/* Project 16 Source Code~\r
- * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ * Copyright (C) 2012-2022 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
*\r
* This file is part of Project 16.\r
*\r
#include "src/lib/bakapee.h"\r
#include "src/lib/16_vl.h"\r
#include "src/lib/16_in.h"\r
-#include "src/lib/bitmap.h"\r
#include "src/lib/16_map.h" //map is loaded here www\r
-#include "src/lib/16render.h"\r
-//#include "src/lib/16_map.h" //new map stuff\r
+//#include "src/lib/16render.h"\r
#include "src/lib/16_timer.h"\r
#include "src/lib/wcpu/16_wcpu.h"\r
-#include "src/lib/16_sprit.h"\r
+#include "src/lib/16_spri.h"\r
\r
#include <hw/cpu/cpu.h>\r
#include <hw/dos/dos.h>\r
#define SPRITE\r
//#define TILERENDER\r
\r
-#define ANIMATESPRIFUN ZC_animatePlayer\r
+//0000#define SHOWFPS\r
+//#define OLDWALKSHOWPAGESTUFF\r
\r
-#define PLAYERBMPDATAVAR player[pn].data\r
+\r
+#define PLAYERBMPDATAVAR gvar.player[pn].data\r
#define PLAYERBMPDATA *PLAYERBMPDATAVAR\r
#define PLAYERBMPDATAPTR PLAYERBMPDATAVAR\r
\r
-#define PCXBMPVAR player[0].data\r
-#define PCXBMP *PCXBMPVAR\r
-#define PCXBMPPTR PCXBMPVAR\r
-\r
-typedef struct {\r
- map_t *map;\r
- page_t *page;\r
- int tx; //appears to be the top left tile position on the viewable screen map\r
- int ty; //appears to be the top left tile position on the viewable screen map\r
- word dxThresh; //Threshold for physical tile switch\r
- word dyThresh; //Threshold for physical tile switch\r
- video_t *video; //pointer to game variables of the video\r
- nibble *panp; // pointer to video's pan page num\r
-//newer vars!\r
- int dx, dy, 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
+//#define PCXBMPVAR gvar.player[0].data\r
+//#define PCXBMP *PCXBMPVAR\r
+//#define PCXBMPPTR PCXBMPVAR\r
+\r
+//row and colum drawing routines\r
+#define FULLRCREND\r
+//#ifdef FULLRCREND\r
+#define DRAWCOLNUM mv->page[id].dx\r
+#define DRAWROWNUM mv->page[id].dy\r
+//#else\r
+//#define DRAWCOLNUM player[plid].enti.q\r
+//#define DRAWROWNUM player[plid].enti.q\r
+//#endif\r
\r
//for null map!\r
#define MAPW 40\r
#define MAPH 30\r
\r
- //if(player[0].enti.hp==0) printf("%d wwww\n", player[0].enti.y+8);\r
- //else printf("\nplayer[0].enti.y: %d\n", player[0].enti.y);\r
-// printf("palette offset: %d\n", paloffset/3);\r
-//++++ printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
-//++++ printf("Total free: %zu\n", GetFreeSize());\r
-//not used now printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
-//not used now printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
+extern struct glob_game_vars *ggvv;\r
+#ifdef __DEBUG_RF__\r
+#define DBG_RFDELAYMETHOD delay(500);\r
+#endif\r
+\r
+//===========================================================================//\r
+\r
+ //if(gvar.player[0].enti.hp==0) printf("%d wwww\n", gvar.player[0].enti.y+8);\r
+ //else printf("\ngvar.player[0].enti.y: %d\n", gvar.player[0].enti.y);\r
+//printf("gvar.video.p=%u ", gvar.video.p);\r
+//not used now printf("temporary gvar.player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
+//not used now printf("temporary gvar.player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
//printf("mv[%u].tx: %d", gvar.video.panp, mv[gvar.video.panp].tx); printf(" mv[%u].ty: %d ", gvar.video.panp, mv[gvar.video.panp].ty);\r
//printf("gvar.kurokku: "); printf("%.0f ", clock()); printf("tiku=%lu ", gvar.kurokku.tiku); printf("t=%.0f ", gvar.kurokku.t); printf("ticktock()=%f ", ticktock(&gvar)); printf("%.0f fps", (double)gvar.kurokku.tiku/ticktock(&gvar));\r
-//printf("map.width=%d map.height=%d map.data[0]=%d\n", mv[0].map->width, mv[0].map->height, mv[0].map->data[0]);\r
+//printf("map.width=%d map.height=%d map.data[0]=%d\n", mv[1].map->width, mv[1].map->height, mv[1].map->layerdata[0][0]);\r
+//printf("pageflipflop=%u", pageflipflop);\r
