-/* Project 16 Source Code~
- * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover
- *
- * This file is part of Project 16.
- *
- * Project 16 is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 3 of the License, or
- * (at your option) any later version.
- *
- * Project 16 is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>, or
- * write to the Free Software Foundation, Inc., 51 Franklin Street,
- * Fifth Floor, Boston, MA 02110-1301 USA.
- *
- */
-/*
- scroll16 library~
-*/
-#include "src/lib/zcroll16.h"
-
-boolean boundary_check(int x, int y, int dx, int dy, int h, int w){
- return (dx > 0 && (x + dx) < w) || (dx < 0 && (x + dx) >= 0) || (dy > 0 && (y + dy) < h) || (dy < 0 && (y + dy) >= 0) || (dx == dy && dx == 0);
-}
-
-boolean coll_check(int x, int y, int dx, int dy, map_view_t *map_v){
- // Assume everything crosses at most 1 tile at once
- return dx && crossable_tile(x + dx, map_v) || dy && crossable_tile(y + dy, map_v);
-}
-
-boolean walk(entity_t *ent, map_view_t *map_v)
-{
- int dx = 1;
- int dy = 1;
- switch(ent->d)
- {
- case STOP:
- return;
- case LEFT:
- dx = -dx;
- case RIGHT:
- dy = 0;
- break;
- case UP:
- dy = -dy;
- case DOWN:
- dx = 0;
- break;
- }
- if(coll_check(ent->x, ent->y, dx, dy, map_v)){
- // Allow movement
- // Set speed
- // Start animation
- // Mark next tile as occupied
- // Mark this tile as vacant
- return true;
- }
- return false;
-}
-
-void player_walk(player_t *player, map_view_t *map_v){
- if(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)){
- mapScroll(map_v, player);
- // (Un)load stuff?
- }
-}
-
-
-void near mapScroll(map_view_t *mv, player_t *player){
- word x, y; /* coordinate for drawing */
- int c = 1;
- int delta;
- mv->delta += player->dx | player->dy;
- delta = mv->delta;
- mv->d = (player->dx) ? (player->dx > 0) ? RIGHT : LEFT : (player->dy) ? (player->dy > 0) ? DOWN : UP : STOP;
- switch(mv->d){
- case DOWN:
- c = -1;
- delta = -delta;
- case UP:
- if(!(delta + mv->dxThresh)){
- mv->delta = 0;
- mv->ty += c;
- }
- break;
- case RIGHT:
- c = -1;
- delta = -delta;
- case LEFT:
- if(!(delta + mv->dyThresh)){
- mv->delta = 0;
- mv->tx += c;
- }
- break;
- default:
- break;
- }
-
- mv->video->r=1;
-}
-
-sword chkmap(map_t *map, word q)
-{
-// bitmap_t bp;
- static byte x[(MAPW*MAPH)+1] =
-{ 1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 5, 6, 7, 8, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 9, 10, 11, 12, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10 };
-/*1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, \
-5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, \
-0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4 };*/
- //check for failed to load map
- if((map->width == map->height == 0) && (q>0))
- {
- //initiate a null map!
- map->width=MAPW;///2;
- map->height=MAPH;///2;
-// map->data = malloc(((map->width*map->height)+1)*sizeof(byte));
- map->data = &x;
- map->tiles = malloc(sizeof(tiles_t));
- //fix this to be far~
-// bp = bitmapLoadPcx("data/ed.pcx");
-// map->tiles->data = &bp;
- map->tiles->debug_data = map->data;
- map->tiles->tileHeight = 16;
- map->tiles->tileWidth = 16;
- map->tiles->rows = 1;
- map->tiles->cols = 1;
- map->tiles->debug_text = true;
- }
- else map->tiles->debug_text = false;
- return 0;
-}
-
-//TODO: player position here
-void mapGoTo(map_view_t *mv, int tx, int ty)
-{
- int px, py;
- unsigned int i;
-
- /* set up the coordinates */
- mv->tx = tx;
- mv->ty = ty;
- mv->page->delta = 0;
-
- /* set up the thresholds */
- mv->dxThresh = mv->map->tiles[0]->tileWidth * 2;
- mv->dyThresh = mv->map->tiles[0]->tileHeight * 2;
-
- /* draw the tiles */
- modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);
- py=0;
- i=mv->ty * mv->map->width + mv->tx;
-/* for(ty=mv[0].ty-1; py < mv[0].page->sh+mv->dyThresh && ty < mv[0].map->height; ty++, py+=mv[0].map->tiles->tileHeight) {
- mapDrawWRow(&mv[0], tx-1, ty, py);
- i+=mv->map->width - tx;
- }
- if(!pageploop) modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[0].page->width, mv[0].page->height);
-// {
-// unsigned int k,j,o;
-// // fill screen with a distinctive pattern
-// for (k=0;k < vga_state.vga_width;k++) {
-// o = k >> 2;
-// vga_write_sequencer(0x02/*map mask*//*,1 << (k&3));
-// for (j=0;j < (mv[0].page->height)+(mv[1].page->height)+(mv[2].page->height)+(mv[3].page->height);j++,o += vga_state.vga_stride)
-// vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!
