]> 4ch.mooo.com Git - 16.git/blobdiff - src/zcroll.c
See WHAT_WAS_CHANGED for details
[16.git] / src / zcroll.c
index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..f7603e8d2c31d3454a4ea86ba46d5b175a032e1c 100755 (executable)
@@ -0,0 +1,271 @@
+/* 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
+#include "src/lib/zcroll16.h"\r
+#include "src/lib/16_timer.h"\r
+#include "src/lib/wcpu/wcpu.h"\r
+\r
+global_game_variables_t gvar;\r
+static map_t map;\r
+player_t *player;\r
+map_view_t *mv;\r
+float t;\r
+sword bakapee;\r
+pan_t pan;\r
+//debugswitches\r
+boolean panswitch=0,baka=0;\r
+//extern boolean pageflipflop=1;\r
+unsigned int i;\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
+\r
+//map_view_db_t pgid[4];\r
+word pg;\r
+//#ifdef FADE\r
+static word paloffset=0;\r
+byte *dpal;\r
+//#endif\r
+byte *gpal;\r
+byte *ptr;\r
+memptr pal;\r
+\r
+void main(int argc, char *argv[])\r
+{\r
+       byte *mesg=malloc(sizeof(dword));\r
+       int i;\r
+\r
+       if(argv[1]) bakapee = atoi(argv[1]);\r
+       else bakapee = 1;\r
+\r
+       Startup16(&gvar);\r
+\r
+       pan.pn=0;\r
+       player = malloc(sizeof(player_t));\r
+       player->ent = malloc(sizeof(entity_t));\r
+       player->ent->spri = malloc(sizeof(struct sprite));\r
+       player->ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
+\r
+       // create the map \r
+       fprintf(stderr, "testing map load~      ");\r
+       loadmap("data/test.map", &map);\r
+       chkmap(&map, 0);\r
+       printf("chkmap ok       ");\r
+       fprintf(stderr, "yay map loaded~~\n");\r
+\r
+       // data \r
+       read_vrs(&gvar, "data/spri/chikyuu.vrs", player->ent->spri->spritesheet);\r
+\r
+       //      input!  \r
+       IN_Default(0, player,ctrl_Joystick);\r
+\r
+       // save the palette \r
+       dpal = modexNewPal();\r
+       modexPalSave(dpal);\r
+       modexFadeOff(4, dpal);\r
+\r
+       textInit();\r
+       VGAmodeX(bakapee, 1, &gvar);\r
+       modexPalBlack();        //reset the palette~\r
+\r
+       CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
+       modexPalUpdate1(pal);\r
+\r
+       gpal = modexNewPal();\r
+       modexPalSave(gpal);\r
+       modexSavePalFile("data/g.pal", gpal);\r
+       modexPalBlack();        //so player will not see loadings~\r
+       // setup camera and screen~\r
+       modexHiganbanaPageSetup(&gvar.video);\r
+       mv->page = &gvar.video.page[0];\r
+       mv->map = &map;\r
+       mv->video = &gvar.video;\r
+       mv->pan = &pan;\r
+       player->ent->spri->x = player->ent->spri->y = 20;\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
+       //_fmemcpy(mv[1].page->data, mv->page->data, mv->page->pagesize);\r
+\r
+       //TODO: put player in starting position of spot\r
+       //default player position on the viewable map\r
+       player->tx = mv->tx + mv->page->tilemidposscreenx;\r
+       player->ty = mv->ty + mv->page->tilemidposscreeny;\r
+       IN_initplayer(player);\r
+       //IN_initplayer(&player, 1);\r
+\r
+#ifndef        SPRITE\r
+       modexClearRegion(mv->page, player->x, player->y-TILEWH, 16, 32, 15);\r
+       //modexClearRegion(mv[1].page, player->x, player->y-TILEWH, 16, 32, 15);\r
+#else\r
+       //PBUFSFUN(mv[1].page, player->x, player->y-TILEWH, 16, 64, 24, 32,     PLAYERBMPDATA);\r
+//     PBUFSFUN(mv->page, player->x, player->y-TILEWH, 16, 64, 16, 32, player->data);\r
+       i = set_anim_by_id(player->ent->spri, 11);\r
+       print_anim_ids(player->ent->spri);\r
+       if (i == -1)\r
+       {\r
+               modexFadeOff(4, gpal);\r
+       VGAmodeX(0, 1, &gvar);\r
+       Shutdown16(&gvar);\r
+       printf("Wrong");\r
+               modexFadeOn(4, dpal);\r
+return;\r
+       }\r
+return;\r
+       //animate_spri(&(player->ent->spri));\r
+#endif\r
+\r
+       modexShowPage(mv->page);//!(gvar.video.p)\r
+       shinku_fps_indicator_page = 0; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
+\r
+       // buffer pages \r
+//     modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 47);\r
+//     modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 45);\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 < vga_state.vga_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
+\r
+//     modexFadeOn(4, gpal);*/\r
+       while(!IN_KeyDown(sc_Escape) && player->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
+               //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
+\r
+               //player movement\r
+               IN_ReadControl(player);\r
+               if(!panswitch){\r
+                       walk(player->ent, mv);\r
+               }\r
+\r
+               //the scripting stuff....\r
+/*             if(((mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))] == 0) && IN_KeyDown(0x1C))||(player->tx == 5 && player->ty == 5))\r
