X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2Flib%2Fzcroll16.h;fp=src%2Flib%2Fzcroll16.h;h=0000000000000000000000000000000000000000;hb=16fee04bfaa2cf218b1a906b0df0ed7e3a5706fa;hp=6f66342967ca388e630e2d1528f6e1359c812541;hpb=ad7c0e46f0b70f0e601b162411a3e95e788b45f1;p=16.git diff --git a/src/lib/zcroll16.h b/src/lib/zcroll16.h deleted file mode 100755 index 6f663429..00000000 --- a/src/lib/zcroll16.h +++ /dev/null @@ -1,116 +0,0 @@ -/* 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 , or - * write to the Free Software Foundation, Inc., 51 Franklin Street, - * Fifth Floor, Boston, MA 02110-1301 USA. - * - */ - -#ifndef __ZCROLL16_H_ -#define __ZCROLL16_H_ - -#include "src/lib/16_head.h" -//#include "src/lib/bakapee.h" -#include "src/lib/modex16.h" -//#include "src/lib/16_in.h" -#include "src/lib/bitmap.h" -#include "src/lib/16_map.h" //map is loaded here www -#include "src/lib/16_timer.h" -#include "src/lib/wcpu/wcpu.h" - -#include -#include -#include -#include - -#define SPRITE -//#define TILERENDER - -//modexDrawSpritePBufRegion -//modexDrawBmpPBufRegion -#define PBUFSFUN modexDrawSpriteRegion -#define PBUFBFUN modexDrawBmpRegion -#define PLAYERBMPDATA player->data - -typedef struct { - map_t *map; - page_t *page; - int tx; //appears to be the top left tile position on the viewable screen map - int ty; //appears to be the top left tile position on the viewable screen map - word dxThresh; //Threshold for physical tile switch - word dyThresh; //Threshold for physical tile switch - video_t *video; //pointer to game variables of the video - pan_t *pan; //pointer the the page panning debug system -} map_view_t; - -#define MAPW 40 -#define MAPH 30 - -enum direction {STOP, UP, DOWN, LEFT, RIGHT}; -typedef struct { - word id; /* the Identification number of the page~ For layering~ */ - byte far* data; /* the data for the page */ - word sw; /* screen width */ - word sh; /* screen heigth */ - word tw; /* screen width in tiles */ - word th; /* screen height in tiles */ - word width; /* virtual width of the page */ - word height; /* virtual height of the page */ - word tilesw; /* virtual screen width in tiles */ - word tilesh; /* virtual screen height in tiles */ - sword tilemidposscreenx; /* middle tile position */ - sword tilemidposscreeny; /* middle tile position */ - sword tileplayerposscreenx; /* player position on screen */ - sword tileplayerposscreeny; /* player position on screen */ - word stridew; /*width/4*/ - word pagesize; /* page size */ - word pi; /* incremention page by this much to preserve location */ - word delta; // How much should we shift the page for smooth scrolling - direction d; // Direction we should shift the page -} page_t; -extern boolean pageflipflop, pageploop; -extern unsigned char shinku_fps_indicator_page; - -/* Map is presumed to: - * 1. Have all the required layers and tilesets within itself - * 2. Have a 'fence' around accessible blocks to simplify boundary logic - * 3. Have a persistent map and tile size among the layers - * Map view is presumed to: - * 1. Calculate, store and update a panning info, which includes, but not limited to: - * combined layer information, actual map representation (reflecting real state of the game), - * pixel shift for smooth tile scrolling. - * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling, - * additional row/column is always drawn at the each side of the map. This implies that 'fence' - * should have a sprite too. Map is drawn left-to-right, top-to-bottom. - */ - -// Move an entity around. Should actually be in 16_entity -boolean walk(entity_t *ent, map_view_t *map_v); - -// Move player around and call map scrolling if required/possible -void walk_player(player_t *player, map_view_t *map_v); - -// Scroll map in one direction (assumed from player's movement) -void near mapScroll(map_view_t *mv, player_t *player); -sword chkmap(map_t *map, word q); -void mapGoTo(map_view_t *mv, int tx, int ty); -void near mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y); -//void qclean(); -void shinku(global_game_variables_t *gv); -void near animatePlayer(map_view_t *pip, player_t *player, sword scrollswitch); - -#endif /*__ZCROLL16_H_*/