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1 /* Project 16 Source Code~\r
2  * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
3  *\r
4  * This file is part of Project 16.\r
5  *\r
6  * Project 16 is free software; you can redistribute it and/or modify\r
7  * it under the terms of the GNU General Public License as published by\r
8  * the Free Software Foundation; either version 3 of the License, or\r
9  * (at your option) any later version.\r
10  *\r
11  * Project 16 is distributed in the hope that it will be useful,\r
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14  * GNU General Public License for more details.\r
15  *\r
16  * You should have received a copy of the GNU General Public License\r
17  * along with this program.  If not, see <http://www.gnu.org/licenses/>, or\r
18  * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
19  * Fifth Floor, Boston, MA 02110-1301 USA.\r
20  *\r
21  */\r
22 \r
23 #include "src/lib/scroll16.h"\r
24 #include "src/lib/16_timer.h"\r
25 //#include "src/lib/16_dbg.h"\r
26 //HC_heapdump\r
27 \r
28 #ifdef __DEBUG__\r
29 #define SCROLLEXEDEBUG\r
30 boolean\r
31         dbg_nointest=1;\r
32 #endif\r
33 \r
34 #define FADE\r
35 //#define NOMAPLOAD\r
36 \r
37 static map_t map;\r
38 float t;\r
39 \r
40 //debugswitches\r
41 boolean panswitch=0,baka=0;\r
42 //extern boolean pageflipflop=1;\r
43 extern boolean pagenorendermap; //default: 0\r
44 unsigned int i;\r
45 \r
46 #ifdef FADE\r
47 //static word paloffset=0;\r
48 #endif\r
49 byte *ptr;\r
50 //memptr pal;\r
51 boolean spriteswitch=0;\r
52 \r
53 #define FILENAME_1      "data/spri/chikyuu.vrs"\r
54 #define FILENAME_1P     "data/spri/chikyuu.pal"\r
55 #define FILENAME_2      "data/spri/me.vrs"\r
56 #define FILENAME_2P     "data/spri/me.pal"\r
57 //#define FILENAME_3    "data/spri/chistnd.vrl"\r
58 \r
59 void main(int argc, char *argv[])\r
60 {\r
61         static global_game_variables_t gvar;\r
62         struct glob_game_vars *ggvv;\r
63 \r
64         char bakapee[64] = FILENAME_1;\r
65         char bakapeep[64] = FILENAME_1P;\r
66 //      char bakapee3[64] = FILENAME_3;\r
67 \r
68         Startup16(&gvar);\r
69 \r
70         ggvv=&gvar;\r
71 \r
72         if (argc >= 2) {\r
73                 if(argv[1]){ strcpy(bakapee, argv[1]);\r
74                 if(argv[2]) strcpy(bakapeep, argv[2]); }\r
75         }\r
76 \r
77         // OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
78         //IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
79         //----gvar.player[0].enti.spri.spritesheet = malloc(sizeof(struct vrs_container));\r
80 \r
81         // create the map\r
82                 #ifdef SCROLLEXEDEBUG\r
83         strcpy(gvar.handle.datadumpfilename, "xcroll1.16w");    MM_DumpData (&gvar);\r
84         fprintf(stderr, "testing map load~      ");\r
85                 #endif\r
86         CA_loadmap("data/test.map", &map, &gvar);\r
87 #ifndef NOMAPLOAD\r
88         chkmap(&map, 0);\r
89 #else\r
90         chkmap(&map, 1);\r
91 #endif\r
92         //initMap(&map);\r
93                 #ifdef SCROLLEXEDEBUG\r
94         printf("chkmap ok\n");\r
95 //      fprintf(stderr, "yay map loaded~~\n");\r
96         strcpy(gvar.handle.datadumpfilename, "xcroll2.16w");    MM_DumpData (&gvar);\r
97                 #endif\r
98 \r
99         // data\r
100                 #ifdef SCROLLEXEDEBUG\r
