--- /dev/null
+/* 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 <http://www.gnu.org/licenses/>, or
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,
+ * Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ */
+/*
+ scroll16 library~
+*/
+#include "src/lib/zcroll16.h"
+
+boolean boundary_check(int x, int y, int dx, int dy, int h, int w){
+ return (dx > 0 && (x + dx) < w) || (dx < 0 && (x + dx) >= 0) || (dy > 0 && (y + dy) < h) || (dy < 0 && (y + dy) >= 0) || (dx == dy && dx == 0);
+}
+
+boolean coll_check(int x, int y, int dx, int dy, map_view_t *map_v){
+ // Assume everything crosses at most 1 tile at once
+ return dx && crossable_tile(x + dx, map_v) || dy && crossable_tile(y + dy, map_v);
+}
+
+boolean walk(entity_t *ent, map_view_t *map_v)
+{
+ int dx = 1;
+ int dy = 1;
+ switch(ent->d)
+ {
+ case STOP:
+ return;
+ case LEFT:
+ dx = -dx;
+ case RIGHT:
+ dy = 0;
+ break;
+ case UP:
+ dy = -dy;
+ case DOWN:
+ dx = 0;
+ break;
+ }
+ if(coll_check(ent->x, ent->y, dx, dy, map_v)){
+ // Allow movement
+ // Set speed
+ // Start animation
+ // Mark next tile as occupied
+ // Mark this tile as vacant
+ return true;
+ }
+ return false;
+}
+
+void player_walk(player_t *player, map_view_t *map_v){
+ if(walk(player->ent, map_v) && boundary_check(map_v->tx, map_v->ty, dx, dy, map_v->map->width - 2*map_v->page->tilesw, map_v->map->height - 2*map_v->page->tilesh)){
+ mapScroll(map_v, player);
+ // (Un)load stuff?
+ }
+}
+
+
+void near mapScroll(map_view_t *mv, player_t *player){
+ word x, y; /* coordinate for drawing */
+ int c = 1;
+ int delta;
+ mv->delta += player->dx | player->dy;
+ delta = mv->delta;
+ mv->d = (player->dx) ? (player->dx > 0) ? RIGHT : LEFT : (player->dy) ? (player->dy > 0) ? DOWN : UP : STOP;
+ switch(mv->d){
+ case DOWN:
+ c = -1;
+ delta = -delta;
+ case UP:
+ if(!(delta + mv->dxThresh)){
+ mv->delta = 0;
+ mv->ty += c;
+ }
+ break;
+ case RIGHT:
+ c = -1;
+ delta = -delta;
+ case LEFT:
+ if(!(delta + mv->dyThresh)){
+ mv->delta = 0;
+ mv->tx += c;
+ }
+ break;
+ default:
+ break;
+ }
+
+ mv->video->r=1;
+}
+
+sword chkmap(map_t *map, word q)
+{
+// bitmap_t bp;
+ static byte x[(MAPW*MAPH)+1] =
+{ 1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 5, 6, 7, 8, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 9, 10, 11, 12, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10 };
+/*1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, \
+5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, \
+0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \
+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4 };*/
+ //check for failed to load map
+ if((map->width == map->height == 0) && (q>0))
+ {
+ //initiate a null map!
+ map->width=MAPW;///2;
+ map->height=MAPH;///2;
+// map->data = malloc(((map->width*map->height)+1)*sizeof(byte));
+ map->data = &x;
+ map->tiles = malloc(sizeof(tiles_t));
+ //fix this to be far~
+// bp = bitmapLoadPcx("data/ed.pcx");
+// map->tiles->data = &bp;
+ map->tiles->debug_data = map->data;
+ map->tiles->tileHeight = 16;
+ map->tiles->tileWidth = 16;
+ map->tiles->rows = 1;
+ map->tiles->cols = 1;
+ map->tiles->debug_text = true;
+ }
+ else map->tiles->debug_text = false;
+ return 0;
+}
+
+//TODO: player position here
+void mapGoTo(map_view_t *mv, int tx, int ty)
+{
+ int px, py;
+ unsigned int i;
+
+ /* set up the coordinates */
+ mv->tx = tx;
+ mv->ty = ty;
+ mv->page->delta = 0;
+
+ /* set up the thresholds */
+ mv->dxThresh = mv->map->tiles[0]->tileWidth * 2;
+ mv->dyThresh = mv->map->tiles[0]->tileHeight * 2;
+
+ /* draw the tiles */
+ modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);
+ py=0;
+ i=mv->ty * mv->map->width + mv->tx;
+/* for(ty=mv[0].ty-1; py < mv[0].page->sh+mv->dyThresh && ty < mv[0].map->height; ty++, py+=mv[0].map->tiles->tileHeight) {
+ mapDrawWRow(&mv[0], tx-1, ty, py);
+ i+=mv->map->width - tx;
+ }
+ if(!pageploop) modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[0].page->width, mv[0].page->height);
+// {
+// unsigned int k,j,o;
+// // fill screen with a distinctive pattern
+// for (k=0;k < vga_state.vga_width;k++) {
+// o = k >> 2;
+// vga_write_sequencer(0x02/*map mask*//*,1 << (k&3));
+// for (j=0;j < (mv[0].page->height)+(mv[1].page->height)+(mv[2].page->height)+(mv[3].page->height);j++,o += vga_state.vga_stride)
+// vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!
