]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/scroll16.h
showing row and colum drawing the fore loop in draw row is causing it to be slow...
[16.git] / src / lib / scroll16.h
index 8feb3f48019369282f837ae46768edec5dd90b55..9c86327eadb6d9125128e4843a859813b4d11bfd 100755 (executable)
 //#include "src/lib/16_map.h"  //new map stuff\r
 #include "src/lib/16_timer.h"\r
 #include "src/lib/wcpu/16_wcpu.h"\r
+#include "src/lib/16_sprit.h"\r
 \r
 #include <hw/cpu/cpu.h>\r
 #include <hw/dos/dos.h>\r
 #include <hw/vga/vga.h>\r
 #include <hw/vga/vrl.h>\r
 \r
-//#define SPRITE\r
+#define SPRITE\r
 //#define TILERENDER\r
 \r
-//extern void modexDrawSpriteRegion(page_t *page, int x, int y, int rx, int ry, int rw, int rh, bitmap_t *bmp);\r
-\r
-//modexDrawSpritePBufRegion\r
-//modexDrawBmpPBufRegion\r
-//#define PBUFSFUN             modexDrawSpriteRegion\r
-//#define PBUFBFUN             modexDrawBmpRegion\r
+#define ANIMATESPRIFUN ZC_animatePlayer\r
 \r
 #define PLAYERBMPDATAVAR       player[pn].data\r
 #define PLAYERBMPDATA          *PLAYERBMPDATAVAR\r
 #define PCXBMP         *PCXBMPVAR\r
 #define PCXBMPPTR      PCXBMPVAR\r
 \r
+//row and colum drawing routines\r
+#define FULLRCREND\r
+#define DRAWCOLNUM mv->page[0].dx\r
+#define DRAWROLNUM mv->page[0].dy\r
+//#define DRAWCOLNUM player[plid].enti.q\r
+//#define DRAWROLNUM player[plid].enti.q\r
+\r
 typedef struct {\r
        map_t *map;\r
        page_t *page;\r
@@ -87,8 +90,8 @@ typedef struct {
 #define MAPW   40\r
 #define MAPH   30\r
 \r
-       //if(player[0].hp==0) printf("%d wwww\n", player[0].y+8);\r
-       //else printf("\nplayer[0].y: %d\n", player[0].y);\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
@@ -98,46 +101,36 @@ typedef struct {
 //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("&global_temp_status_text = %Fp\n", &global_temp_status_text);\r
+//printf("middle tile position: %dx", gvar.video.page[0].tilemidposscreenx);   printf("%d\n", gvar.video.page[0].tilemidposscreeny);\r
+//printf("Virtual Screen: %dx", gvar.video.page[0].width);     printf("%d      ", gvar.video.page[0].height);          printf("Tile: %dx", gvar.video.page[0].tilesw);         printf("%d", gvar.video.page[0].tilesh);        printf("=((Virtual Screen)/16)\n");\r
+//printf("     Screen: %dx", gvar.video.page[0].sw);   printf("%d      ", gvar.video.page[0].sh);              printf("Tile: %dx", gvar.video.page[0].tw);                     printf("%d", gvar.video.page[0].th);            printf("=((Screen)/16)\n");\r
+//print_anim_ids(player[0].ent->spri);\r
+//printf("     aniframe=%u", player[0].enti.persist_aniframe);\r
 #define SCROLLEXITMESG         printf("tx: %d  ", mv[0].tx);\\r
        printf("ty: %d\n", mv[0].ty);\\r
        printf("\n");\\r
        printf("player vars:\n");\\r
-       printf("        x: %d", player[0].x); printf("  y: %d\n", player[0].y);\\r
+       printf("        x: %d", player[0].enti.x); printf("     y: %d\n", player[0].enti.y);\\r
        \\r
-       printf("        tx: %d", player[0].tx); printf("        ty: %d\n", player[0].ty);\\r
-       printf("        triggx: %d", player[0].triggerx); printf("      triggy: %d\n", player[0].triggery);\\r
-       printf("        hp: %d", (player[0].hp));       printf("        q: %d", player[0].q);   printf("        player.info.dir: %d", player[0].info.dir);      printf("        player.d: %d ", player[0].d);\\r
-               printf("        pdir=%d\n", player[0].pdir);\\r
-       printf("        tile data value at player trigger position: %d\n\n", mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].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("        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", player[0].enti.triggery); printf(" value: %d\n", mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))]);\\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("   delay=%u", 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
        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
+extern boolean pageflipflop, pageploop, pagenorendermap, pagedelayrendermap;\r
 \r
 extern char global_temp_status_text[512];\r
 \r
 //map_t allocMap(int w, int h);\r
 //void initMap(map_t *map);\r
-void walk(map_view_t *pip, player_t *player, word pn);\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 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
@@ -155,13 +148,15 @@ sword chkmap(map_t *map, word q);
 void mapGoTo(map_view_t *mv, int tx, int ty);\r
 void mapinitmapview(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 *p, word poopoffset);\r
-void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, 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
+void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset);\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 animatePlayer(map_view_t *pip, player_t *player, word playnum, sword scrollswitch);\r
+void near ZC_drawframe(map_view_t *pip, entity_t *enti, sword x, sword y);\r
+void 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
@@ -170,6 +165,6 @@ boolean ZC_walk2(entity_t *ent, map_view_t *map_v);
 void walk_player(player_t *player, map_view_t *map_v);\r
 \r
 // Scroll map in one direction (assumed from player's movement)\r
-void near mapScroll(map_view_t *mv, player_t *player);\r
+void mapScroll(map_view_t *mv, player_t *player);\r
 \r
 #endif /*__SCROLL16_H_*/\r