-#include "src\lib\modex16.h"\r
-#include <stdio.h>\r
-#include <stdlib.h>\r
-#include "src\lib\dos_kb.h"\r
-#include "16\lib\x\modex.h"\r
+#include "src\lib\dos_kb.h"
+#include "src\lib\mapread.c"\r
+//#include "16\lib\x\modex.h"\r
#include "src\lib\wtest\wtest.c"\r
-#include "src\lib\ems.c"\r
+#include "src\lib\planar.c"
+//====#include "src\lib\ems.c"\r
\r
//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
\r
-typedef struct {\r
+/*typedef struct {\r
bitmap_t *data;\r
word tileHeight;\r
word tileWidth;\r
tiles_t *tiles;\r
int width;\r
int height;\r
-} map_t;\r
+} map_t;*/\r
\r
\r
typedef struct {\r
void mapGoTo(map_view_t *mv, int tx, int ty);\r
void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
void mapDrawRow(map_view_t *mv, int tx, int ty, word y);\r
-void mapDrawCol(map_view_t *mv, int tx, int ty, word x);
+void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
void qclean();\r
void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp);\r
\r
//#define LOOPMAX (TILEWH/SPEED)\r
\r
//place holder definitions\r
-#define MAPX 200\r
-#define MAPY 150\r
+//#define MAPX 200\r
+//#define MAPY 150\r
#define TRIGGX 10\r
#define TRIGGY 9\r
\r
-void main() {
+void main() {\r
long emmhandle;\r
long emsavail;\r
char teststr[80];\r
int i;\r
bitmap_t ptmp;//, npctmp; // player sprite\r
+ planar_buf_t *p;\r
const char *cpus;\r
static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */\r
page_t screen, screen2, screen3;\r
byte *ptr;\r
actor_t player;\r
//actor_t npc0;\r
-
+\r
// atexit(qclean());\r
/*if(!emmtest())\r
{\r
printf("Expanded memory manager error\n");\r
exit(0);\r
}\r
- printf("There are %ld pages available\n",emsavail);
-
+ printf("There are %ld pages available\n",emsavail);\r
+\r
if((emmhandle = emmalloc(emsavail)) < 0)\r
{\r
printf("Insufficient pages available\n");\r
exit(0);\r
- }*/
+ }*/\r
\r
- /* 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
+ /* create the map */
+ loadmap("data/test.map", &map/*, 0*/);\r
+ //map = allocMap(map.width,map.height); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly
//if(isEMS()) printf("%d tesuto\n", coretotalEMS());\r
+ //++++
initMap(&map);\r
mv.map = ↦\r
mv2.map = ↦\r
/* draw the tiles */\r
ptr = map.data;\r
/* data */\r
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+//++++ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
//npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
+printf("\nwwww\n");\r
+ /* create the planar buffer */\r
+//++++ p = planar_buf_from_bitmap(&ptmp);\r
\r
/*if(isEMS())\r
{\r
}\r
*/\r
/* save the palette */\r
- pal = modexNewPal();\r
+ pal = modexNewPal();\r
modexPalSave(pal);\r
modexFadeOff(4, pal);\r
modexPalBlack();\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
+ if(npc0.tx < map.width && !(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
//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
+ if(npc0.ty < map.height && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
{\r
if(npc0.q<=(TILEWH/SPEED))\r
{\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
+ if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.tx++; }\r
}\r
- else if(player.tx < MAPX && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
+ else if(player.tx < map.width && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\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
+ if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\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
+ if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.ty++; }\r
}\r
- else if(player.ty < MAPY && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
+ else if(player.ty < map.height && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\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
+ if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
nosound();\r
}\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
+ //if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }
+ if(keyp(87))
+ {
+ modexLeave();\r
+ setkb(0);
+ __asm
+ {
+ mov ah,31h
+ int 21h
+ }
+ }\r
}\r
\r
/* fade back to text mode */\r
int i;\r
int tile = 1;\r
//if(!isEMS() || !checkEMS())\r
- map->tiles = malloc(sizeof(tiles_t));\r
+// map->tiles = malloc(sizeof(tiles_t));\r
//else\r
// map->tiles = (tiles_t *)alloc_emem(sizeof(tiles_t));\r
\r
/* create the tile set */\r
//if(!isEMS() || !checkEMS())\r
- map->tiles->data = malloc(sizeof(bitmap_t));\r
+// map->tiles->data = malloc(sizeof(bitmap_t));\r
//else\r
// map->tiles->data = (bitmap_t *)alloc_emem(sizeof(bitmap_t));\r
- map->tiles->data->width = (TILEWH*2);\r
- map->tiles->data->height= TILEWH;\r
+// map->tiles->data->width = (TILEWH*2);\r
+// map->tiles->data->height= TILEWH;\r
//if(!isEMS() || !checkEMS())\r
- map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
+// map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
//else\r
// map->tiles->data->data = (byte *)alloc_emem((TILEWH*2)*TILEWH);\r
map->tiles->tileHeight = TILEWH;\r
map->tiles->rows = 1;\r
map->tiles->cols = 2;\r
\r
- i=0;\r
+ /*i=0;\r
for(y=0; y<TILEWH; y++) {\r
for(x=0; x<(TILEWH*2); x++) {\r
if(x<TILEWH)\r
map->tiles->data->data[i] = 0;//0x34;\r
i++;\r
}\r
- }\r
+ }*/\r
\r
i=0;\r
for(y=0; y<map->height; y++) {\r
}\r
i += mv->map->width;\r
}\r
-}
-
-void qclean()
-{
+}\r
+\r
+void qclean()\r
+{\r
modexLeave();\r
- setkb(0);
-}
+ setkb(0);\r
+}\r
\r
void\r
animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp)\r