*/\r
#include "src/lib/scroll16.h"\r
\r
-void walk(map_view_t *pip, player_t *player, word pn)\r
+#define ANIMATESPRIFUN ZC_animatePlayer\r
+\r
+void oldwalk(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
+ #define INC_PER_FRAME if(player[pn].enti.q&1) player[pn].enti.persist_aniframe++; if(player[pn].enti.persist_aniframe>4) player[pn].enti.persist_aniframe = 1;\r
+ //printf("player[%d].d=%d\n", pn, player[pn].enti.d);\r
+ switch(player[pn].enti.d)\r
{\r
//no direction\r
case 2:\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
+ if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->tw < pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ !(pip[0].map->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
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- animatePlayer(pip, player, pn, 1);\r
+ ANIMATESPRIFUN(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
mapScrollRight(pip, player, (pip[0].video->p), pn);\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].q++;\r
+ player[pn].enti.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
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ else if(player[pn].enti.tx < pip[0].map->width && !(pip[0].map->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))\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- player[pn].x+=(player[pn].speed);\r
- animatePlayer(pip, player, pn, 0);\r
+ player[pn].enti.x+=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, player[pn].enti.x, player[pn].enti.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
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 24, 32, PLAYERBMPDATAPTR);\r
#else\r
- modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 14);\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 14);\r
#endif\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].d = 2;\r
+ player[pn].enti.d = 2;\r
}\r
- player[pn].triggerx = player[pn].tx+1;\r
- player[pn].triggery = player[pn].ty;\r
+ player[pn].enti.triggerx = player[pn].enti.tx+1;\r
+ player[pn].enti.triggery = player[pn].enti.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
+ if(pip[0].tx > 0 && pip[0].tx+pip[0].page->tw <= pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ !(pip[0].map->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
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- animatePlayer(pip, player, pn, 1);\r
+ ANIMATESPRIFUN(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
mapScrollLeft(pip, player, (pip[0].video->p), pn);\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].q++;\r
+ player[pn].enti.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
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ else if(player[pn].enti.tx > 1 && !(pip[0].map->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))\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- player[pn].x-=(player[pn].speed);\r
- animatePlayer(pip, player, pn, 0);\r
+ player[pn].enti.x-=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, player[pn].enti.x, player[pn].enti.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
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 96, 24, 32, PLAYERBMPDATAPTR);\r
#else\r
- modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 10);\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 10);\r
#endif\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].d = 2;\r
+ player[pn].enti.d = 2;\r
}\r
- player[pn].triggerx = player[pn].tx-1;\r
- player[pn].triggery = player[pn].ty;\r
+ player[pn].enti.triggerx = player[pn].enti.tx-1;\r
+ player[pn].enti.triggery = player[pn].enti.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
+ if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->th < pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ !(pip[0].map->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
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- animatePlayer(pip, player, pn, 1);\r
+ ANIMATESPRIFUN(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
mapScrollDown(pip, player, (pip[0].video->p), pn);\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].q++;\r
+ player[pn].enti.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
