From: yakui-lover Date: Sun, 18 Sep 2016 20:10:25 +0000 (+0100) Subject: Rewrite of scrolling. Getting rid of arrays and similar functions where possible X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=2acc9df64c77b1f676100bab87661dbaf4518496;p=16.git Rewrite of scrolling. Getting rid of arrays and similar functions where possible --- diff --git a/src/lib/zcroll16.c b/src/lib/zcroll16.c new file mode 100755 index 00000000..02750443 --- /dev/null +++ b/src/lib/zcroll16.c @@ -0,0 +1,360 @@ +/* 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. + * + */ +/* + 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; +} diff --git a/src/lib/zcroll16.h b/src/lib/zcroll16.h new file mode 100755 index 00000000..3c4851c3 --- /dev/null +++ b/src/lib/zcroll16.h @@ -0,0 +1,116 @@ +/* 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_*/