-// }
-// }
- modexCopyPageRegion(mv[3].page, mv[0].page, 0, 0, 0, 0, 24, 32);*/
-}
-
-void near
-mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)
-{
- word rx;
- word ry;
- word textx=0;
- word texty=0;
- //if(i==0) i=2;
- if(i==0)
- {
- //wwww
- modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!
- }
- else
- {
- rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);
- ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);
-////0000printf("i=%d\n", i);
- switch(t->debug_text)
- {
- case 0:
-#ifndef TILERENDER
- modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, ((t->debug_data[i])+1));
- //modexprint(page, x, y, 1, 15, 0, (char const *)(t->debug_data[i]));
-#else
- PBUFBFUN (page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));
- /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
- //draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
- //modexDrawBmpRegion (page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));
-#endif
- break;
- case 1:
- modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, (t->debug_data[i])+1);
- //modexprintbig(page, x, y, 1, 15, 0, (t->debug_data));
- /*for(texty=0; texty<2; texty++)
- {
- for(textx=0; textx<2; textx++)
- {*/
-// modexprint(page, x+(textx*8), y+(texty*8), 1, (word)(t->debug_data), 0, (t->debug_data));
-/* }
- }*/
- break;
- }
- }
-}
-
-unsigned char shinku_fps_indicator_page = 2;
-boolean pageflipflop = 1;
-boolean pageploop = 1;
-
-/* sync */
-void shinku(global_game_variables_t *gv)
-{
- word x = (0) + gv->video.page[/*!*/(gv->video.p)].dx; // follow the screen
- word y = (0) + gv->video.page[/*!*/(gv->video.p)].dy; // follow the screen
- word w = 64, h = 8, col = 7, bgcol = 0, type = 1;
- byte o,o2,i;
- if(elapsed_timer(gv) >= (1.0 / gv->kurokku.frames_per_second))
- {
- sprintf(gv->pee, "%.0f fps", (double)gv->kurokku.tiku/ticktock(gv));
- //modexClearRegion(&(gv->video.page[shinku_fps_indicator_page]), x, y, w, h, 45);
- modexprint(&(gv->video.page[/*!*/(gv->video.p)]), x, y, type, col, bgcol, gv->pee);
- gv->kurokku.tiku=0;
- }else //copy dat sheet
- gv->kurokku.tiku++;
-
- switch(gv->kurokku.fpscap)
- {
- case 0:
- gv->kurokku.frames_per_second=1;
- break;
- case 1:
- //turn this off if XT
- vga_wait_for_vsync();
- gv->kurokku.frames_per_second=60;
- break;
- }
- if(pageflipflop){
- if(gv->video.r){
- if(!pageploop) modexCopyPageRegion(&(gv->video.page[(gv->video.p)]), &(gv->video.page[(!gv->video.p)]), 0, 0, 0, 0, gv->video.page[gv->video.p].width, gv->video.page[!gv->video.p].height);
- modexShowPage(&(gv->video.page[gv->video.p]));
- if(!pageploop) gv->video.p=!gv->video.p;
- gv->video.r=!gv->video.r;
- }
- }
-}
-
-void near animatePlayer(map_view_t *pip, player_t *player, sword scrollswitch)
-{
- sword x = player->x;
- sword y = player->y;
- sword bx = x+16; //buffer's x
- sword by = y+16; //buffer's y
- word dire=32; //direction
- sword qq; //scroll offset
- word ls = player->persist_aniframe;
-
- switch(scrollswitch)
- {
- case 0:
- qq = 0;
- break;
- default:
- qq = ((player->q)*(player->speed));
- break;
- }
- //x-=4;
- y-=pip->map->tiles->tileHeight;
- switch (player->d)
- {
- case 0:
- //up
- dire*=player->d;
- y-=qq;
- by-=4;
- break;
- case 3:
- // right
- dire*=(player->d-2);
- x+=qq;
- bx+=4;
- break;
