X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2Fzcroll.c;h=1d940e212d4ac6b97f0b61d848d6ac0e749ea65e;hb=2fc6c650cc91ba3a4447630286d9aa4bb92bbfda;hp=7d586501ce2ebf6630769e8cabe43be5e2aa3e86;hpb=2d4939645d46e193553e45017d4c91b97baa13e8;p=16.git diff --git a/src/zcroll.c b/src/zcroll.c index 7d586501..1d940e21 100755 --- a/src/zcroll.c +++ b/src/zcroll.c @@ -1,227 +1 @@ -/* Project 16 Source Code~ - * Copyright (C) 2012-2017 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. - * - */ - -#include "src/lib/scroll16.h" -#include "src/lib/16_timer.h" -#include "src/lib/16render.h" -#include "src/lib/16_dbg.h" - -#define FADE - -static map_t map; -map_view_t mv[4]; -float t; - -//debugswitches -boolean panswitch=0,baka=0; -//extern boolean pageflipflop=1; -extern boolean pagenorendermap; //default: 0 -unsigned int i; - -#ifdef FADE -//static word paloffset=0; -byte *dpal; -#endif -byte *gpal; -byte *ptr; -memptr pal; - -#define FILENAME_1 "data/spri/chikyuu.vrs" -#define FILENAME_1P "data/spri/chikyuu.pal" -#define FILENAME_2 "data/spri/ptmp.vrs" -#define FILENAME_2P "data/spri/ptmp.pal" - -void main(int argc, char *argv[]) -{ - static global_game_variables_t gvar; - static player_t player[MaxPlayers]; - char *bakapee1,*bakapee1p; -// sword bakapee; -// if(argv[1]) bakapee = atoi(argv[1]); -// else bakapee = 1; - - Startup16(&gvar); - - bakapee1=malloc(64); - bakapee1p=malloc(64); - - if (argc < 2) { - //fprintf(stderr,"drawvrl \n palette file optional\n"); - bakapee1 = FILENAME_1; - bakapee1p = FILENAME_1P; - - }else{ - if(argv[1]) bakapee1 = argv[1]; - if(argv[2]) bakapee1p = argv[2]; - } - - // OK, this one takes hellova time and needs to be done in farmalloc or MM_... - //IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4 - //player[0].ent = malloc(sizeof(entity_t)); - player[0].enti.spri = malloc(sizeof(struct sprite)); - player[0].enti.spri->spritesheet = malloc(sizeof(struct vrs_container)); - - // create the map -// fprintf(stderr, "testing map load~ "); - loadmap("data/test.map", &map); - chkmap(&map, 0); -// initMap(&map); -// printf("chkmap ok "); -// fprintf(stderr, "yay map loaded~~\n"); - - // data - VRS_LoadVRS(bakapee1, &player[0].enti, &gvar); - - // input! - IN_Default(0, &player,ctrl_Keyboard1); - - // save the palette -#ifdef FADE - dpal = modexNewPal(); - modexPalSave(dpal); - modexFadeOff(4, dpal); -#endif - - VGAmodeX(1/*bakapee*/, 1, &gvar); - - /* fix up the palette and everything */ -#ifdef FADE - modexPalBlack(); //reset the palette~ -#endif - - /* load color palette */ - VL_LoadPalFile(bakapee1p, &gvar.video.palette); -// CA_LoadFile("data/spri/"BAKAPEEFILE1".pal", &pal, &gvar); -// modexPalUpdate1(pal); -#ifdef FADE - gpal = modexNewPal(); - modexPalSave(gpal); - modexSavePalFile("data/g.pal", gpal); - modexPalBlack(); //so player will not see loadings~ -#endif - - // setup camera and screen~ - modexHiganbanaPageSetup(&gvar.video); - ZC_MVSetup(&mv, &map, &gvar); - - // set up paging - //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen - mapGoTo(&mv, 0, 0); - - ZC_playerXYpos(0, 0, &player, &mv, 0, 1); - EN_initplayer(&player, 0, &gvar.video); - //print_anim_ids(player[0].enti.spri); - if (gvar.video.sprifilei == -1) - { -#ifdef FADE - modexFadeOff(4, gpal); -#endif - Quit(&gvar, "Wrong ID for sprite"); -#ifdef FADE - modexFadeOn(4, dpal); -#endif - } - -// while(!IN_KeyDown(sc_Escape) && !IN_KeyDown(sc_Space) && !IN_KeyDown(sc_Enter)){ FUNCTIONKEYSHOWMV } - shinku(&gvar); -#ifdef FADE - modexFadeOn(4, gpal); -#endif - while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0) - { - shinku(&gvar); - //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square - //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction - //when player[0].tx or player[0].ty == 0 or player[0].tx == 20 or player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map - - //player movement - IN_ReadControl(0, &player); - if(!panswitch){ - //ZC_walk2(player[0].ent, mv); - ZC_walk(&mv, &player, 0); - }else{ - PANKEYFUNZC; - //printf(" player[0].enti.q: %d", player[0].enti.q); printf(" player[0].d: %d\n", player[0].d); - } - - //the scripting stuff.... - //if(((player[0].enti.triggerx == TRIGGX && player[0].enti.triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5)) - if(((mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5)) - { - short i; - for(i=800; i>=400; i--) - { - sound(i); - } - nosound(); - } - if(player[0].enti.q == (TILEWH/(player[0].enti.speed))+1 && player[0].info.dir != 2 && (player[0].enti.triggerx == 5 && player[0].enti.triggery == 5)){ player[0].enti.hp--; } - //debugging binds! - - if(IN_KeyDown(24)){ modexPalUpdate0(gpal); /*paloffset=0;*/ modexpdump(mv[0].page); IN_UserInput(1,1); } //o - if(IN_KeyDown(22)){ modexPalUpdate0(gpal); } //u - - FUNCTIONKEYFUNCTIONS - FUNCTIONKEYDRAWJUNK - if(IN_KeyDown(sc_L)){ modexClearRegion(&gvar.video.page[0], player[0].enti.x, player[0].enti.y, 16, 16, 1); } - if(IN_KeyDown(sc_J) || IN_KeyDown(sc_K)) - { - if(IN_KeyDown(sc_J)) - { - bakapee1=FILENAME_1; - bakapee1p=FILENAME_1P; - player[0].enti.overdraww=0; - } - if(IN_KeyDown(sc_K)) - { - bakapee1=FILENAME_2; - bakapee1p=FILENAME_2P; - player[0].enti.overdraww=2; - } - //read_vrs(&gvar, bakapee1, player[0].enti.spri->spritesheet); - VRS_ReadVRS(bakapee1, &player[0].enti, &gvar); - VL_LoadPalFile(bakapee1p, &gvar.video.palette); - }//JK -#ifdef FADE - if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); } -#endif - if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r - - if((player[0].enti.q==1) && !(player[0].enti.x%TILEWH==0 && player[0].enti.y%TILEWH==0)) Quit(&gvar, "PLAYER OFF THE RAILS!");//break; //incase things go out of sync! - } - - /* fade back to text mode */ - /* but 1st lets save the game palette~ */ -#ifdef FADE - modexPalSave(gpal); - modexSavePalFile("data/g.pal", gpal); - modexFadeOff(4, gpal); -#endif - Shutdown16(&gvar); - printf("\nProject 16 zcroll.exe. This is just a test file!\n"); - printf("version %s\n", VERSION); - SCROLLEXITMESG; - WCPU_cpufpumesg(); -#ifdef FADE - modexFadeOn(4, dpal); -#endif -} +[zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM]