/* Project 16 Source Code~\r
- * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
*\r
* This file is part of Project 16.\r
*\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
+ 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 *palette;\r
} planar_buf_t;\r
\r
+//from 16_sprit.h\r
+#ifdef __WATCOMC__\r
+typedef struct sprite\r
+{\r
+ // VRS container from which we will extract animation and image data\r
+ struct vrs_container *spritesheet;\r
+ // Container for a vrl sprite\r
+ struct vrl_container *sprite_vrl_cont;\r
+ // Current sprite id\r
+ int curr_spri_id;\r
+ // Index of a current sprite in an animation sequence\r
+ int curr_anim_spri;\r
+ // Current animation sequence\r
+ struct vrs_animation_list_entry_t *curr_anim_list;\r
+ // Index of current animation in relevant VRS offsets table\r
+ int curr_anim;\r
+ // Delay in time units untill we should change sprite\r
+ int delay;\r
+ // Position of sprite on screen\r
+ int x, y;\r
+} sprite_t;\r
+#endif\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
+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
+//===========================================================================//\r
+\r
//TODO: 16_mm and 16_ca must handle this\r
typedef struct {\r
- bitmap_t far *btdata; //old\r
- planar_buf_t far *data; //old\r
- word tileHeight, tileWidth;\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
-// #ifdef __DEBUG__\r
-// boolean debug_text; //show the value of the tile! wwww\r
-// byte *debug_data;\r
-// #endif\r
-} tiles_t;\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
+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
- byte *data; //TODO: 16_mm and 16_ca must handle this\r
- byte * far *layerdata; //TODO: 16_mm and 16_ca must handle this\r
- tiles_t *tiles; //TODO: 16_mm and 16_ca must handle this\r
- tiles_t * far *layertile; //TODO: 16_mm and 16_ca must handle this\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
- char name[16];\r
+ byte name[16];\r
} map_t;\r
\r
-//TODO USE THIS tile info\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
sword tileplayerposscreeny; /* player position on screen */ /* needed for scroll and map system to work accordingly */\r
-} ti_t;\r
+} pagetileinfo_t;\r
\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; // 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 tw; /* screen width in tiles */\r
- word th; /* screen height in tiles */\r
word width; /* virtual width of the page */\r
word height; /* virtual height of the page */\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
- sword tileplayerposscreeny; /* player position on screen */ /* needed for scroll and map system to work accordingly */\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
-//new 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
- boolean invq; //animation inversing\r
- word speed; //entity speed!\r
- word spt; //speed per tile\r
- struct sprite *spri; // sprite used by entity\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
- int persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
-} entity_t;\r
-\r
-//TODO: MAKE THIS WWWW\r
-typedef struct\r
-{\r
- //sprite ....\r
- boolean wwww;\r
-} spri_t;\r
-\r
-//TODO: MAKE THIS TO WWWW\r
-typedef struct\r
-{\r
- //vrs with sprite ....\r
- spri_t *spri;\r
-} vrs_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
-//video\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; //unfinished\r
\r
typedef struct\r
{\r
char old_mode; //old video mode before game!\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
byte far * omemptr;\r
byte vga_draw_stride;\r
byte vga_draw_stride_limit; // further X clipping\r
-//\r
- boolean __near rss; //render sprite switch\r
+ //end of doslib origi vars\r
+ boolean __near rss; //render sprite switch\r
+ boolean __near bgps; //bg preservation render switch between old and new\r
sword __near sprifilei; //player file's i\r
- boolean __near p; //render page number //BLEH\r
- boolean __near r; //page flip if true\r
+ nibble __near p; //render page number\r
+ nibble __near sp; //show page number(for showpage)\r
+ boolean __near dorender; //page flip, showpage, or render if true\r
word pr[MAXPAGE][4]; //render sections of pages (this is supposed to be set up to draw sections of the screen if updated)\r
\r
- nibble sfip;//shinku_fps_indicator_page; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
- nibble panp; //pan_t replacement\r
+ nibble sfip; //shinku_fps_indicator_page; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
+ ofs_t ofs; //offset vars used for doslib\r
+ word vh; //video combined height\r
//0000word startclk; float clk, tickclk; //timer\r
//newer vars\r
//TODO: find out how they are used\r
byte grneeded[NUMCHUNKS];\r
} video_t;\r
\r
+//from scroll16\r
+//==========================================================================\r
+typedef struct\r
+{\r
+ map_t *map;\r
+ page_t *page;\r
+ int tx,ty; //appears to be the top left tile position on the viewable screen map\r
+ word dxThresh,dyThresh; //Threshold for physical tile switch\r
+ video_t *video; //pointer to game variables of the video\r
+ nibble __near *p; // pointer to video's render page num\r
+ nibble __near *sp; // pointer to video's show page num\r
+ int dx, dy; // draw row and col var\r
+//newer vars!\r
+ int delta, d;\r
+} map_view_t;\r
+/* Map is presumed to:\r
+ * 1. Have all the required layers and tilesets within itself\r
+ * 2. Have a 'fence' around accessible blocks to simplify boundary logic\r
+ * 3. Have a persistent map and tile size among the layers\r
+ * Map view is presumed to:\r
+ * 1. Calculate, store and update a panning info, which includes, but not limited to:\r
+ * combined layer information, actual map representation (reflecting real state of the game),\r
+ * pixel shift for smooth tile scrolling.\r
+ * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling,\r
+ * additional row/column is always drawn at the each side of the map. This implies that 'fence'\r
+ * should have a sprite too. Map is drawn left-to-right, top-to-bottom.\r
+ */\r
+\r
+//==========================================================================\r
+\r
//from 16_mm\r
//==========================================================================\r
\r
typedef struct\r
{\r
int mapon, mapnum;\r
- __SEGA *mapsegs[4];\r
- __SEGA *mapheaderseg[NUMMAPS];\r
- __SEGA *tinf;\r
+ //__SEGA *mapsegs[4];\r
+ //__SEGA *mapheaderseg[NUMMAPS];\r
+ //__SEGA *tinf;\r
+ memptr mapsegs;\r
} ca_mapinfo_t;\r
\r
typedef struct\r
__SEGA *grsegs[NUMCHUNKS];\r
byte far grneeded[NUMCHUNKS];\r
huffnode huffnode;\r
+\r
+ //TODO: extend! and learn from keen/wolf/catacomb's code wwww\r
+ memptr spribuff;\r
} ca_t;\r
\r
//==========================================================================\r
mminfo_t mm; mminfotype mmi;\r
} global_game_variables_t;\r
\r
-extern char global_temp_status_text[512];\r
#ifdef __WATCOMC__\r
+extern char global_temp_status_text[512];\r
+extern char global_temp_status_text2[512];\r
#define EINVFMT EMFILE\r
#endif\r
#endif /* _TYPEDEFSTRUCT_H_ */\r