//printf("&global_temp_status_text = %Fp\n", &global_temp_status_text);\r
-#define SCROLLEXITMESG printf("tx: %d ", mv[0].tx);\\r
- printf("ty: %d\n", mv[0].ty);\\r
- printf("\n");\\r
+//printf("middle tile position: %dx", gvar.video.page[0].tilemidposscreenx); printf("%d\n", gvar.video.page[0].tilemidposscreeny);\r
+//printf(" aniframe=%u", gvar.player[0].enti.persist_aniframe);\r
+//printf("mv[0]txy: %dx%d ", mv[0].tx, mv[0].ty); printf("mv[1]txy: %dx%d", mv[1].tx, mv[1].ty);\r
+// printf("page[0]dxy: %dx%d", gvar.video.page[0].dx, gvar.video.page[0].dy);\r
+#define SCROLLEXITMESG \\r
+ printf("size of mmblocktype: %u ", sizeof(mmblocktype));\\r
+ printf("\n\n");\\r
printf("player vars:\n");\\r
- printf(" x: %d", player[0].enti.x); printf(" y: %d\n", player[0].enti.y);\\r
- \\r
- printf(" tx: %d", player[0].enti.tx); printf(" ty: %d\n", player[0].enti.ty);\\r
- printf(" triggx: %d", player[0].enti.triggerx); printf(" triggy: %d\n", player[0].enti.triggery);\\r
- printf(" hp: %d", (player[0].enti.hp)); printf(" q: %d", player[0].enti.q); printf(" player.info.dir: %d", player[0].info.dir); printf(" player.d: %d ", player[0].enti.d);\\r
- printf(" pdir=%d\n", player[0].pdir); printf(" aniframe=%u", player[0].enti.persist_aniframe);\\r
- printf(" tile data value at player trigger position: %d\n\n", mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))]);\\r
-\\r
- printf("Virtual Screen: %dx", gvar.video.page[0].width); printf("%d ", gvar.video.page[0].height);\\r
- printf("Screen: %dx", gvar.video.page[0].sw); printf("%d\n", gvar.video.page[0].sh);\\r
- printf("virtual tile resolution: %dx", gvar.video.page[0].tilesw); printf("%d ", gvar.video.page[0].tilesh);\\r
- printf("tile resolution: %dx", gvar.video.page[0].tw); printf("%d\n", gvar.video.page[0].th);\\r
- printf("middle tile position: %dx", gvar.video.page[0].tilemidposscreenx); printf("%d\n", gvar.video.page[0].tilemidposscreeny);\\r
- modexprintmeminfo(&gvar.video);\\r
+ printf(" xy: %dx%d", gvar.player[0].enti.x, gvar.player[0].enti.y); printf(" txy: %dx%d", gvar.player[0].enti.tx, gvar.player[0].enti.ty); printf(" triggxy: %dx%d", gvar.player[0].enti.triggerx, gvar.player[0].enti.triggery); printf(" value: %d\n", gvar.mv[1].map->layerdata[0].data[(gvar.player[0].enti.triggerx-1)+(gvar.map.width*(gvar.player[0].enti.triggery-1))]);\\r
+ printf(" hp: %d", (gvar.player[0].enti.hp)); printf(" q: %u", gvar.player[0].enti.q); printf(" info.dir: %u", gvar.player[0].info.dir); printf(" d: %u", gvar.player[0].enti.d); printf(" dire: %u", gvar.player[0].enti.dire);\\r
+ printf(" pdir: %u\n", gvar.player[0].pdir); printf(" delay=%u", gvar.player[0].enti.spri.delay);\\r
+printf("\n\n");\\r
+ VL_PrintmodexmemInfo(&gvar.video);\\r
\\r
- printf("gvar.video.p=%u ", gvar.video.p); printf("gvar.video.r=%u ", gvar.video.r);\\r
- printf("pageflipflop=%u\n", pageflipflop);\\r
- print_anim_ids(player[0].ent->spri);\\r
- printf("\n");\r
-\r
-#define SHOWMVFUN ZC_ShowMV(&mv, 0, 0);\r
-#define PANKEYFUN \\r
- ZC_panPageManual(&mv, &player, 0); \\r
- if(IN_KeyDown(1+1) || IN_KeyDown(sc_Z)){ gvar.video.panp=0; SHOWMVFUN; } \\r
- if(IN_KeyDown(2+1) || IN_KeyDown(sc_X)){ gvar.video.panp=1; SHOWMVFUN; } \\r
- if(IN_KeyDown(3+1) || IN_KeyDown(sc_C)){ gvar.video.panp=2; SHOWMVFUN; if(IN_KeyDown(sc_C)) modexClearRegion(&gvar.video.page[2], 0, 0, gvar.video.page[2].sw, gvar.video.page[2].sh, 47); } \\r
- if(IN_KeyDown(4+1) || IN_KeyDown(sc_V)){ gvar.video.panp=3; SHOWMVFUN; if(IN_KeyDown(sc_V)) modexClearRegion(&gvar.video.page[3], 0, 0, gvar.video.page[3].sw, gvar.video.page[3].sh, 45); } \\r
- if(IN_KeyDown(25)){ modexpdump(mv[1].page); modexShowPage(&(gvar.video.page[1])); IN_UserInput(1,1); }\r
-\r
-extern boolean pageflipflop, pageploop;\r
+ printf("gvar.video:\n");\\r
+ printf(" r=%u ", gvar.video.dorender);\\r
+ printf("bgps=%u ", gvar.video.vga_state.bgps);\\r
+printf("\n\n");\r
