break;\r
//right movement\r
case 3:\r
- if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->ti.tw < pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->ti.tilemidposscreenx &&\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 0) && player[pn].enti.tx == pip[0].tx+pip[0].page->ti.tilemidposscreenx &&\r
!(pip[0].map->layerdata[0].data[(player[pn].enti.tx)+(pip[0].map->width*(player[pn].enti.ty-1))] == 0))//!(player[pn].enti.tx+1 == TRIGGX && player[pn].enti.ty == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
break;\r
//left movement\r
case 1:\r
- if(pip[0].tx > 0 && pip[0].tx+pip[0].page->ti.tw <= pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->ti.tilemidposscreenx &&\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 0) && player[pn].enti.tx == pip[0].tx+pip[0].page->ti.tilemidposscreenx &&\r
!(pip[0].map->layerdata[0].data[(player[pn].enti.tx-2)+(pip[0].map->width*(player[pn].enti.ty-1))] == 0))//!(player[pn].enti.tx-1 == TRIGGX && player[pn].enti.ty == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
break;\r
//down movement\r
case 4:\r
- if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->ti.th < pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->ti.tilemidposscreeny &&\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 0) && player[pn].enti.ty == pip[0].ty+pip[0].page->ti.tilemidposscreeny &&\r
!(pip[0].map->layerdata[0].data[(player[pn].enti.tx-1)+(pip[0].map->width*(player[pn].enti.ty))] == 0))//!(player[pn].enti.tx == TRIGGX && player[pn].enti.ty+1 == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
break;\r
//up movement\r
case 0:\r
- if(pip[0].ty > 0 && pip[0].ty+pip[0].page->ti.th <= pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->ti.tilemidposscreeny &&\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 0) && player[pn].enti.ty == pip[0].ty+pip[0].page->ti.tilemidposscreeny &&\r
!(pip[0].map->layerdata[0].data[(player[pn].enti.tx-1)+(pip[0].map->width*(player[pn].enti.ty-2))] == 0))//!(player[pn].enti.tx == TRIGGX && player[pn].enti.ty-1 == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
{\r
//right movement\r
case 3:\r
- if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->ti.tw < pip[0].page->ti.tilesw)\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 1))\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
//left movement\r
case 1:\r
- if(pip[0].tx > 0 && pip[0].tx+pip[0].page->ti.tw <= pip[0].page->ti.tilesw)\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 1))\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
//down movement\r
case 4:\r
- if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->ti.th < pip[0].page->ti.tilesh)\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 1))\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
//up movement\r
case 0:\r
- if(pip[0].ty > 0 && pip[0].ty+pip[0].page->ti.th <= pip[0].page->ti.tilesh)\r
+ if(ZC_mapEdgeChk(pip, player[pn].enti.d, 1))\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
/* draw the next column */\r
x= mv[0].page->sw + mv[0].map->tiles->tileWidth;\r
- if(mv[0].tx >= 0 && mv[0].tx+mv[0].page->ti.tw < mv[0].map->width)\r
+ if(ZC_mapEdgeChk(mv, player[plid].enti.d, 0))\r
#ifndef FULLRCREND\r
if(player[plid].enti.q%4)\r
#else\r
\r
/* draw the next column */\r
x= 0;\r
- if(mv[0].tx > 0 && mv[0].tx+mv[0].page->ti.tw <= mv[0].map->width)\r
+ if(ZC_mapEdgeChk(mv, player[plid].enti.d, 0))\r
#ifndef FULLRCREND\r
if(player[plid].enti.q%4)\r
#else\r
\r
/* draw the next row */\r
y= 0;\r
- if(mv[0].ty > 0 && mv[0].ty+mv[0].page->ti.th <= mv[0].map->height)\r
+ if(ZC_mapEdgeChk(mv, player[plid].enti.d, 0))\r
#ifndef FULLRCREND\r
if(player[plid].enti.q%3)\r
#else\r
\r
/* draw the next row */\r
y= mv[0].page->sh + mv[0].map->tiles->tileHeight;\r
- if(mv[0].ty >= 0 && mv[0].ty+mv[0].page->ti.th < mv[0].map->height)\r
+ if(ZC_mapEdgeChk(mv, player[plid].enti.d, 0))\r
#ifndef FULLRCREND\r
if(player[plid].enti.q%3)\r
#else\r
//===========================================================================\r
//TODO: put player in starting position of assigned spot on map\r
//default player position on the viewable map\r
-void ZC_playerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn, boolean defaultsw)\r
+void ZC_PlayerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn, boolean defaultsw)\r
{\r
player[pn].enti.tx = x + pip[0].tx;\r
player[pn].enti.ty = y + pip[0].ty;\r
//initiate a null map!\r
map->width=MAPW;///2;\r
map->height=MAPH;///2;\r
-// map->layerdata[0].data = malloc(((map->width*map->height)+1)*sizeof(byte));\r
+// map->layerdata[0].data = fmfaflflfofcf(((map->width*map->height)+1)*sizeof(byte));\r
map->layerdata[0].data = &x;\r
- map->tiles = malloc(sizeof(tiles_t));\r
+ //map->tiles = fmfafflflfofc(sizeof(tiles_t));\r
//fix this to be far~\r
// bp = bitmapLoadPcx("data/ed.pcx");\r