101         fprintf(stderr, "VRS_LoadVRS~   ");\r
102         strcpy(gvar.handle.datadumpfilename, "xcroll3.16w");    MM_DumpData (&gvar);\r
103                 #endif\r
104         VRS_LoadVRS(bakapee, &gvar.player[0].enti, &gvar);\r
105                 #ifdef SCROLLEXEDEBUG\r
106         printf("VRS load OK~\n");\r
107         strcpy(gvar.handle.datadumpfilename, "xcroll4.16w");    MM_DumpData (&gvar);\r
108                 #endif\r
109         strcpy(gvar.handle.datadumpfilename, "xcroll.16w");\r
110 \r
111         // input!\r
112         IN_Default(0, &gvar.player[0],ctrl_Keyboard1, &gvar);\r
113 \r
114         // save the palette\r
115 #ifdef FADE\r
116         modexPalSave(&gvar.video.dpal);\r
117         modexFadeOff(4, &gvar.video.dpal);\r
118         modexPalBlack();\r
119 #endif\r
120 \r
121         //--VGAmodeX(1/*bakapee*/, 1, &gvar);\r
122         VL_Startup(&gvar);\r
123 \r
124         /* load color palette */\r
125         /*ptmp.offset=(paloffset/3);\r
126         modexPalUpdate(&ptmp, &paloffset, 0, 0);\r
127         //modexClearRegion(bg->page, 0, 0, 320, 240, 255);\r
128         //printf("      %d\n", sizeof(ptmp.data));\r
129         //printf("1:    %d\n", paloffset);\r
130         map.tiles->data->offset=(paloffset/3);\r
131         modexPalUpdate(map.tiles->data, &paloffset, 0, 0);*/\r
132         VL_LoadPalFile(bakapeep, &gvar.video.palette, &gvar);\r
133         //VL_LoadPalFile("data/default.pal", &gvar.video.palette);\r
134 \r
135 #ifdef FADE\r
136         modexPalSave(&gvar.video.palette);\r
137         modexSavePalFile("data/g.pal", &gvar.video.palette);\r
138         modexPalBlack();        //so player will not see loadings~\r
139 #endif\r
140 \r
141         // setup camera and screen~\r
142         modexHiganbanaPageSetup(&gvar);\r
143         ZC_MVSetup(&gvar.mv, &map, &gvar);\r
144 \r
145 #ifdef FADE\r
146         modexFadeOn(4, &gvar.video.palette);\r
147 #endif\r
148 \r
149 //0000  IN_StartAck (&gvar);    MM_ShowMemory(&gvar);   while (!IN_CheckAck (&gvar)){}\r
150 #ifdef FADE\r
151         modexPalBlack();        //so player will not see loadings~\r
152 #endif\r
153 \r
154         // set up paging\r
155         //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
156         mapGoTo(&gvar.mv, 0, 0);\r
157 \r
158         ZC_PlayerXYpos(0, 0, &gvar.player[0], &gvar.mv, 1);\r
159         EN_initPlayer(&gvar.player[0], &gvar.video);\r
160         //print_anim_ids(gvar.player[0].enti.spri);\r
161         if (gvar.video.sprifilei == -1)\r
162         {\r
163 #ifdef FADE\r
164                 modexFadeOff(4, &gvar.video.palette);\r
165 #endif\r
166                 Quit (&gvar, "Wrong ID for sprite");\r
167 #ifdef FADE\r
168                 modexFadeOn(4, &gvar.video.dpal);\r
169 #endif\r
170         }\r
171 \r
172 //      while(!gvar.in.inst->Keyboard[sc_Escape) && !gvar.in.inst->Keyboard[sc_Space) && !gvar.in.inst->Keyboard[sc_Enter]){ FUNCTIONKEYSHOWMV }\r
173         gvar.video.page[0].tlx=gvar.mv[0].tx*TILEWH;\r
174         gvar.video.page[0].tly=gvar.mv[0].ty*TILEWH;\r
175 \r
176 #ifdef OLDWALKSHOWPAGESTUFF\r
177         VL_ShowPage(&(gvar.video.page[gvar.video.sp]), gvar.kurokku.fpscap, 0);\r
178 #endif\r
179 \r
180         shinku(&gvar);\r
181 //modexpdump(gvar.mv[0].page);\r
182 #ifdef FADE\r
183         modexFadeOn(4, &gvar.video.palette);\r
184 #endif\r
