word offset;\r
} bitmap_t;\r
\r
+typedef struct {\r
+ byte far **data;\r
+ word ntiles; // the number of tiles\r
+ word twidth; // width of the tiles\r
+ word theight; // height of the tiles\r
+ byte *palette; // palette for the tile set\r
+} tileset_t;\r
+\r
+typedef struct {\r
+ byte far *plane[4]; // 4 planes of image data\r
+ word width; // width of the image (spread across 4 planes)\r
+ word height; // height of the image (spread across 4 planes)\r
+ word pwidth; // the number of bytes in each plane\r
+ byte *palette;\r
+} planar_buf_t;\r
+\r
//from 16_sprit.h\r
#ifdef __WATCOMC__\r
typedef struct sprite\r
} sprite_t;\r
#endif\r
\r
-typedef struct {\r
- //byte far **data;\r
-//#ifdef __WATCOMC__\r
- //sprite_t *spri;\r
-//#endif\r
- bitmap_t far *data; // actual tileset info\r
-//in the bitmap_t\r
-// byte *palette; // palette for the tile set\r
- word ntiles; // the number of tiles\r
- word twidth; // width of the tiles\r
- word theight; // height of the tiles\r
- byte imgname[8]; // image filename of tileset\r
-} tileset_t;\r
+//newer structs\r
+typedef struct\r
+{\r
+ int x; //entity exact position on the viewable map\r
+ int y; //entity exact position on the viewable map\r
+ int tx; //entity tile position on the viewable map\r
+ int ty; //entity tile position on the viewable map\r
+ int triggerx; //entity's trigger box tile position on the viewable map\r
+ int triggery; //entity's trigger box tile position on the viewable map\r
+// int sheetsetx; //NOT USED YET! entity sprite sheet set on the image x\r
+// int sheetsety; //NOT USED YET! entity sprite sheet set on the image y\r
+ nibble d; //direction to render sprite!! wwww\r
+ nibble pred; //prev. direction for animation changing\r
+ word dire; //sprite in use\r
+ nibble q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
+ word speed; //entity speed!\r
+ word spt; //speed per tile\r
+#ifdef __WATCOMC__\r
+ sprite_t spri; // sprite used by entity\r
+#endif\r
+ sword hp; //hitpoints of the entity\r
+ nibble overdraww, overdrawh; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
+ // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
+ nibble /*int*/ persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
+} entity_t;\r
\r
-//not currently using\r
-typedef struct {\r
- byte far *plane[4]; // 4 planes of image data\r
- word width; // width of the image (spread across 4 planes)\r
- word height; // height of the image (spread across 4 planes)\r
- word pwidth; // the number of bytes in each plane\r
- byte *palette;\r
-} planar_buf_t;\r
+typedef struct\r
+{\r
+ int x; //entity exact position on the viewable map\r
+ int y; //entity exact position on the viewable map\r
+ int tx; //entity tile position on the viewable map\r
+ int ty; //entity tile position on the viewable map\r
+\r
+#ifdef __WATCOMC__\r
+ sprite_t spri; // sprite used by entity\r
+#endif\r
+ sword hp; //hitpoints of the entity\r
+} static_map_entity_t;\r
\r
-//tile properties\r
+//===========================================================================//\r
+\r
+//TODO: 16_mm and 16_ca must handle this\r
typedef struct {\r
- //bitmap_t far *btdata; //old\r
- tileset_t tileset; //new\r
- word tileHeight, tileWidth;\r
- word rows, cols;\r
-} tiles_t;\r
+#ifdef __WATCOMC__\r
+ sprite_t *spri; // I will probibaly use this --sparky4\r
+#endif\r
+ word tileHeight, tileWidth; //defined by mapfile\r
+ unsigned int rows, cols;\r
+ byte imgname[8]; //image file of tileset (set to 8 because DOS ^^;)\r
+} tiles_t; //seems to be the tileset properties\r
\r
//TODO: 16_mm and 16_ca must handle this\r
//TODO: add variables from 16_ca\r
-#define MAPLAYERS 4\r
-//#define __NEWMAPTILEDATAVARS__\r
-\r
-#ifdef __NEWMAPTILEDATAVARS__\r
-#define MAPTILESPTR layertile[0]\r
-#define MAPTILESPTK layertile[k]\r
-#define MAPDATAPTR layerdata[0]\r
-#define MAPDATAPTK layerdata[k]\r
-#else\r
-#define MAPTILESPTR tiles//layertile[0]\r
-#define MAPTILESPTK tiles//layertile[k]\r
-#define MAPDATAPTR data//layerdata[0]\r
-#define MAPDATAPTK data//layerdata[k]\r
-#endif\r
+typedef struct {\r
+ byte layername[8];\r
+ byte *data; //TODO: 16_mm and 16_ca must handle this\r
+} mapl_t; //map layer array type def\r
+\r
+#define MAP_LAYERS 3\r
typedef struct {\r
//long planestart[3];\r
//unsigned planelength[3];\r
-#ifndef __NEWMAPTILEDATAVARS__\r
- byte *data; //TODO: 16_mm and 16_ca must handle this\r
- tiles_t *tiles; //TODO: 16_mm and 16_ca must handle this\r
-#else\r
- byte far *layerdata[MAPLAYERS]; //mapindex for specific layer\r
- tiles_t far *layertile[MAPLAYERS];\r
-#endif\r