// map->tiles->data = &bp;\r
mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)\r
{\r
word rx, ry;\r
- //word textx=0, texty=0;\r
- //if(i==0) i=2;\r
// printf("%02d ", i); if(x >= page->width - t->tileWidth) printf("\n");\r
switch(i)\r
{\r
modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 1); //currently the over scan color!\r
break;\r
default:\r
- rx = (((i-1) % ((t->pcximg->width)/t->tileWidth)) * t->tileWidth);\r
- ry = (((i-1) / ((t->pcximg->height)/t->tileHeight)) * t->tileHeight);\r
+ rx = (((i-1) % ((t->spri->sprite_vrl_cont.vrl_header->width)/t->tileWidth)) * t->tileWidth);\r
+ ry = (((i-1) / ((t->spri->sprite_vrl_cont.vrl_header->height)/t->tileHeight)) * t->tileHeight);\r
#ifndef TILERENDER\r
- if(!pagenorendermap) modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, i+1);\r
+#ifdef __DEBUG_RF__\r
+ if(!dbg_pagenorendermap)\r
+#endif\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, i+1);\r
#else\r
modexDrawBmpRegion (page, x, y, rx, ry, t->tileWidth, t->tileHeight, i);\r
//draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *player, word poopoffset)\r
{\r
int i; nibble z;\r
-if(pagedelayrendermap) if(!y) y+=TILEWH; else y-=TILEWH;\r
+#ifdef __DEBUG_RF__\r
+if(dbg_pagedelayrendermap) if(!y) y+=TILEWH; else y-=TILEWH;\r
+#endif\r
poopoffset%=player[0].enti.speed;\r
//printf("y: %d\n", poopoffset);\r
-if(pagedelayrendermap){ sprintf(global_temp_status_text, "%-3u", mv->dx); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28-(poopoffset*8) , 1, 0, PALMAPDRAWW, 1, global_temp_status_text); }\r
+#ifdef __DEBUG_RF__\r
+if(dbg_pagedelayrendermap){ sprintf(global_temp_status_text, "%-3u", mv->dx); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28-(poopoffset*8) , 1, 0, PALMAPDRAWW, 1, global_temp_status_text); }\r
+#endif\r
/* the position within the map array */\r
i=ty * mv->map->width + tx;\r
for( mv->dx=poopoffset; mv->dx<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width; mv->dx+=mv->map->tiles->tileWidth, tx++) {\r
}\r
}\r
i++; /* next! */\r
- } if(pagedelayrendermap) delay(200);\r
+ }\r
+#ifdef __DEBUG_RF__\r
+if(dbg_pagedelayrendermap) delay(200);\r
+#endif\r
}\r
\r
void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset)\r
{\r
int i; nibble z;\r
-if(pagedelayrendermap) if(!x) x+=TILEWH; else x-=TILEWH;\r
+#ifdef __DEBUG_RF__\r
+if(dbg_pagedelayrendermap) if(!x) x+=TILEWH; else x-=TILEWH;\r
+#endif\r
poopoffset%=player[0].enti.speed;\r
//printf("x: %d\n", poopoffset);\r
-if(pagedelayrendermap){ sprintf(global_temp_status_text, "%-3u", mv->dy); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28-(poopoffset*8) , 1, 0, PALMAPDRAWW, 1, global_temp_status_text); }\r
+#ifdef __DEBUG_RF__\r
+if(dbg_pagedelayrendermap){ sprintf(global_temp_status_text, "%-3u", mv->dy); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28-(poopoffset*8) , 1, 0, PALMAPDRAWW, 1, global_temp_status_text); }\r
+#endif\r
/* location in the map array */\r
i=ty * mv->map->width + tx;\r
/* We'll copy all of the columns in the screen,\r
}\r
}\r
i += mv->map->width;\r
- } if(pagedelayrendermap) delay(200);\r
+ }\r
+#ifdef __DEBUG_RF__\r
+if(dbg_pagedelayrendermap) delay(200);\r
+#endif\r
}\r
\r
void mapDrawWRow(map_view_t *mv, int tx, int ty, word y)\r
}\r
}\r
\r
-boolean pagenorendermap = 0;\r
-boolean pagedelayrendermap = 0;\r
\r
/* sync */\r
void shinku(global_game_variables_t *gv)\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
+ // 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
gv->video.dorender =!gv->video.dorender ;\r
//0000gv->video.tickclk = ((*clockw)-gv->video.startclk)/18.2;\r
}\r
+ PM_NextFrame(gv);\r
}\r
\r
void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn)\r
}\r
player[pn].enti.dire+=dd;\r
//setting xy position\r
- player[pn].enti.spri->x = x;\r
- player[pn].enti.spri->y = y;\r
+ player[pn].enti.spri.x = x;\r
+ player[pn].enti.spri.y = y;\r
\r
if((player[pn].enti.q==1 && player[pn].enti.pred != player[pn].enti.d) || !dd)//when dir changed OR when player change face direction\r
{\r
//0000printf(" q=%u pred=%u d=%u dd=%u\n", player[pn].enti.q, player[pn].enti.pred, player[pn].enti.d, dd);\r
- set_anim_by_id(player[pn].enti.spri, player[pn].enti.dire); //pip->video->sprifilei = set_anim_by_id(player[pn].enti.spri, player[pn].enti.dire); if(pip->video->sprifilei == -1){ printf("ERROR! %u\n", player[pn].enti.dire); return; }\r
+ set_anim_by_id(&player[pn].enti.spri, player[pn].enti.dire); //pip->video->sprifilei = set_anim_by_id(player[pn].enti.spri, player[pn].enti.dire); if(pip->video->sprifilei == -1){ printf("ERROR! %u\n", player[pn].enti.dire); return; }\r
player[pn].enti.pred = player[pn].enti.d;\r
if(!dd)//changed direction while NOT moving!\r
{\r
}\r
}\r
\r
+/*\r
+ * end\r
+ */\r
+\r
void mapScroll(map_view_t *mv, player_t *player)\r
{\r
//word x, y; /* coordinate for drawing */\r