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ else if(player[pn].enti.ty < pip[0].map->height && !(pip[0].map->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))\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- player[pn].y+=(player[pn].speed);\r
- animatePlayer(pip, player, pn, 0);\r
+ player[pn].enti.y+=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, player[pn].enti.x, player[pn].enti.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
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 64, 24, 32, PLAYERBMPDATAPTR);\r
#else\r
- modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 9);\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 9);\r
#endif\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].d = 2;\r
+ player[pn].enti.d = 2;\r
}\r
- player[pn].triggerx = player[pn].tx;\r
- player[pn].triggery = player[pn].ty+1;\r
+ player[pn].enti.triggerx = player[pn].enti.tx;\r
+ player[pn].enti.triggery = player[pn].enti.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
+ if(pip[0].ty > 0 && pip[0].ty+pip[0].page->th <= pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ !(pip[0].map->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
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- animatePlayer(pip, player, pn, 1);\r
+ ANIMATESPRIFUN(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
mapScrollUp(pip, player, (pip[0].video->p), pn);\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].q++;\r
+ player[pn].enti.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
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ else if(player[pn].enti.ty > 1 && !(pip[0].map->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))\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
INC_PER_FRAME;\r
- player[pn].y-=(player[pn].speed);\r
- animatePlayer(pip, player, 0, pn);\r
+ player[pn].enti.y-=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.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
+ if(!pageflipflop) modexCopyPageRegion(pip[1].page, pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, player[pn].enti.x, player[pn].enti.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
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 0, 24, 32, PLAYERBMPDATAPTR);\r
#else\r
- modexClearRegion(pip[1].page, player[pn].x, player[pn].y-TILEWH, 24, 32, 12);\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 12);\r
#endif\r
if(!pageflipflop) modexShowPage(pip[1].page);\r
- player[pn].d = 2;\r
+ player[pn].enti.d = 2;\r
}\r
- player[pn].triggerx = player[pn].tx;\r
- player[pn].triggery = player[pn].ty-1;\r
+ player[pn].enti.triggerx = player[pn].enti.tx;\r
+ player[pn].enti.triggery = player[pn].enti.ty-1;\r
break;\r
}\r
}\r
\r
-//panning page\r
-void panPageManual(map_view_t *pip, player_t *player, word pn)\r
+\r
+/*\r
+src/lib/scroll16.c: mv[0].video->r=1;\r
+src/lib/scroll16.c: mv[0].video->r=1;\r
+src/lib/scroll16.c: mv[0].video->r=1;\r
+src/lib/scroll16.c: mv[0].video->r=1;\r
+src/lib/scroll16.c: pip->video->r=1;\r
+src/lib/scroll16.c: mv->video->r=1;\r
+ */\r
+\r
+void ZC_walk(map_view_t *pip, player_t *player, word pn)\r
{\r
- switch(player[pn].d)\r
+ #define INC_PER_FRAME if(player[pn].enti.q&1) player[pn].enti.persist_aniframe++; if(player[pn].enti.persist_aniframe>4) player[pn].enti.persist_aniframe = 1;\r
+ switch(player[pn].enti.d)\r
{\r
+ //no direction\r
+ case 2:\r
+ //0000pip[0].video->startclk = (*clockw);\r
+ break;\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
+ if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->tw < pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ !(pip[0].map->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
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.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
+ INC_PER_FRAME;\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.tx++; }\r
+ }\r
+ else if(player[pn].enti.tx < pip[0].map->width && !(pip[0].map->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))\r
+ {\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ player[pn].enti.x+=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(pip, player, pn, 0);\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.tx++; }\r