+ mapl_t layerdata[MAP_LAYERS]; // mapdata for multilayer (map index values for rendering which image on the tile)\r
+ tiles_t *tiles; //TODO: 16_mm and 16_ca must handle this // tilesets for layers (currently ony 4 can be loaded wwww)\r
int width, height; //this has to be signed!\r
- byte name[16]; //mapname/maptitle\r
+ byte name[16];\r
} map_t;\r
\r
+//===================================//\r
+\r
typedef struct{\r
- word tw; /* screen width in tiles */\r
- word th; /* screen height in tiles */\r
- word tilesw; /* virtual screen width in tiles */\r
- word tilesh; /* virtual screen height in tiles */\r
+ word tw; /* screen width in tiles */\r
+ word th; /* screen height in tiles */\r
+ word tilesw; /* virtual screen width in tiles */\r
+ word tilesh; /* virtual screen height in tiles */\r
sword tilemidposscreenx; /* middle tile x position */ /* needed for scroll system to work accordingly */\r
sword tilemidposscreeny; /* middle tile y position */ /* needed for scroll system to work accordingly */\r
sword tileplayerposscreenx; /* player position on screen */ /* needed for scroll and map system to work accordingly */\r
typedef struct {\r
nibble/*word*/ id; /* the Identification number of the page~ For layering~ */\r
byte far* data; /* the data for the page */\r
- pagetileinfo_t ti;\r
+ pagetileinfo_t ti; // the tile information of the page\r
word dx; /* col we are viewing on virtual screen (on page[0]) */ /* off screen buffer on the left size */\r
word dy; /* row we are viewing on virtual screen (on page[0]) */ /* off screen buffer on the top size */\r
word sw; /* screen width */ /* resolution */\r
word sh; /* screen heigth */ /* resolution */\r
word width; /* virtual width of the page */\r
word height; /* virtual height of the page */\r
- word stridew; /* width/4 */ /* VGA */\r
- word pagesize; /* page size */\r
- word pi; /* increment page by this much to preserve location */\r
+ word stridew; /* width/4 */ /* VGA */\r
+ word pagesize; /* page size */\r
+ word pi; /* increment page by this much to preserve location */\r
int tlx,tly;\r
//newer vars\r
//TODO: find where they are used\r
sword delta; // How much should we shift the page for smooth scrolling\r
} page_t;\r
\r
-//newer structs\r
-typedef struct\r
-{\r
- int x; //entity exact position on the viewable map\r
- int y; //entity exact position on the viewable map\r
- int tx; //entity tile position on the viewable map\r
- int ty; //entity tile position on the viewable map\r
- int triggerx; //entity's trigger box tile position on the viewable map\r
- int triggery; //entity's trigger box tile position on the viewable map\r
-// int sheetsetx; //NOT USED YET! entity sprite sheet set on the image x\r
-// int sheetsety; //NOT USED YET! entity sprite sheet set on the image y\r
- nibble d; //direction to render sprite!! wwww\r
- nibble pred; //prev. direction for animation changing\r
- word dire; //sprite in use\r
- nibble q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
- word speed; //entity speed!\r
- word spt; //speed per tile\r
-#ifdef __WATCOMC__\r
- sprite_t *spri; // sprite used by entity\r
-#endif\r
- sword hp; //hitpoints of the entity\r
- nibble overdraww, overdrawh; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
- // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
- nibble /*int*/ persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
-} entity_t;\r
-\r
//from 16_in\r
//==========================================================================\r
typedef byte ScanCode;\r
entity_t near enti;\r
#ifdef __WATCOMC__\r
//struct sprite *spri; //supposively the sprite sheet data\r
- memptr gr;\r
+ //memptr gr;\r
#endif\r
- bitmap_t *data; //supposively the sprite sheet data//old format\r
- bitmap_t bmp;\r
+// bitmap_t *data; //supposively the sprite sheet data//old format\r
+// bitmap_t bmp;\r
\r
//input\r
byte near pdir; //previous direction~ used in IN_16 in IN_ReadControl()\r
word clock_start; //timer start\r
word *clock; //current time on clock\r
boolean fpscap; //cap the fps var\r
+ nibble wcpu; //stored value of cpu type\r
} kurokku_t;\r
\r
+//===================================//\r
+#define PALSIZE 768\r
+#define NUMCHUNKS 416 //keen\r
//video\r
typedef struct\r
{\r
unsigned int offscreen_ofs;\r
unsigned int pattern_ofs;\r
-} ofs_t;\r
-#define NUMCHUNKS 416 //keen\r
+} ofs_t; //unfinished\r
\r
typedef struct\r
{\r
char old_mode; //old video mode before game!\r
- byte palette[768]; //palette array\r
+ byte palette[PALSIZE], dpal[PALSIZE]; //palette array\r
page_t page[MAXPAGE]; //can be used as a pointer to root page[0]\r
word vmem_remain; //remaining video memory\r
byte num_of_pages; //number of actual pages\r