#include <stdio.h>\r
#include <stdlib.h>\r
#include "src\lib\dos_kb.h"\r
-#include "src\lib\wtest\wtest.c"
+#include "src\lib\wtest\wtest.c"\r
#include "src\lib\xms.c"\r
\r
//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
int tx; //player tile position on the viewable map\r
int ty; //player tile position on the viewable map\r
int triggerx; //player's trigger box tile position on the viewable map\r
- int triggery; //player's trigger box tile position on the viewable map
- int setx; //NOT USED YET! player sprite sheet set on the image x
+ int triggery; //player's trigger box tile position on the viewable map\r
+ int setx; //NOT USED YET! player sprite sheet set on the image x\r
int sety; //NOT USED YET! player sprite sheet set on the image y\r
word q; //loop variable\r
word d; //direction\r
page_t screen, screen2, screen3;\r
map_t map;\r
map_view_t mv, mv2, mv3;\r
- map_view_t *bg, *spri, *mask;//, *tmp;
+ map_view_t *bg, *spri, *mask;//, *tmp;\r
byte *pal;\r
byte *ptr;\r
actor_t player;\r
//actor_t npc0;\r
\r
- /* create the map */
- map = allocMap(MAPX,MAPY); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly
- initMap(&map);
+ /* create the map */\r
+ map = allocMap(MAPX,MAPY); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
+ initMap(&map);\r
mv.map = ↦\r
mv2.map = ↦\r
mv3.map = ↦\r
/* draw the tiles */\r
ptr = map.data;\r
/* data */\r
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
- //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite
-
+ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+ //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
+\r
/* save the palette */\r
pal = modexNewPal();\r
modexPalSave(pal);\r
modexFadeOff(4, pal);\r
- modexPalBlack();
+ modexPalBlack();\r
\r
setkb(1);\r
modexEnter();\r
//mapGoTo(mask, 0, 0);\r
\r
//TODO: put player in starting position of spot\r
- //default player position on the viewable map
+ //default player position on the viewable map\r
player.tx = bg->tx + 10;\r
player.ty = bg->ty + 8;\r
player.x = player.tx*TILEWH;\r
player.triggerx = player.tx;\r
player.triggery = player.ty+1;\r
player.q=1;\r
- player.d=0;
- player.hp=4;
- //npc
+ player.d=0;\r
+ player.hp=4;\r
+ //npc\r
/*npc0.tx = bg->tx + 1;\r
npc0.ty = bg->ty + 1;\r
npc0.x = npc0.tx*TILEWH;\r
npc0.triggerx = npc0.tx;\r
npc0.triggery = npc0.ty+1;\r
npc0.q=1;\r
- npc0.d=0;
+ npc0.d=0;\r
modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
\r
modexClearRegion(spri->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
- modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);
-
+ modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
+\r
modexClearRegion(spri->page, 5*16, 5*16, 16, 16, 255);\r
modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
-
+\r
modexShowPage(spri->page);\r
while(!keyp(1) && player.hp!=0)\r
{\r
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
//to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
//when player.tx or player.ty == 0 or player.tx == 20 or player.ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
- #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
- /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
-
- if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;
- if(npc0.d>4)
- npc0.d=0;
-
+ #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
+ /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
+\r
+ if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;\r
+ if(npc0.d>4)\r
+ npc0.d=0;\r
+\r
//right movement\r
if(npc0.d == 2)\r
- {
+ {\r
if(npc0.tx < MAPX && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
}\r
npc0.triggerx = npc0.tx+1;\r
npc0.triggery = npc0.ty;\r
- }
+ }\r
\r
//left movement\r
if(npc0.d == 4)\r
- {
+ {\r
if(npc0.tx > 1 && !(npc0.tx-1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx-1 == player.tx && npc0.ty == player.ty))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
}\r
npc0.triggerx = npc0.tx-1;\r
npc0.triggery = npc0.ty;\r
- }
+ }\r
\r
//down movement\r
if(npc0.d == 3)\r
- {
+ {\r
if(npc0.ty < MAPY && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
npc0.triggerx = npc0.tx;\r
npc0.triggery = npc0.ty+1;\r
}\r
-
+\r
//up movement\r
if(npc0.d == 1)\r
- {
+ {\r
if(npc0.ty > 1 && !(npc0.tx == TRIGGX && npc0.ty-1 == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty-1))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
}\r
npc0.triggerx = npc0.tx;\r
npc0.triggery = npc0.ty-1;\r
- }
-
- if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }
-*/
-
- //player movement
- //TODO: make movement into a function!