- case 2:
- break;
- case 4:
- //down
- dire*=(player->d-2);
- y+=qq;
- by+=4;
- break;
- case 1:
- //left
- dire*=(player->d+2);
- x-=qq;
- bx-=4;
- break;
- }
-
-#ifdef SPRITE
-#define FRAME1 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 48, dire, 24, 32, PLAYERBMPDATA);
-#define FRAME2 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATA);
-#define FRAME3 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 0, dire, 24, 32, PLAYERBMPDATA);
-#define FRAME4 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATA);
-#else
-#define FRAME1 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 2+dire);
-#define FRAME2 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);
-#define FRAME3 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, dire);
-#define FRAME4 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);
-#endif
- if(!pageflipflop)
- modexCopyPageRegion(pip->page, pip->page, x-4, y-4, x-4, y-4, 28, 36);
- else{
- //copy old bg to page0
- //modexCopyPageRegion(pip[3].page, pip[0].page, bx, by, 0, 0, 20, 36);
- //update buffer
- //modexCopyPageRegion(pip[0].page, pip[3].page, 0, 0, x, y, 20, 36);
- }
- switch(ls)
- {
- case 1:
- FRAME1
- break;
- case 2:
- FRAME2
- break;
- case 3:
- FRAME3
- break;
- case 4:
- FRAME4
- break;
- }
- pip->video->r=1;
-}
+/* Project 16 Source Code~\r
+ * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ *\r
+ * This file is part of Project 16.\r
+ *\r
+ * Project 16 is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 3 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * Project 16 is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
+ * Fifth Floor, Boston, MA 02110-1301 USA.\r
+ *\r
+ */\r
+/*\r
+ scroll16 library~\r
+*/\r
+#include "src/lib/zcroll16.h"\r
+\r
+boolean boundary_check(int x, int y, int dx, int dy, int h, int w){\r
+ return (dx > 0 && (x + dx) < w) || (dx < 0 && (x + dx) >= 0) || (dy > 0 && (y + dy) < h) || (dy < 0 && (y + dy) >= 0) || (dx == dy && dx == 0);\r
+}\r
+\r
+boolean coll_check(int x, int y, int dx, int dy, map_view_t *map_v){\r
+ // Assume everything crosses at most 1 tile at once\r
+ return dx && crossable_tile(x + dx, map_v) || dy && crossable_tile(y + dy, map_v);\r
+}\r
+\r
+boolean walk(entity_t *ent, map_view_t *map_v)\r
+{\r
+ int dx = 1;\r
+ int dy = 1;\r
+ switch(ent->d)\r
+ {\r
+ case STOP:\r
+ return;\r
+ case LEFT:\r
+ dx = -dx;\r
+ case RIGHT:\r
+ dy = 0;\r
+ break;\r
+ case UP:\r
+ dy = -dy;\r
+ case DOWN:\r
+ dx = 0;\r
+ break;\r
+ }\r
+ if(coll_check(ent->x, ent->y, dx, dy, map_v)){\r
+ // Allow movement\r
+ // Set speed\r
+ // Start animation\r
+ // Mark next tile as occupied\r
+ // Mark this tile as vacant\r
+ return true;\r
+ }\r
+ return false;\r
+}\r
+\r
+void player_walk(player_t *player, map_view_t *map_v){\r
+ if(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
+ mapScroll(map_v, player);\r
+ // (Un)load stuff?\r
+ }\r
+}\r
+\r
+\r
+void near mapScroll(map_view_t *mv, player_t *player){\r
+ word x, y; /* coordinate for drawing */\r
+ int c = 1;\r
+ int delta;\r
+ mv->delta += player->dx | player->dy;\r
+ delta = mv->delta;\r
+ mv->d = (player->dx) ? (player->dx > 0) ? RIGHT : LEFT : (player->dy) ? (player->dy > 0) ? DOWN : UP : STOP;\r
+ switch(mv->d){\r
+ case DOWN:\r
+ c = -1;\r