+ }\r
+ else\r
+ {\r
+#ifdef SPRITE\r
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 24, 32, PLAYERBMPDATAPTR);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 14);\r
+#endif\r
+ player[pn].enti.d = 2;\r
}\r
+ player[pn].enti.triggerx = player[pn].enti.tx+1;\r
+ player[pn].enti.triggery = player[pn].enti.ty;\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
+ if(pip[0].tx > 0 && pip[0].tx+pip[0].page->tw <= pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ !(pip[0].map->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
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.tx--; }\r
+ }\r
+ else if(player[pn].enti.tx > 1 && !(pip[0].map->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))\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.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
+ INC_PER_FRAME;\r
+ player[pn].enti.x-=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(pip, player, pn, 0);\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.tx--; }\r
}\r
+ else\r
+ {\r
+#ifdef SPRITE\r
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 96, 24, 32, PLAYERBMPDATAPTR);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 10);\r
+#endif\r
+ player[pn].enti.d = 2;\r
+ }\r
+ player[pn].enti.triggerx = player[pn].enti.tx-1;\r
+ player[pn].enti.triggery = player[pn].enti.ty;\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
+ if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->th < pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ !(pip[0].map->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
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.ty++; }\r
+ }\r
+ else if(player[pn].enti.ty < pip[0].map->height && !(pip[0].map->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))\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.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
+ INC_PER_FRAME;\r
+ player[pn].enti.y+=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(pip, player, pn, 0);\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.ty++; }\r
+ }\r
+ else\r
+ {\r
+#ifdef SPRITE\r
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 64, 24, 32, PLAYERBMPDATAPTR);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 9);\r
+#endif\r
+ player[pn].enti.d = 2;\r
}\r
+ player[pn].enti.triggerx = player[pn].enti.tx;\r
+ player[pn].enti.triggery = player[pn].enti.ty+1;\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
+ if(pip[0].ty > 0 && pip[0].ty+pip[0].page->th <= pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ !(pip[0].map->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
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.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
+ INC_PER_FRAME;\r
+ ANIMATESPRIFUN(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
+ player[pn].enti.q++;\r
+ //0000pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.ty--; }\r
}\r
- break;\r
+ else if(player[pn].enti.ty > 1 && !(pip[0].map->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))\r
+ {\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
+ {\r
+ INC_PER_FRAME;\r
+ player[pn].enti.y-=(player[pn].enti.speed);\r
+ ANIMATESPRIFUN(pip, player, 0, pn);\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; player[pn].enti.ty--; }\r
+ }\r
+ else\r
+ {\r
+#ifdef SPRITE\r
+ modexDrawSpriteRegion(pip[0].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 0, 24, 32, PLAYERBMPDATAPTR);\r
+#else\r
+ modexClearRegion(pip[1].page, player[pn].enti.x, player[pn].enti.y-TILEWH, 24, 32, 12);\r
+#endif\r
+ player[pn].enti.d = 2;\r
+ }\r
+ player[pn].enti.triggerx = player[pn].enti.tx;\r
+ player[pn].enti.triggery = player[pn].enti.ty-1;\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
-//panning vmem\r
-void panVmemManual(map_view_t *pip, player_t *player, word pn)\r
+//panning page\r
+void ZC_panPageManual(map_view_t *pip, player_t *player, word pn)\r
{\r
- switch(player[pn].d)\r
+#define SHOWMVFUN_ ZC_ShowMV(pip, 0, 0);\r
+ switch(player[pn].enti.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
+ if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->tw < pip[0].page->tilesw)\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