+// }
+// }
+ modexCopyPageRegion(mv[3].page, mv[0].page, 0, 0, 0, 0, 24, 32);*/
+}
+
+void near
+mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)
+{
+ word rx;
+ word ry;
+ word textx=0;
+ word texty=0;
+ //if(i==0) i=2;
+ if(i==0)
+ {
+ //wwww
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!
+ }
+ else
+ {
+ rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);
+ ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);
+////0000printf("i=%d\n", i);
+ switch(t->debug_text)
+ {
+ case 0:
+#ifndef TILERENDER
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, ((t->debug_data[i])+1));
+ //modexprint(page, x, y, 1, 15, 0, (char const *)(t->debug_data[i]));
+#else
+ PBUFBFUN (page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));
+ /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
+ //draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+ //modexDrawBmpRegion (page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));
+#endif
+ break;
+ case 1:
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, (t->debug_data[i])+1);
+ //modexprintbig(page, x, y, 1, 15, 0, (t->debug_data));
+ /*for(texty=0; texty<2; texty++)
+ {
+ for(textx=0; textx<2; textx++)
+ {*/
+// modexprint(page, x+(textx*8), y+(texty*8), 1, (word)(t->debug_data), 0, (t->debug_data));
+/* }
+ }*/
+ break;
+ }
+ }
+}
+
+unsigned char shinku_fps_indicator_page = 2;
+boolean pageflipflop = 1;
+boolean pageploop = 1;
+
+/* sync */
+void shinku(global_game_variables_t *gv)
+{
+ word x = (0) + gv->video.page[/*!*/(gv->video.p)].dx; // follow the screen
+ word y = (0) + gv->video.page[/*!*/(gv->video.p)].dy; // follow the screen
+ word w = 64, h = 8, col = 7, bgcol = 0, type = 1;
+ byte o,o2,i;
+ if(elapsed_timer(gv) >= (1.0 / gv->kurokku.frames_per_second))
+ {
+ sprintf(gv->pee, "%.0f fps", (double)gv->kurokku.tiku/ticktock(gv));
+ //modexClearRegion(&(gv->video.page[shinku_fps_indicator_page]), x, y, w, h, 45);
+ modexprint(&(gv->video.page[/*!*/(gv->video.p)]), x, y, type, col, bgcol, gv->pee);
+ gv->kurokku.tiku=0;
+ }else //copy dat sheet
+ gv->kurokku.tiku++;
+
+ switch(gv->kurokku.fpscap)
+ {
+ case 0:
+ gv->kurokku.frames_per_second=1;
+ break;
+ case 1:
+ //turn this off if XT
+ vga_wait_for_vsync();
+ gv->kurokku.frames_per_second=60;
+ break;
+ }
+ if(pageflipflop){
+ if(gv->video.r){
+ if(!pageploop) modexCopyPageRegion(&(gv->video.page[(gv->video.p)]), &(gv->video.page[(!gv->video.p)]), 0, 0, 0, 0, gv->video.page[gv->video.p].width, gv->video.page[!gv->video.p].height);
+ modexShowPage(&(gv->video.page[gv->video.p]));
+ if(!pageploop) gv->video.p=!gv->video.p;
+ gv->video.r=!gv->video.r;
+ }
+ }
+}
+
+void near animatePlayer(map_view_t *pip, player_t *player, sword scrollswitch)
+{
+ sword x = player->x;
+ sword y = player->y;
+ sword bx = x+16; //buffer's x
+ sword by = y+16; //buffer's y
+ word dire=32; //direction
+ sword qq; //scroll offset
+ word ls = player->persist_aniframe;
+
+ switch(scrollswitch)
+ {
+ case 0:
+ qq = 0;
+ break;
+ default:
+ qq = ((player->q)*(player->speed));
+ break;
+ }
+ //x-=4;
+ y-=pip->map->tiles->tileHeight;
+ switch (player->d)
+ {
+ case 0:
+ //up
+ dire*=player->d;
+ y-=qq;
+ by-=4;
+ break;
+ case 3:
+ // right
+ dire*=(player->d-2);
+ x+=qq;
+ bx+=4;
+ break;
+ case 2:
+ break;
+ case 4:
+ //down
+ dire*=(player->d-2);
+ y+=qq;
+ by+=4;
+ break;
+ case 1:
+ //left
+ dire*=(player->d+2);
+ x-=qq;
+ bx-=4;
+ break;
+ }
+
+#ifdef SPRITE
+#define FRAME1 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 48, dire, 24, 32, PLAYERBMPDATA);
+#define FRAME2 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATA);
+#define FRAME3 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 0, dire, 24, 32, PLAYERBMPDATA);
+#define FRAME4 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32, PLAYERBMPDATA);
+#else
+#define FRAME1 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 2+dire);
+#define FRAME2 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);
+#define FRAME3 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, dire);
+#define FRAME4 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);
+#endif
+ if(!pageflipflop)
+ modexCopyPageRegion(pip->page, pip->page, x-4, y-4, x-4, y-4, 28, 36);
+ else{
+ //copy old bg to page0
+ //modexCopyPageRegion(pip[3].page, pip[0].page, bx, by, 0, 0, 20, 36);
+ //update buffer
+ //modexCopyPageRegion(pip[0].page, pip[3].page, 0, 0, x, y, 20, 36);
+ }
+ switch(ls)
+ {
+ case 1:
+ FRAME1
+ break;
+ case 2:
+ FRAME2
+ break;
+ case 3:
+ FRAME3
+ break;
+ case 4:
+ FRAME4
+ break;
+ }
+ pip->video->r=1;
+}