+ }\r
+\r
+ if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }\r
+*/\r
+\r
+ //player movement\r
+ //TODO: make movement into a function!\r
//right movement\r
if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
- {
+ {\r
if(player.d == 0){ player.d = 2; }\r
if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
}\r
player.triggerx = player.tx+1;\r
player.triggery = player.ty;\r
- }
+ }\r
\r
//left movement\r
if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
- {
+ {\r
if(player.d == 0){ player.d = 4; }\r
if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
}\r
player.triggerx = player.tx-1;\r
player.triggery = player.ty;\r
- }
+ }\r
\r
//down movement\r
if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
- {
+ {\r
if(player.d == 0){ player.d = 3; }\r
if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
player.triggerx = player.tx;\r
player.triggery = player.ty+1;\r
}\r
-
+\r
//up movement\r
if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
- {
+ {\r
if(player.d == 0){ player.d = 1; }\r
if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
player.triggery = player.ty-1;\r
}\r
//modexClearRegion(mask->page, 66, 66, 2, 40, 0);\r
-
+\r
if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
{\r
short i;\r
sound(i);\r
}\r
nosound();\r
- }
- if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }
+ }\r
+ if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
//if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }\r
}\r
\r
printf("Project 16 scroll.exe\n");\r
printf("tx: %d\n", bg->tx);\r
printf("ty: %d\n", bg->ty);\r
- printf("player.x: %d", player.x);
+ printf("player.x: %d", player.x);\r
if(player.hp==0) printf("%d wwww\n", player.y+8);\r
else printf("\nplayer.y: %d\n", player.y);\r
printf("player.tx: %d\n", player.tx);\r
printf("player.ty: %d\n", player.ty);\r
printf("player.triggx: %d\n", player.triggerx);\r
- printf("player.triggy: %d\n", player.triggery);
+ printf("player.triggy: %d\n", player.triggery);\r
printf("player.hp: %d\n", player.hp);\r
printf("player.q: %d\n", player.q);\r
printf("player.d: %d\n", player.d);\r
printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
- printf("\n");
+ printf("\n");\r
xmsfree(&map);\r
switch(detectcpu())\r
{\r
map_t result;\r
\r
result.width =w;\r
- result.height=h;
- if(initxms()>0)
- result.data = malloc(sizeof(byte) * w * h);
- else (void huge*)result.data = xmsmalloc(sizeof(byte) * w * h);
+ result.height=h;\r
+ if(initxms()>0)\r
+ result.data = malloc(sizeof(byte) * w * h);\r
+ else (void huge*)result.data = xmsmalloc(sizeof(byte) * w * h);\r
\r
return result;\r
}\r
/* just a place holder to fill out an alternating pattern */\r
int x, y;\r
int i;\r
- int tile = 1;
- if(initxms()>0)
- map->tiles = malloc(sizeof(tiles_t));
+ int tile = 1;\r
+ if(initxms()>0)\r
+ map->tiles = malloc(sizeof(tiles_t));\r
else (void huge*)map->tiles = xmsmalloc(sizeof(tiles_t));\r
\r
- /* create the tile set */
- if(initxms()>0)
- map->tiles->data = malloc(sizeof(bitmap_t));
- else (void huge*)map->tiles->data = xmsmalloc(sizeof(bitmap_t));
+ /* create the tile set */\r
+ if(initxms()>0)\r
+ map->tiles->data = malloc(sizeof(bitmap_t));\r
+ else (void huge*)map->tiles->data = xmsmalloc(sizeof(bitmap_t));\r
map->tiles->data->width = (TILEWH*2);\r
- map->tiles->data->height= TILEWH;
- if(initxms()>0)
- map->tiles->data->data = malloc((TILEWH*2)*TILEWH);
+ map->tiles->data->height= TILEWH;\r
+ if(initxms()>0)\r
+ map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
else (void huge*)map->tiles->data->data = xmsmalloc((TILEWH*2)*TILEWH);\r
map->tiles->tileHeight = TILEWH;\r
map->tiles->tileWidth =TILEWH;\r
}\r
i += mv->map->width;\r
}\r
-}
-
-/*void npcmove(map_view_t bg, map_view_t fg, )
-{
-
+}\r
+\r
+/*void npcmove(map_view_t bg, map_view_t fg, )\r
+{\r
+ \r
}*/\r
\r
void\r