185         while(!gvar.in.inst->Keyboard[sc_Escape] && gvar.player[0].enti.hp>0)\r
186         {\r
187                 gvar.video.page[0].tlx=gvar.mv[0].tx*TILEWH;\r
188                 gvar.video.page[0].tly=gvar.mv[0].ty*TILEWH;\r
189                 shinku(&gvar);\r
190                 //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
191                 //to stop scrolling and have the gvar.player position data move to the edge of the screen with respect to the direction\r
192                 //when gvar.player[0].tx or gvar.player[0].ty == 0 or gvar.player[0].tx == 20 or gvar.player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
193 \r
194                 //gvar.player movement\r
195                 IN_ReadControl(&gvar.player[0], &gvar);\r
196                 if(!panswitch){\r
197                         //ZC_walk2(gvar.player[0].ent, mv);\r
198                         //ZC_walk(&gvar.mv, &gvar.player, 0);\r
199                         ZC_walk(&gvar, 0);\r
200                 }else{\r
201                         TAIL_PANKEYFUNZC;\r
202                         //printf("      gvar.player[0].enti.q: %d", gvar.player[0].enti.q);     printf("        gvar.player[0].d: %d\n", gvar.player[0].d);\r
203                 }\r
204 \r
205                 //the scripting stuff....\r
206                 //if(((gvar.player[0].enti.triggerx == TRIGGX && gvar.player[0].enti.triggery == TRIGGY) && gvar.in.inst->Keyboard[0x1C))||(gvar.player[0].enti.tx == 5 && gvar.player[0].enti.ty == 5))\r
207                 if(((gvar.mv[0].map->layerdata[0].data[(gvar.player[0].enti.triggerx-1)+(map.width*(gvar.player[0].enti.triggery-1))] == 0) && gvar.in.inst->Keyboard[0x1C])||(gvar.player[0].enti.tx == 5 && gvar.player[0].enti.ty == 5))\r
208                 {\r
209                         short i;\r
210                         for(i=800; i>=400; i--)\r
211                         {\r
212                                 sound(i);\r
213                         }\r
214                         nosound();\r
215                 }\r
216                 if(gvar.player[0].enti.q == (TILEWH/(gvar.player[0].enti.speed))+1 && gvar.player[0].info.dir != 2 && (gvar.player[0].enti.triggerx == 5 && gvar.player[0].enti.triggery == 5)){ gvar.player[0].enti.hp--; }\r
217                 //debugging binds!\r
218 //              if(gvar.in.inst->Keyboard[24]){ VL_modexPalScramble(&gvar.video.palette); /*paloffset=0;*/ VL_LoadPalFileCore(&gvar.video.palette, &gvar); modexpdump(gvar.mv[0].page); IN_UserInput(1, &gvar); } //o\r
219                 if(gvar.in.inst->Keyboard[22]){ VL_modexPalScramble(&gvar.video.palette); VL_LoadPalFileCore(&gvar.video.palette, &gvar); } //u\r
220 \r
221                 TAIL_FUNCTIONKEYFUNCTIONS\r
222                 TAIL_FUNCTIONKEYDRAWJUNK\r
223                 if(gvar.in.inst->Keyboard[sc_L]){ modexClearRegion(&gvar.video.page[0], gvar.player[0].enti.x, gvar.player[0].enti.y, 16, 16, 1); }\r
224 \r
225 //===============================================================================\r
226 #if 0\r
227                 if(gvar.in.inst->Keyboard[sc_BackSlash]){\r
228                         VRS_ReadVRL(bakapee3, &gvar.player[0].enti, &gvar);\r
229                         DrawVRL(\r
230                                 gvar.player[0].enti.x,\r
231                                 gvar.player[0].enti.y,\r