- pip[pip[0].pan->pn].page->dx+=4;\r
- //modexShowPageVsync(pip[pip[0].pan->pn].page);\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
+ pip[0].page->dx+=4;\r
+ SHOWMVFUN_;\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; pip[0].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
+ if(pip[0].tx > 0 && pip[0].tx+pip[0].page->tw <= pip[0].page->tilesw)\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
- pip[pip[0].pan->pn].page->dx-=4;\r
- //modexShowPageVsync(pip[pip[0].pan->pn].page);\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
+ pip[0].page->dx-=4;\r
+ SHOWMVFUN_;\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; pip[0].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
+ if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->th < pip[0].page->tilesh)\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
- pip[pip[0].pan->pn].page->dy+=4;\r
- //modexShowPageVsync(pip[pip[0].pan->pn].page);\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
+ pip[0].page->dy+=4;\r
+ SHOWMVFUN_;\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; pip[0].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
+ if(pip[0].ty > 0 && pip[0].ty+pip[0].page->th <= pip[0].page->tilesh)\r
{\r
- if(player[pn].q<=player[pn].spt)\r
+ if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
- pip[pip[0].pan->pn].page->dy-=4;\r
- //modexShowPageVsync(pip[pip[0].pan->pn].page);\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
+ pip[0].page->dy-=4;\r
+ SHOWMVFUN_;\r
+ player[pn].enti.q++;\r
+ } else { player[pn].enti.q = 1; player[pn].enti.d = 2; pip[0].ty--; }\r
}\r
- break;\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
/*\r
* modex mv setup\r
*/\r
-void modexMVSetup(map_view_t *pip, map_t *map, pan_t *pan, global_game_variables_t *gv)\r
+void ZC_MVSetup(map_view_t *pip, map_t *map, global_game_variables_t *gv)\r
{\r
+#define ZC_MVI 1\r
nibble i;\r
// 1st page\r
pip[0].page = &gv->video.page[0];\r
pip[0].map = map;\r
pip[0].video = &gv->video;\r
- pip[0].pan = pan;\r
- modexMVInit(pip, 1, 1);\r
+ pip[0].panp = &gv->video.panp;\r
+ ZC_MVInit(pip, 1, 1);\r
\r
- for(i=1;i<gv->video.num_of_pages;i++)\r
+ for(i=ZC_MVI;i<gv->video.num_of_pages;i++)\r
{\r
pip[i].page = &gv->video.page[i];\r
pip[i].map = pip[0].map;\r
pip[i].video = pip[0].video;\r
- pip[i].pan = pip[0].pan;\r
- pip[i].tx = 1;\r
- pip[i].ty = 1;\r
+ pip[i].panp = pip[0].panp;\r
+// if(i>ZC_MVI) {\r
+ pip[i].tx = 1;\r
+ pip[i].ty = 1;\r
+// }\r
}\r
}\r
\r
-void modexMVInit(map_view_t *pip, int tx, int ty)\r
+void ZC_MVInit(map_view_t *pip, int tx, int ty)\r
{\r
pip[0].tx = tx;\r
pip[0].ty = ty;\r
+ //pip[0].tx = pip[1].tx = tx;\r
+ //pip[0].ty = pip[1].ty = ty;\r
+}\r
+\r
+void ZC_ShowMV(map_view_t *moo, boolean vsync, boolean sr)\r
+{\r
+ word high_address, low_address, offset;\r
+ byte crtcOffset;\r
+\r
+ /* calculate offset */\r
+ offset = (word) moo[moo[0].video->panp].page->data;\r
+ offset += moo[0].page->dy * (moo[0].page->width >> 2 );\r
+ offset += moo[0].page->dx >> 2;\r
+\r
+ /* calculate crtcOffset according to virtual width */\r
+ switch(sr)\r
+ {\r
+ case 1:\r
+ crtcOffset = moo[0].page->sw >> 3;\r
+ break;\r
+ default:\r
+ case 0:\r
+ crtcOffset = moo[0].page->width >> 3;\r
+ break;\r
+ }\r
+\r
+ high_address = HIGH_ADDRESS | (offset & 0xff00);\r
+ low_address = LOW_ADDRESS | (offset << 8);\r
+\r
+ /* wait for appropriate timing and then program CRTC */\r
+ if(vsync) while ((inp(INPUT_STATUS_1) & DISPLAY_ENABLE));\r
+ outpw(CRTC_INDEX, high_address);\r
+ outpw(CRTC_INDEX, low_address);\r
+ outp(CRTC_INDEX, 0x13);\r
+ outp(CRTC_DATA, crtcOffset);\r
+\r
+ /* wait for one retrace */\r
+ if(vsync) while (!(inp(INPUT_STATUS_1) & VRETRACE));\r
+\r
+ /* do PEL panning here */\r
+ outp(AC_INDEX, 0x33);\r
+ outp(AC_INDEX, (moo[0].page->dx & 0x03) << 1);\r
}\r
\r
/*map_t\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
+ mv[id].page[0].dx += player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
- if(mv[id].page->dx >= mv[id].dxThresh )\r
+ if(mv[id].page[0].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
