloffset/3);\r
- printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
- printf("Total free: %zu\n", GetFreeSize());\r
- printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
- printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
- printf("Screen: %dx", screen.width); printf("%d\n", screen.height);\r
- printf("Screen2: %dx", screen2.width); printf("%d\n", screen2.height);\r
- //printf("map.width=%d map.height=%d map.data[0]=%d\n", bg->map->width, bg->map->height, bg->map->data[0]);\r
- //xmsfree(&map);\r
- //xmsfree(bg);\r
- //xmsfree(spri);\r
- //xmsfree(mask);\r
- //xmsreport();\r
- //emmclose(emmhandle);\r
- printf("%Fp\n", bios_8x8_font());\r
- //printf("%c\n", *bios_8x8_font());\r
- switch(detectcpu())\r
- {\r
- case 0: cpus = "8086/8088 or 186/88"; break;\r
- case 1: cpus = "286"; break;\r
- case 2: cpus = "386 or newer"; break;\r
- default: cpus = "internal error"; break;\r
- }\r
- printf("detected CPU type: %s\n", cpus);\r
- modexFadeOn(4, dpal);\r
-}\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/**2*/);\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
-}