+\r
+// printf("dbg_delayanimation=%u ", dbg_delayanimation);\r
+/*\r
+ if(IN_KeyDown(sc_F11)){ pagedelayrendermap=!pagedelayrendermap; IN_UserInput(1, &gvar); }\r
+ if(IN_KeyDown(sc_F10)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1, &gvar); }\r
+ if(IN_KeyDown(sc_F9)){ pagenorendermap=!pagenorendermap; IN_UserInput(1, &gvar); }\r
+ if(IN_KeyDown(sc_F8)){ gvar.video.vga_state.bgps=!gvar.video.vga_state.bgps; IN_UserInput(1, &gvar); }\r
+ if(IN_KeyDown(sc_T)){ gvar.video.vga_state.rss=!gvar.video.vga_state.rss; IN_UserInput(1, &gvar); }\r
+*/\r
\r
extern char global_temp_status_text[512];\r
+extern char global_temp_status_text2[512];\r
\r
-//map_t allocMap(int w, int h);\r
-//void initMap(map_t *map);\r
-void ZC_walk(map_view_t *pip, player_t *player, word pn);\r
-void oldwalk(map_view_t *pip, player_t *player, word pn);\r
+void initMap(map_t *map);\r
+void ZC_walk(global_game_variables_t *gvar, word pn);\r
void ZC_panPageManual(map_view_t *pip, player_t *player, word pn);\r
void ZC_MVSetup(map_view_t *pip, map_t *map, global_game_variables_t *gv);\r
void ZC_MVInit(map_view_t *pip, int tx, int ty);\r
-void ZC_ShowMV(map_view_t *moo, boolean vsync, boolean sr);\r
+//void ZC_ShowMV(map_view_t *moo, boolean vsync, boolean sr);\r
void near mapScrollRight(map_view_t *mv, player_t *player, word id, word plid);\r
void near mapScrollLeft(map_view_t *mv, player_t *player, word id, word plid);\r
void near mapScrollUp(map_view_t *mv, player_t *player, word id, word plid);\r
void near mapScrollDown(map_view_t *mv, player_t *player, word id, word plid);\r
-void near ScrollRight(map_view_t *mv, player_t *player, word id, word plid);\r
-void near ScrollLeft(map_view_t *mv, player_t *player, word id, word plid);\r
-void near ScrollUp(map_view_t *mv, player_t *player, word id, word plid);\r
-void near ScrollDown(map_view_t *mv, player_t *player, word id, word plid);\r
-void playerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn);\r
+void ZC_mapScroll(map_view_t *mv, player_t *player, word pn);\r
+void ZC_PlayerXYpos(int x, int y, player_t *player, map_view_t *pip, boolean defaultsw);\r
sword chkmap(map_t *map, word q);\r
void mapGoTo(map_view_t *mv, int tx, int ty);\r
-void mapinitmapview(map_view_t *mv, int tx, int ty);\r
+void ZC_mapinitMV(map_view_t *mv, int tx, int ty);\r
+void ZC_mapredraw(map_view_t *mv, int tx, int ty);\r
void near mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
-void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *player, word poopoffset);\r
-void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset);\r
+void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *player);\r
+void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player);\r
void mapDrawWRow(map_view_t *mv, int tx, int ty, word y);\r
void mapDrawWCol(map_view_t *mv, int tx, int ty, word x);\r
-//void qclean();\r
-void shinku(global_game_variables_t *gv);\r
-void near ZC_drawframe(map_view_t *pip, player_t *player, word pn, sword x, sword y, word sw);\r
-void near animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
-void near ZC_animatePlayer_(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
-void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
-\r
-// Move an entity around. Should actually be in 16_entity\r
-boolean ZC_walk2(entity_t *ent, map_view_t *map_v);\r
+inline void near ScrollRight(map_view_t *mv, player_t *pl, word id, word plid)\r
+{\r
+ /* increment the pixel position and update the page */\r
+ mv[id].page->dx += pl[plid].enti.spt;\r
\r
-// Move player around and call map scrolling if required/possible\r
-void walk_player(player_t *player, map_view_t *map_v);\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dx >= mv[id].dxThresh )\r
+ {\r
+ /* go forward one tile */\r
+ if(id==0) mv[id].tx++;\r
+ /* Snap the origin forward */\r
+ mv[id].page->data += 4;\r
