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1 /* Project 16 Source Code~\r
2  * Copyright (C) 2012-2016 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/zcroll16.h"\r
24 #include "src/lib/16_timer.h"\r
25 #include "src/lib/wcpu/wcpu.h"\r
26 #include "src/lib/16render.h"\r
27 \r
28 global_game_variables_t gvar;\r
29 static map_t map;\r
30 player_t *player;\r
31 map_view_t *mv;\r
32 float t;\r
33 sword bakapee;\r
34 pan_t pan;\r
35 //debugswitches\r
36 boolean panswitch=0,baka=0;\r
37 //extern boolean pageflipflop=1;\r
38 unsigned int i;\r
39 const char *cpus;\r
40 //static int persist_aniframe = 0;    /* gonna be increased to 1 before being used, so 0 is ok for default */\r
41 \r
42 //map_view_db_t pgid[4];\r
43 word pg;\r
44 //#ifdef FADE\r
45 static word paloffset=0;\r
46 byte *dpal;\r
47 //#endif\r
48 byte *gpal;\r
49 byte *ptr;\r
50 memptr pal;\r
51 \r
52 void main(int argc, char *argv[])\r
53 {\r
54         if(argv[1]) bakapee = atoi(argv[1]);\r
55         else bakapee = 1;\r
56 \r
57         Startup16(&gvar);\r
58 \r
59         pan.pn=0;\r
60         // OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
61         player = malloc(sizeof(player_t));\r
62         player->ent = malloc(sizeof(entity_t));\r
63         player->ent->spri = malloc(sizeof(struct sprite));\r
64         player->ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
65 \r
66         // create the map \r
67         fprintf(stderr, "testing map load~      ");\r
68         loadmap("data/test.map", &map);\r
69         chkmap(&map, 0);\r
70         printf("chkmap ok       ");\r
71         fprintf(stderr, "yay map loaded~~\n");\r
72 \r
73         // data \r
74         read_vrs(&gvar, "data/spri/chikyuu.vrs", player->ent->spri->spritesheet);\r
75 \r
76         //      input!  \r
77         IN_Default(0, player,ctrl_Joystick);\r
78 \r
79         // save the palette \r
80         dpal = modexNewPal();\r
81         modexPalSave(dpal);\r
82         modexFadeOff(4, dpal);\r
83 \r
84         textInit();\r
85         VGAmodeX(bakapee, 1, &gvar);\r
86         modexPalBlack();        //reset the palette~\r
87 \r
88         CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
89         modexPalUpdate1(pal);\r
90 \r
91         gpal = modexNewPal();\r
92         modexPalSave(gpal);\r
93         modexSavePalFile("data/g.pal", gpal);\r
94         modexPalBlack();        //so player will not see loadings~\r
95         // setup camera and screen~\r
96         modexHiganbanaPageSetup(&gvar.video);\r
97         mv->page = &gvar.video.page[0];\r
98         mv->map = &map;\r
99         mv->video = &gvar.video;\r
100         mv->pan = &pan;\r
101         player->ent->spri->x = player->ent->spri->y = 20;\r
102 \r
103         // set up paging\r
104         //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
105         mapGoTo(mv, 0, 0);\r
106         //_fmemcpy(mv[1].page->data, mv->page->data, mv->page->pagesize);\r
107 \r
108         //TODO: put player in starting position of spot\r
109         //default player position on the viewable map\r
110         player->tx = mv->tx + mv->page->tilemidposscreenx;\r
111         player->ty = mv->ty + mv->page->tilemidposscreeny;\r
112         IN_initplayer(player);\r
113         //IN_initplayer(&player, 1);\r
114 \r
115 #ifndef SPRITE\r
116         modexClearRegion(mv->page, player->x, player->y-TILEWH, 16, 32, 15);\r
117         //modexClearRegion(mv[1].page, player->x, player->y-TILEWH, 16, 32, 15);\r
118 #else\r
119         //PBUFSFUN(mv[1].page, player->x, player->y-TILEWH, 16, 64, 24, 32,     PLAYERBMPDATA);\r
120 //      PBUFSFUN(mv->page, player->x, player->y-TILEWH, 16, 64, 16, 32, player->data);\r
121         i = set_anim_by_id(player->ent->spri, 11);\r
122         print_anim_ids(player->ent->spri);\r
123         if (i == -1)\r
124         {\r
125                 modexFadeOff(4, gpal);\r
126         VGAmodeX(0, 1, &gvar);\r
127         Shutdown16(&gvar);\r
128         printf("Wrong");\r
129                 modexFadeOn(4, dpal);\r
130 return;\r
131         }\r
132 return;\r
133         //animate_spri(&(player->ent->spri));\r
134 #endif\r
135 \r
136         modexShowPage(mv->page);//!(gvar.video.p)\r
137         shinku_fps_indicator_page = 0; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
138 \r
139         // buffer pages \r
140 //      modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 47);\r
141 //      modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 45);\r
142 //      {\r
143 //              unsigned int k,j,o;\r
144 //              // fill screen with a distinctive pattern \r
145 //              for (k=0;k < vga_state.vga_width;k++) {\r
146 //                      o = k >> 2;\r
147 //                      vga_write_sequencer(0x02/*map mask*/,1 << (k&3));\r
148 //                              for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)\r