+               {\r
+                       short i;\r
+                       for(i=800; i>=400; i--)\r
+                       {\r
+                               sound(i);\r
+                       }\r
+                       nosound();\r
+               }\r
+               if(player->q == (TILEWH/(player->speed))+1 && player->info.dir != 2 && (player->triggerx == 5 && player->triggery == 5)){ player->hp--; }\r
+*/             //debugging binds!\r
+               if(IN_KeyDown(2)){ modexShowPage(mv->page); pan.pn=0; }\r
+               if(IN_KeyDown(25)){ modexpdump(mv->page);\r
+                        IN_UserInput(1,1);\r
+               }       //p\r
+               if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv->page); IN_UserInput(1,1); }\r
+               if(IN_KeyDown(22)){\r
+                       printf("2paloffset      =       %d\n", paloffset/3);\r
+                       IN_UserInput(1,1);\r
+               }\r
+\r
+               //pan switch\r
+               if(IN_KeyDown(88)){panswitch=!panswitch; IN_UserInput(1,1);}    //f12\r
+               if(IN_KeyDown(87))      //f11\r
+               {\r
+                       pageflipflop=!pageflipflop;\r
+                       IN_UserInput(1,1);\r
+               }\r
+               if(IN_KeyDown(68))      //f10\r
+               {\r
+                       gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
+                       IN_UserInput(1,1);\r
+               }\r
+               if(IN_KeyDown(67))      //f9\r
+               {\r
+                       modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 2);\r
+               }\r
+               if(IN_KeyDown(66))      //f8\r
+               {\r
+       //              modexDrawSprite(mv->page, 16, 16, p);\r
+                       modexDrawSprite(mv->page, 32+48, 16, (player->data));\r
+               }\r
+               //TODO fmemtest into page\r
+               /*if(IN_KeyDown(4+1))   //4\r
+               {\r
+                       pg=1;\r
+                       SELECT_ALL_PLANES();\r
+                       _fmemset(((mv[pg].page->data+4)+(16*(mv[pg].page->width/4))), 15, 4);\r
+               }*/\r
+\r
+               //9\r
+               if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
+               //if(IN_KeyDown(11)){ modexPalOverscan(15); }\r
+               if((player->q==1) && !(player->x%TILEWH==0 && player->y%TILEWH==0)) break;      //incase things go out of sync!\r
+               player->hp = 0;\r
+       }\r
+\r
+       /* fade back to text mode */\r
+       /* but 1st lets save the game palette~ */\r
+       modexPalSave(gpal);\r
+       modexSavePalFile("data/g.pal", gpal);\r
+       modexFadeOff(4, gpal);\r
+       VGAmodeX(0, 1, &gvar);\r
+       Shutdown16(&gvar);\r
+       printf("\nProject 16 scroll.exe. This is just a test file!\n");\r
+       printf("version %s\n", VERSION);\r
+       printf("tx: %d  ", mv->tx);\r
+       printf("ty: %d\n", mv->ty);\r
+       printf("\n");\r
+       printf("player vars:\n");\r
+       printf("        x: %d", player->x); printf("    y: %d\n", player->y);\r
+       //if(player->hp==0) printf("%d wwww\n", player->y+8);\r
+       //else printf("\nplayer->y: %d\n", player->y);\r
+       printf("        tx: %d", player->tx); printf("  ty: %d\n", player->ty);\r
+       printf("        triggx: %d", player->triggerx); printf("        triggy: %d\n", player->triggery);\r
+       printf("        hp: %d", (player->hp)); printf("        q: %d", player->q);     printf("        player.info.dir: %d", player->info.dir);        printf("        player.d: %d ", player->d);\r
+               printf("        pdir=%d\n", player->pdir);\r
+       printf("        tile data value at player trigger position: %d\n\n", mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))]);\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("mv[%u].tx: %d", pan.pn, mv[pan.pn].tx); printf("      mv[%u].ty: %d   ", pan.pn, mv[pan.pn].ty);\r
+       printf("gvar.video.p=%u ", gvar.video.p); printf("gvar.video.r=%u ", gvar.video.r);\r
+       printf("pageflipflop=%u\n", pageflipflop);\r
+       //0000printf("\ngvar.video.tickclk=%f\n", gvar.video.tickclk);\r
+       //0000printf("gvar.video.clk=%f", gvar.video.clk);\r
+       printf("\n");\r
+       //printf("map.width=%d  map.height=%d   map.data[0]=%d\n", mv->map->width, mv->map->height, mv->map->data[0]);\r
+\r
+       printf("\n");\r
+       switch(detectcpu())\r
+       {\r
+               case 0: cpus = "8086/8088 or 186/88"; break;\r
+               case 1: cpus = "286"; break;\r
+               case 2: cpus = "386 or newer"; break;\r
+               default: cpus = "internal error"; break;\r
+       }\r
+       printf("detected CPU type: %s\n", cpus);\r
+       modexFadeOn(4, dpal);\r
+}\r