\r
-// Scroll map in one direction (assumed from player's movement)\r
-void near mapScroll(map_view_t *mv, player_t *player);\r
+ mv[id].page->dx = mv[id].map->tiles->tileWidth;\r
+ }\r
+}\r
\r
-#endif /*__SCROLL16_H_*/\r
-//older zc_animate\r
-//#define SPRITO\r
-/*void near ZC_animatePlayer_(map_view_t *pip, player_t *player, word pn, sword scrollswitch)\r
+inline void near ScrollLeft(map_view_t *mv, player_t *pl, word id, word plid)\r
{\r
- sword x = player[pn].enti.x;\r
- sword y = player[pn].enti.y;\r
- word dire=10; //direction\r
- sword qq; //scroll offset\r
- word ls = player[pn].enti.persist_aniframe;\r
-#ifndef SPRITO\r
- int i=0;\r
-#endif\r
- switch(scrollswitch)\r
+ /* decrement the pixel position and update the page */\r
+ mv[id].page->dx -= pl[plid].enti.spt;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dx == 0)\r
{\r
- case 0:\r
- qq = 0;\r
- break;\r
- default:\r
- qq = ((player[pn].enti.q)*(player[pn].enti.speed));\r
- break;\r
+ /* go backward one tile */\r
+ if(id==0) 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
}\r
-#ifdef SPRITE\r
- x-=4;\r
-#endif\r
- y-=pip[0].map->tiles->tileHeight;\r
- switch (player[pn].enti.d)\r
+}\r
+\r
+inline void near ScrollUp(map_view_t *mv, player_t *pl, word id, word plid)\r
+{\r
+ /* decrement the pixel position and update the page */\r
+ mv[id].page->dy -= pl[plid].enti.spt;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dy == 0 )\r
{\r
- case 0:\r
- //up\r
- dire*=player[pn].enti.d+1;\r
- y-=qq;\r
- break;\r
- case 3:\r
- // right\r
- dire*=(player[pn].enti.d-1);\r
- x+=qq;\r
- break;\r
- case 2:\r
- break;\r
- case 4:\r
- //down\r
- dire*=(player[pn].enti.d-1);\r
- y+=qq;\r
- break;\r
- case 1:\r
- //left\r
- dire*=(player[pn].enti.d+3);\r
- x-=qq;\r
- break;\r
+ /* go up one tile */\r
+ if(id==0) mv[id].ty--;\r
+ /* Snap the origin upward */\r
+ mv[id].page->data -= mv[id].page->pi;\r
+\r
+ mv[id].page->dy = mv[id].map->tiles->tileHeight;\r
}\r
+}\r
\r
- //setting xy position\r
- player[pn].ent->spri->x = x;\r
- player[pn].ent->spri->y = y;\r
-\r
-#ifndef SPRITO\r
-//#define DRAWFRAME if (i == -1) return; oldanimate_spri(player[pn].ent->spri, pip->video)\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
-#else\r
-#define NFRAME1 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, 2+dire);\r
-#define NFRAME2 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, 1+dire);\r
-#define NFRAME3 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, dire);\r
-#define NFRAME4 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, 1+dire);\r
-#endif\r
+inline void near ScrollDown(map_view_t *mv, player_t *pl, word id, word plid)\r
+{\r
+ /* increment the pixel position and update the page */\r
+ mv[id].page->dy += pl[plid].enti.spt;\r
\r
- switch(ls)\r
+ /* check to see if this changes the tile */\r
+ if(mv[id].page->dy >= mv[id].dyThresh )\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
+ /* go down one tile */\r
+ if(id==0) 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
}\r
- pip->video->r=1;\r
-}*/\r
+}\r
\r
-//modexDrawSpritePBufRegion\r
-//modexDrawBmpPBufRegion\r
-//#define PBUFSFUN modexDrawSpriteRegion\r
-//#define PBUFBFUN modexDrawBmpRegion\r
+//void qclean();\r
+//sync\r
+void shinku(global_game_variables_t *gv);\r
+//animate the sprite\r
+void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn);\r
+\r
+// Move an entity around. Should actually be in 16_entity\r
+boolean ZC_walk2(entity_t *ent, map_view_t *map_v);\r
+\r
+// Move gvar.player around and call map scrolling if required/possible\r
+void walk_player(player_t *player, map_view_t *map_v);\r
+\r
+// Scroll map in one direction (assumed from gvar.player's movement)\r
+void mapScroll(map_view_t *mv, player_t *player);\r
+\r
+void ZC_GirdChk (global_game_variables_t *gvar, player_t *player);\r
+\r
+#endif /*__SCROLL16_H_*/\r