]> 4ch.mooo.com Git - 16.git/blobdiff - src/zcroll.c
animation fixed and sprite rendering is more flexible with overdraww and overdrawh
[16.git] / src / zcroll.c
index 71579363d415ee48038832010c0ad4a2c2a68c06..147555b8dd90e1c814e0579b7fa532a3fa88655b 100755 (executable)
@@ -43,6 +43,8 @@ byte *gpal;
 byte *ptr;\r
 memptr pal;\r
 \r
+bitmap_t       *ptmpdata;\r
+\r
 void main(int argc, char *argv[])\r
 {\r
        static global_game_variables_t gvar;\r
@@ -56,9 +58,9 @@ void main(int argc, char *argv[])
 \r
        // OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
        //IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
-       player[0].ent = malloc(sizeof(entity_t));\r
-       player[0].ent->spri = malloc(sizeof(struct sprite));\r
-       player[0].ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
+       //player[0].ent = malloc(sizeof(entity_t));\r
+       player[0].enti.spri = malloc(sizeof(struct sprite));\r
+       player[0].enti.spri->spritesheet = malloc(sizeof(struct vrs_container));\r
 \r
        // create the map\r
 //     fprintf(stderr, "testing map load~      ");\r
@@ -68,7 +70,7 @@ void main(int argc, char *argv[])
 //     fprintf(stderr, "yay map loaded~~\n");\r
 \r
        // data\r
-       read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].ent->spri->spritesheet);\r
+       read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].enti.spri->spritesheet);\r
        PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
 \r
        // input!\r
@@ -102,22 +104,20 @@ void main(int argc, char *argv[])
        ZC_MVSetup(&mv, &map, &gvar);\r
 \r
        //renderswitch\r
-       gvar.video.rs=0;\r
-       //player[0].ent->spri->x = player[0].ent->spri->y = TILEWH;\r
+       gvar.video.rss=0;\r
 \r
        // set up paging\r
        //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
        mapGoTo(&mv, 0, 0);\r
 \r
        playerXYpos(0, 0, &player, &mv, 0);\r
-       IN_initplayer(&player, 0);\r
-       player[0].ent->spri->x = player[0].enti.x-4;\r
-       player[0].ent->spri->y = player[0].enti.y-16;\r
-       player[0].ent->spri->delay = 0;\r
+       EN_initplayer(&player, 0);\r
+       player[0].enti.spri->x = player[0].enti.x-4;\r
+       player[0].enti.spri->y = player[0].enti.y-16;\r
 \r
        player[0].enti.dire=31;\r
-       gvar.video.sprifilei = set_anim_by_id(player[0].ent->spri, player[0].enti.dire);\r
-       //print_anim_ids(player[0].ent->spri);\r
+       gvar.video.sprifilei = set_anim_by_id(player[0].enti.spri, player[0].enti.dire);\r
+       //print_anim_ids(player[0].enti.spri);\r
        if (gvar.video.sprifilei == -1)\r
        {\r
 #ifdef FADE\r
@@ -128,7 +128,7 @@ void main(int argc, char *argv[])
                modexFadeOn(4, dpal);\r
 #endif\r
        }\r
-       animate_spri((player[0].ent->spri), &gvar.video);\r
+       animate_spri(&(player[0].enti), &gvar.video);\r
 \r
        VL_ShowPage(mv[0].page, 0, 0);//modexShowPage(mv[0].page);//!(gvar.video.p)\r
 #ifdef FADE\r
@@ -137,7 +137,7 @@ void main(int argc, char *argv[])
        /*strcpy(global_temp_status_text, "press enter for the loop of zcroll\nescape to quit");\r
        modexprint(&gvar.video.page[0], 144, 72, 1, 7, 0, global_temp_status_text);\r
        while(!IN_KeyDown(sc_Enter)){ if(IN_KeyDown(sc_Escape)) goto quit; } IN_UserInput(1,1);*///wwww\r
-       while(!IN_KeyDown(sc_Escape))// && player[0].enti.hp>0)\r
+       while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
        {\r
                shinku(&gvar);\r
                //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
@@ -195,15 +195,17 @@ void main(int argc, char *argv[])
                        {\r
                                case 11:\r
                                        i=0;\r
-                                       player[0].ent->spri->x = TILEWH;\r
+                                       player[0].enti.spri->x = TILEWH;\r
                                default:\r
                                        i++;\r
-                                       player[0].ent->spri->delay = 0; animate_spri((player[0].ent->spri), &gvar.video);// player[0].ent->spri->x += 16;\r
+                                       animate_spri(&(player[0].enti), &gvar.video);// player[0].enti.spri->x += 16;\r
                                break;\r
                        }\r
                }\r
                FUNCTIONKEYFUNCTIONS;\r
                if(IN_KeyDown(sc_L)){ modexClearRegion(&gvar.video.page[0], player[0].enti.x, player[0].enti.y, 16, 16, 1); }\r
+               if(IN_KeyDown(sc_J)){ read_vrs(&gvar, "data/spri/ptmp.vrs", player[0].enti.spri->spritesheet);  *ptmpdata = bitmapLoadPcx("data/ptmp.pcx", &gvar);      modexPalUpdate1(ptmpdata->palette); }\r
+               if(IN_KeyDown(sc_K)){ read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].enti.spri->spritesheet);       PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar);      modexPalUpdate1(&PCXBMP->palette); }\r
 \r
                //9\r
 #ifdef FADE\r
@@ -212,7 +214,6 @@ void main(int argc, char *argv[])
                if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
 \r
                if((player[0].enti.q==1) && !(player[0].enti.x%TILEWH==0 && player[0].enti.y%TILEWH==0)) break; //incase things go out of sync!\r
-               player[0].enti.hp = 0;\r
        }\r
 \r
        /* fade back to text mode */\r