+ delta = -delta;\r
+ case UP:\r
+ if(!(delta + mv->dxThresh)){\r
+ mv->delta = 0;\r
+ mv->ty += c;\r
+ }\r
+ break;\r
+ case RIGHT:\r
+ c = -1;\r
+ delta = -delta;\r
+ case LEFT:\r
+ if(!(delta + mv->dyThresh)){\r
+ mv->delta = 0;\r
+ mv->tx += c;\r
+ }\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
+\r
+ mv->video->r=1;\r
+}\r
+\r
+sword chkmap(map_t *map, word q)\r
+{\r
+// bitmap_t bp;\r
+ static byte x[(MAPW*MAPH)+1] =\r
+{ 1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 5, 6, 7, 8, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 9, 10, 11, 12, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10 };\r
+/*1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, \\r
+5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, \\r
+0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \\r
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4 };*/\r
+ //check for failed to load map\r
+ if((map->width == map->height == 0) && (q>0))\r
+ {\r
+ //initiate a null map!\r
+ map->width=MAPW;///2;\r
+ map->height=MAPH;///2;\r
+// map->data = malloc(((map->width*map->height)+1)*sizeof(byte));\r
+ map->data = &x;\r
+ map->tiles = malloc(sizeof(tiles_t));\r
+ //fix this to be far~\r
+// bp = bitmapLoadPcx("data/ed.pcx");\r
+// map->tiles->data = &bp;\r
+ map->tiles->debug_data = map->data;\r
+ map->tiles->tileHeight = 16;\r
+ map->tiles->tileWidth = 16;\r
+ map->tiles->rows = 1;\r
+ map->tiles->cols = 1;\r
+ map->tiles->debug_text = true;\r
+ }\r
+ else map->tiles->debug_text = false;\r
+ return 0;\r
+}\r
+\r
+//TODO: player position here\r
+void mapGoTo(map_view_t *mv, int tx, int ty)\r
+{\r
+ int px, py;\r
+ unsigned int i;\r
+\r
+ /* set up the coordinates */\r
+ mv->tx = tx;\r
+ mv->ty = ty;\r
+ mv->page->delta = 0;\r
+\r
+ /* set up the thresholds */\r
+ mv->dxThresh = mv->map->tiles[0]->tileWidth * 2;\r
+ mv->dyThresh = mv->map->tiles[0]->tileHeight * 2;\r
+\r
+ /* draw the tiles */\r
+ modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);\r
+ py=0;\r
+ i=mv->ty * mv->map->width + mv->tx;\r
+/* for(ty=mv[0].ty-1; py < mv[0].page->sh+mv->dyThresh && ty < mv[0].map->height; ty++, py+=mv[0].map->tiles->tileHeight) {\r
+ mapDrawWRow(&mv[0], tx-1, ty, py);\r
+ i+=mv->map->width - tx;\r
+ }\r
+ if(!pageploop) modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[0].page->width, mv[0].page->height);\r
+// {\r
+// unsigned int k,j,o;\r
+// // fill screen with a distinctive pattern \r
+// for (k=0;k < vga_state.vga_width;k++) {\r
+// o = k >> 2;\r
+// vga_write_sequencer(0x02/*map mask*//*,1 << (k&3));\r
+// for (j=0;j < (mv[0].page->height)+(mv[1].page->height)+(mv[2].page->height)+(mv[3].page->height);j++,o += vga_state.vga_stride)\r
+// vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!\r
+// }\r
+// }\r
+ modexCopyPageRegion(mv[3].page, mv[0].page, 0, 0, 0, 0, 24, 32);*/\r
+}\r
+\r
+void near\r
+mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)\r
+{\r
+ word rx;\r
+ word ry;\r
+ word textx=0;\r
+ word texty=0;\r
+ //if(i==0) i=2;\r
+ if(i==0)\r
+ {\r
+ //wwww\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!\r
+ }\r
+ else\r
+ {\r
+ rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);\r
+ ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);\r
+////0000printf("i=%d\n", i);\r