+ mv[id].page[0].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(player[plid].enti.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
+ mapDrawCol(&mv[0], mv[0].tx + mv[0].page->tw, mv[0].ty-1, x, player, mv->page[0].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
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
+ mv[id].page[0].dx -= player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
- if(mv[id].page->dx == 0)\r
+ if(mv[id].page[0].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
+ mv[id].page[0].dx = mv[id].map->tiles->tileWidth;\r
}\r
\r
/* draw the next column */\r
x= 0;\r
- if(player[plid].q%4)\r
+ if(player[plid].enti.q%4)\r
if(id==0)\r
- mapDrawCol(&mv[0], mv[0].tx - 1, mv[0].ty-1, x, player, mv->page->dx);\r
+ mapDrawCol(&mv[0], mv[0].tx - 1, mv[0].ty-1, x, player, mv->page[0].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
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
+ mv[id].page[0].dy -= player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
- if(mv[id].page->dy == 0 )\r
+ if(mv[id].page[0].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
+ mv[id].page[0].dy = mv[id].map->tiles->tileHeight;\r
}\r
\r
/* draw the next row */\r
y= 0;\r
- if(player[plid].q%3)\r
+ if(player[plid].enti.q%3)\r
if(id==0)\r
- mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty-1, y, player, mv->page->dy);\r
+ mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty-1, y, player, mv->page[0].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
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
+ mv[id].page[0].dy += player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
- if(mv[id].page->dy >= mv[id].dyThresh )\r
+ if(mv[id].page[0].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
+ mv[id].page[0].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(player[plid].enti.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
+ mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty+mv[0].page->th, y, player, mv->page[0].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
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
+ mv[id].page->dx += player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dx >= mv[0].dxThresh )\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
+ mv[id].page->dx -= player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dx == 0)\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
+ mv[id].page->dy -= player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dy == 0)\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
+ mv[id].page->dy += player[plid].enti.speed;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dy >= mv[0].dxThresh )\r
}\r
}\r
\r
+//===========================================================================\r
+//TODO: put player in starting position of assigned spot on map\r
+//default player position on the viewable map\r
+void playerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn)\r
+{\r
+ player[pn].enti.tx = x + pip[0].tx + pip[0].page->tilemidposscreenx;\r
+ player[pn].enti.ty = y + pip[0].ty + pip[0].page->tilemidposscreeny;\r
+}\r
+//===========================================================================\r
+\r
sword chkmap(map_t *map, word q)\r
{\r
// bitmap_t bp;\r
modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, ((dbg_mapdata[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
+ modexDrawBmpRegion (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
}\r
}\r
\r
-void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *p, word poopoffset)\r
+void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *player, word poopoffset)\r
{\r
word x;\r
int i;\r
- poopoffset%=p[0].speed;\r
+ poopoffset%=player[0].enti.speed;\r
//printf("y: %d\n", poopoffset);\r
/* the position within the map array */\r
i=ty * mv->map->width + tx;\r
}\r
}\r
\r
-void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *p, word poopoffset)\r
+void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset)\r
{\r
int y;\r
int i;\r
- poopoffset%=p[0].speed;\r
+ poopoffset%=player[0].enti.speed;\r
//printf("x: %d\n", poopoffset);\r
/* location in the map array */\r
i=ty * mv->map->width + tx;\r
//setkb(0);\r
}*/\r
\r