232                                 gvar.player[0].enti.spri.sprite_vrl_cont.vrl_header,\r
233                                 gvar.player[0].enti.spri.sprite_vrl_cont.line_offsets,\r
234                                 gvar.player[0].enti.spri.sprite_vrl_cont.buffer + sizeof(struct vrl1_vgax_header),\r
235                                 gvar.player[0].enti.spri.sprite_vrl_cont.data_size\r
236                         );      while (!IN_CheckAck (&gvar)){}\r
237                         VRS_ReadVRS(bakapee, &gvar.player[0].enti, &gvar);\r
238                 IN_UserInput(1, &gvar); }\r
239 #endif\r
240 //===============================================================================\r
241 \r
242                 if(gvar.in.inst->Keyboard[sc_J])// || gvar.in.inst->Keyboard[sc_K])\r
243                 {\r
244                         if(spriteswitch)//gvar.in.inst->Keyboard[sc_J])\r
245                         {\r
246                                 strcpy(bakapee, FILENAME_1);\r
247                                 strcpy(bakapeep, FILENAME_1P);\r
248                                 gvar.player[0].enti.overdraww=0;\r
249                         }\r
250                         else//if(gvar.in.inst->Keyboard[sc_K])\r
251                         {\r
252                                 strcpy(bakapee, FILENAME_2);\r
253                                 strcpy(bakapeep, FILENAME_2P);\r
254                                 gvar.player[0].enti.overdraww=2;\r
255                         }\r
256                         spriteswitch=!spriteswitch;\r
257 \r
258                         //read_vrs(&gvar, bakapee, gvar.player[0].enti.spri->spritesheet);\r
259                         VRS_ReadVRS(bakapee, &gvar.player[0].enti, &gvar);\r
260                         VL_LoadPalFile(bakapeep, &gvar.video.palette, &gvar);\r
261                         ZC_animatePlayer(&gvar.mv, &gvar.player, 0);\r
262                         IN_UserInput(1, &gvar);\r
263                 }//JK\r
264 //#ifdef FADE\r
265 //              if(gvar.in.inst->Keyboard[10]){ modexPalOverscan(rand()%56); modexPalUpdate(gvar.video.dpal); IN_UserInput(1, &gvar); }\r
266 //#endif\r
267                 if(gvar.in.inst->Keyboard[sc_R]){ VL_modexPalOverscan(&gvar.video.palette, rand()%32); } //r\r
268 \r
269 \r
270                 //if((gvar.player[0].enti.q==1) && !(gvar.player[0].enti.x%TILEWH==0 && gvar.player[0].enti.y%TILEWH==0)) Quit (&gvar, "PLAYER OFF THE RAILS!");//break;        //incase things go out of sync!\r
271                 ZC_GirdChk(&gvar, &gvar.player[0]);\r
272         }\r
273 \r
274         /* fade back to text mode */\r
275         /* but 1st lets save the game palette~ */\r
276 #ifdef FADE\r
277         modexPalSave(&gvar.video.palette);\r
278         modexSavePalFile("data/g.pal", &gvar.video.palette);\r
279         modexFadeOff(4, &gvar.video.palette);\r
280 #endif\r
281                 #ifdef SCROLLEXEDEBUG\r
282         MM_Reset(&gvar);        MM_DumpData (&gvar);\r
283         HC_heapdump (&gvar);\r
284                 #endif\r
285         Shutdown16(&gvar);\r
286         printf("\nProject 16 xcroll.exe. This is just a test file!\n");\r
287         printf("version %s\n", VERSION);\r
288         SCROLLEXITMESG;\r
289         WCPU_cpufpumesg();\r
290 #ifdef FADE\r
291         modexFadeOn(4, gvar.video.dpal);\r
292 #endif\r
293 }\r