+ switch(t->debug_text)\r
+ {\r
+ case 0:\r
+#ifndef TILERENDER\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, ((t->debug_data[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
+ /* 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
+#endif\r
+ break;\r
+ case 1:\r
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, (t->debug_data[i])+1);\r
+ //modexprintbig(page, x, y, 1, 15, 0, (t->debug_data));\r
+ /*for(texty=0; texty<2; texty++)\r
+ {\r
+ for(textx=0; textx<2; textx++)\r
+ {*/\r
+// modexprint(page, x+(textx*8), y+(texty*8), 1, (word)(t->debug_data), 0, (t->debug_data));\r
+/* }\r
+ }*/\r
+ break;\r
+ }\r
+ }\r
+}\r
+\r
+unsigned char shinku_fps_indicator_page = 2;\r
+boolean pageflipflop = 1;\r
+boolean pageploop = 1;\r
+\r
+/* sync */\r
+void shinku(global_game_variables_t *gv)\r
+{\r
+ word x = (0) + gv->video.page[/*!*/(gv->video.p)].dx; // follow the screen\r
+ word y = (0) + gv->video.page[/*!*/(gv->video.p)].dy; // follow the screen\r
+ word w = 64, h = 8, col = 7, bgcol = 0, type = 1;\r
+ byte o,o2,i;\r
+ if(elapsed_timer(gv) >= (1.0 / gv->kurokku.frames_per_second))\r
+ {\r
+ sprintf(gv->pee, "%.0f fps", (double)gv->kurokku.tiku/ticktock(gv));\r
+ //modexClearRegion(&(gv->video.page[shinku_fps_indicator_page]), x, y, w, h, 45);\r
+ modexprint(&(gv->video.page[/*!*/(gv->video.p)]), x, y, type, col, bgcol, gv->pee);\r
+ gv->kurokku.tiku=0;\r
+ }else //copy dat sheet\r
+ gv->kurokku.tiku++;\r
+\r
+ switch(gv->kurokku.fpscap)\r
+ {\r
+ case 0:\r
+ gv->kurokku.frames_per_second=1;\r
+ break;\r
+ case 1:\r
+ //turn this off if XT\r
+ vga_wait_for_vsync();\r
+ gv->kurokku.frames_per_second=60;\r
+ break;\r
+ }\r
+ if(pageflipflop){\r
+ if(gv->video.r){\r
+ if(!pageploop) modexCopyPageRegion(&(gv->video.page[(gv->video.p)]), &(gv->video.page[(!gv->video.p)]), 0, 0, 0, 0, gv->video.page[gv->video.p].width, gv->video.page[!gv->video.p].height);\r
+ modexShowPage(&(gv->video.page[gv->video.p]));\r
+ if(!pageploop) gv->video.p=!gv->video.p;\r
+ gv->video.r=!gv->video.r;\r
+ }\r
+ }\r
+}\r
+\r
+void near animatePlayer(map_view_t *pip, player_t *player, sword scrollswitch)\r
+{\r
+ sword x = player->x;\r
+ sword y = player->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->persist_aniframe;\r
+\r
+ switch(scrollswitch)\r
+ {\r
+ case 0:\r
+ qq = 0;\r
+ break;\r
+ default:\r
+ qq = ((player->q)*(player->speed));\r
+ break;\r
+ }\r
+ //x-=4;\r
+ y-=pip->map->tiles->tileHeight;\r
+ switch (player->d)\r
+ {\r
+ case 0:\r
+ //up\r
+ dire*=player->d;\r
+ y-=qq;\r
+ by-=4;\r
+ break;\r
+ case 3:\r
+ // right\r
+ dire*=(player->d-2);\r
+ x+=qq;\r
+ bx+=4;\r
+ break;\r
+ case 2:\r
+ break;\r
+ case 4:\r
+ //down\r
+ dire*=(player->d-2);\r
+ y+=qq;\r
+ by+=4;\r
+ break;\r
+ case 1:\r
+ //left\r
+ dire*=(player->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->page, pip->page, x-4, y-4, x-4, y-4, 28, 36);\r
+ else{\r
+ //copy old bg to page0\r
+ //modexCopyPageRegion(pip[3].page, pip[0].page, bx, by, 0, 0, 20, 36);\r
+ //update buffer\r
+ //modexCopyPageRegion(pip[0].page, pip[3].page, 0, 0, x, y, 20, 36);\r
+ }\r
+ switch(ls)\r
+ {\r
+ case 1:\r
+ FRAME1\r
+ break;\r
+ case 2:\r
+ FRAME2\r
+ break;\r
+ case 3:\r
+ FRAME3\r
+ break;\r
+ case 4:\r
+ FRAME4\r
+ break;\r
+ }\r
+ pip->video->r=1;\r
+}\r