-unsigned char shinku_fps_indicator_page = 2;\r
boolean pageflipflop = 1;\r
boolean pageploop = 1;\r
\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
+// modexCopyPageRegion(&(gv->video.page[gv->video->sfip]), &(gv->video.page[!gv->video->sfip]), 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
+// o2 = *(gv->video.page[gv->video->sfip].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
//\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
+ //modexClearRegion(&(gv->video.page[gv->video->sfip]), 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
+// o = *(gv->video.page[gv->video->sfip].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
+// modexCopyPageRegion(&(gv->video.page[gv->video->sfip]), &(gv->video.page[!gv->video->sfip]), 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
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
+ //modexprint(&(gv->video.page[gv->video->sfip]), x, y+8, type, col, bgcol, "sanic!");\r
gv->kurokku.frames_per_second=1;\r
break;\r
case 1:\r
}\r
}\r
\r
+#ifdef SPRITE\r
+#define FRAME1 modexDrawSpriteRegion(pip[/*!*/(pip->video->p)].page, x, y, 48, dire, 24, 32, PLAYERBMPDATAPTR);\r
+#define FRAME2 modexDrawSpriteRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATAPTR);\r
+#define FRAME3 modexDrawSpriteRegion(pip[/*!*/(pip->video->p)].page, x, y, 0, dire, 24, 32, PLAYERBMPDATAPTR);\r
+#define FRAME4 modexDrawSpriteRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATAPTR);\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
+\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 x = player[pn].enti.x;\r
+ sword y = player[pn].enti.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
+ word ls = player[pn].enti.persist_aniframe;\r
\r
switch(scrollswitch)\r
{\r
qq = 0;\r
break;\r
default:\r
- qq = ((player[pn].q)*(player[pn].speed));\r
+ qq = ((player[pn].enti.q)*(player[pn].enti.speed));\r
break;\r
}\r
//x-=4;\r
y-=pip[0].map->tiles->tileHeight;\r
- switch (player[pn].d)\r
+ switch (player[pn].enti.d)\r
{\r
case 0:\r
//up\r
- dire*=player[pn].d;\r
+ dire*=player[pn].enti.d;\r
y-=qq;\r
by-=4;\r
break;\r
case 3:\r
// right\r
- dire*=(player[pn].d-2);\r
+ dire*=(player[pn].enti.d-2);\r
x+=qq;\r
bx+=4;\r
break;\r
break;\r
case 4:\r
//down\r
- dire*=(player[pn].d-2);\r
+ dire*=(player[pn].enti.d-2);\r
y+=qq;\r
by+=4;\r
break;\r
case 1:\r
//left\r
- dire*=(player[pn].d+2);\r
+ dire*=(player[pn].enti.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
pip->video->r=1;\r
}\r
\r
+/*\r
+void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+{\r
+#define GVARVIDEO gv->video\r
+#define VMEMPAGESIZE2 GVARVIDEO.page[0].pagesize+GVARVIDEO.page[1].pagesize\r
+#define VMEMPAGEDATA2 GVARVIDEO.page[2].data\r
+ unsigned int i,o,o2; int j;\r
+ int x,y,rx,ry,w,h;\r
+ int overdraw = 1; // 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
+ VGA_RAM_PTR omemptr;\r
+\r
+ // Events go here\r
+\r
+\r
+ omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
+ x=spri->x-4;\r
+ y=spri->y;\r
+\r
+ // Draw sprite\r
+ j = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);\r
+ if(j < 0)\r
+ {\r
+ Quit (gv, "Error retriving required sprite");\r
+ }\r
+\r
+ // render box bounds. y does not need modification, but x and width must be multiple of 4\r
+ if (x >= overdraw) rx = (x - overdraw) & (~3);\r
+ else rx = -(GVARVIDEO.page[0].dx);\r
+ if (y >= overdraw) ry = (y - overdraw);\r
+ else ry = -(GVARVIDEO.page[0].dy);\r
+ h = spri->sprite_vrl_cont->vrl_header->height + overdraw + y - ry;\r
+ w = (x + spri->sprite_vrl_cont->vrl_header->width + (overdraw*2) + 3 - rx) & (~3);//round up\r
+ if ((rx+w) > GVARVIDEO.page[0].width) w = GVARVIDEO.page[0].width-rx;\r
+ if ((ry+h) > GVARVIDEO.page[0].height) h = GVARVIDEO.page[0].height-ry;\r
+\r
+ // block copy pattern to where we will draw the sprite\r
+ vga_setup_wm1_block_copy();\r
+ o2 = VMEMPAGESIZE2;\r
+ o = (0x10000UL - (uint16_t)VMEMPAGEDATA2) + (ry * GVARVIDEO.page[0].stridew) + (rx >> 2); // source offscreen\r
+ for (i=0;i < h;i++,o += GVARVIDEO.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+\r
+ // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
+ vga_restore_rm0wm0();\r
+\r
+ // replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0)\r
+ vga_state.vga_draw_stride_limit = (GVARVIDEO.page[0].width + 3 - x) >> 2;//round up\r
+ vga_state.vga_draw_stride = w >> 2;\r
+ vga_state.vga_graphics_ram = omemptr + VMEMPAGESIZE2;\r
+\r
+ // then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
+ draw_vrl1_vgax_modex(\r
+ x-rx,\r
+ y-ry,\r
+ spri->sprite_vrl_cont->vrl_header,\r
+ spri->sprite_vrl_cont->line_offsets,\r
+ spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
+ spri->sprite_vrl_cont->data_size\r
+ );\r
+\r
+ // restore ptr\r
+ vga_state.vga_graphics_ram = omemptr;\r
+\r
+ // block copy to visible RAM from offscreen\r
+ vga_setup_wm1_block_copy();\r
+ o = VMEMPAGESIZE2; // source offscreen\r
+ o2 = (ry * GVARVIDEO.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+ for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += GVARVIDEO.page[0].stridew) 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
+\r
+ // restore stride\r
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = GVARVIDEO.page[0].stridew;\r
+\r
+ // Depending on delay, update indices\r
+ switch(spri->delay){\r
+ // Delay = 0 means that sprite should loop. Nothing to change here\r
+ case 0:\r
+ break;\r
+\r
+ // Delay = 1 means that on next time unit sprite should be changed\r
+ case 1:\r
+ spri->curr_anim_spri++;\r
+\r
+ // If we hit the end of an animation sequence, restart it\r
+ if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){\r
+ spri->curr_anim_spri = 0;\r
+ spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id;\r
+ }\r
+ spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;\r
+\r
+ // Delay > 1 means that we should not change sprite yet. Decrease delay\r
+ default:\r
+ spri->delay--;\r
+ break;\r
+ }\r
+}\r
+*/\r
+//void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r
+void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch)\r
+{\r
+ sword x = player[pn].enti.x;\r
+ sword y = player[pn].enti.y;\r
+ word dire=10; //direction\r
+ sword i;\r
+ sword qq; //scroll offset\r
+ word ls = player[pn].enti.persist_aniframe;\r
+\r
+ switch(scrollswitch)\r
+ {\r
+ case 0:\r
+ qq = 0;\r
+ break;\r
+ default:\r
+ qq = ((player[pn].enti.q)*(player[pn].enti.speed));\r
+ break;\r
+ }\r
+ //x-=4;\r
+ y-=pip[0].map->tiles->tileHeight;\r
+ switch (player[pn].enti.d)\r
+ {\r
+ case 0:\r
+ //up\r
+ dire*=(player[pn].enti.d+1);// dire++;\r
+ y-=qq;\r
+ break;\r
+ case 3:\r
+ // right\r
+ dire*=(player[pn].enti.d-1);// dire++;\r
+ x+=qq;\r
+ break;\r
+ case 2:\r
+ break;\r
+ case 4:\r
+ //down\r
+ dire*=(player[pn].enti.d-1);// dire++;\r
+ y+=qq;\r
+ break;\r
+ case 1:\r
+ //left\r
+ dire*=(player[pn].enti.d+3);// dire++;\r
+ x-=qq;\r
+ break;\r
+ }\r
+\r
+ //setting xy position\r
+ player[pn].ent->spri->x = x;\r
+ player[pn].ent->spri->y = y;\r
+\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
+#define DRAWFRAME if (i == -1) return; animate_spri(player[pn].ent->spri, pip->video)\r
+#define NFRAME1 i = set_anim_by_id(player[pn].ent->spri, 2+dire); DRAWFRAME;\r
+#define NFRAME2 i = set_anim_by_id(player[pn].ent->spri, 1+dire); DRAWFRAME;\r
+#define NFRAME3 i = set_anim_by_id(player[pn].ent->spri, dire); DRAWFRAME;\r
+#define NFRAME4 i = set_anim_by_id(player[pn].ent->spri, 2+dire); DRAWFRAME;\r
+\r
+ switch(ls)\r
+ {\r
+ case 1:\r
+ NFRAME1\r
+ break;\r
+ case 2:\r
+ NFRAME2;\r
+ break;\r
+ case 3:\r
+ NFRAME3\r
+ break;\r
+ case 4:\r
+ NFRAME4\r
+ break;\r
+ }\r
+ pip->video->r=1;\r
+}\r
+\r
/*\r
* from zcroll16.c\r
*/\r
return dx && 1;//crossable_tile(x + dx, map_v) || dy && crossable_tile(y + dy, map_v);\r
}\r
\r
-boolean ZC_walk(entity_t *ent, map_view_t *map_v)\r
+boolean ZC_walk2(entity_t *ent, map_view_t *map_v)\r
{\r
//return 1;\r
int dx = 1;\r
\r
void player_walk(player_t *player, map_view_t *map_v){\r
int dx=16, dy=16;\r
- if(ZC_walk(player->ent, map_v) && boundary_check(map_v->tx, map_v->ty, dx, dy, map_v->map->width - 2*map_v->page->tilesw, map_v->map->height - 2*map_v->page->tilesh))\r
+ if(ZC_walk2(&(player->enti), map_v) && boundary_check(map_v->tx, map_v->ty, dx, dy, map_v->map->width - 2*map_v->page->tilesw, map_v->map->height - 2*map_v->page->tilesh))\r
{\r
mapScroll(map_v, player);\r
// (Un)load stuff?\r