149 //                                      vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!\r
150 //              }\r
151 //      }\r
152 \r
153 //      modexFadeOn(4, gpal);*/\r
154         while(!IN_KeyDown(sc_Escape) && player->hp>0)\r
155         {\r
156                 shinku(&gvar);\r
157                 //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
158                 //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
159                 //when player->tx or player->ty == 0 or player->tx == 20 or player->ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
160 \r
161                 //player movement\r
162                 IN_ReadControl(player);\r
163                 if(!panswitch){\r
164                         walk(player->ent, mv);\r
165                 }\r
166 \r
167                 //the scripting stuff....\r
168 /*              if(((mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))] == 0) && IN_KeyDown(0x1C))||(player->tx == 5 && player->ty == 5))\r
169                 {\r
170                         short i;\r
171                         for(i=800; i>=400; i--)\r
172                         {\r
173                                 sound(i);\r
174                         }\r
175                         nosound();\r
176                 }\r
177                 if(player->q == (TILEWH/(player->speed))+1 && player->info.dir != 2 && (player->triggerx == 5 && player->triggery == 5)){ player->hp--; }\r
178 */              //debugging binds!\r
179                 if(IN_KeyDown(2)){ modexShowPage(mv->page); pan.pn=0; }\r
180                 if(IN_KeyDown(25)){ modexpdump(mv->page);\r
181                          IN_UserInput(1,1);\r
182                 }       //p\r
183                 if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv->page); IN_UserInput(1,1); }\r
184                 if(IN_KeyDown(22)){\r
185                         printf("2paloffset      =       %d\n", paloffset/3);\r
186                         IN_UserInput(1,1);\r
187                 }\r
188 \r
189                 //pan switch\r
190                 if(IN_KeyDown(88)){panswitch=!panswitch; IN_UserInput(1,1);}    //f12\r
191                 if(IN_KeyDown(87))      //f11\r
192                 {\r
193                         pageflipflop=!pageflipflop;\r
194                         IN_UserInput(1,1);\r
195                 }\r
196                 if(IN_KeyDown(68))      //f10\r
197                 {\r
198                         gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
199                         IN_UserInput(1,1);\r
200                 }\r
201                 if(IN_KeyDown(67))      //f9\r
202                 {\r
203                         modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 2);\r
204                 }\r
205                 if(IN_KeyDown(66))      //f8\r
206                 {\r
207         //              modexDrawSprite(mv->page, 16, 16, p);\r
208                         modexDrawSprite(mv->page, 32+48, 16, (player->data));\r
209                 }\r
210                 //TODO fmemtest into page\r
211                 /*if(IN_KeyDown(4+1))   //4\r
212                 {\r
213                         pg=1;\r
214                         SELECT_ALL_PLANES();\r
215                         _fmemset(((mv[pg].page->data+4)+(16*(mv[pg].page->width/4))), 15, 4);\r
216                 }*/\r
217 \r
218                 //9\r
219                 if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
220                 //if(IN_KeyDown(11)){ modexPalOverscan(15); }\r
221                 if((player->q==1) && !(player->x%TILEWH==0 && player->y%TILEWH==0)) break;      //incase things go out of sync!\r
222                 player->hp = 0;\r
223         }\r
224 \r
225         /* fade back to text mode */\r
226         /* but 1st lets save the game palette~ */\r
227         modexPalSave(gpal);\r
228         modexSavePalFile("data/g.pal", gpal);\r
229         modexFadeOff(4, gpal);\r
230         VGAmodeX(0, 1, &gvar);\r
231         Shutdown16(&gvar);\r
232         printf("\nProject 16 scroll.exe. This is just a test file!\n");\r
233         printf("version %s\n", VERSION);\r
234         printf("tx: %d  ", mv->tx);\r
235         printf("ty: %d\n", mv->ty);\r
236         printf("\n");\r
237         printf("player vars:\n");\r
238         printf("        x: %d", player->x); printf("    y: %d\n", player->y);\r
239         //if(player->hp==0) printf("%d wwww\n", player->y+8);\r
240         //else printf("\nplayer->y: %d\n", player->y);\r
241         printf("        tx: %d", player->tx); printf("  ty: %d\n", player->ty);\r
242         printf("        triggx: %d", player->triggerx); printf("        triggy: %d\n", player->triggery);\r
243         printf("        hp: %d", (player->hp)); printf("        q: %d", player->q);     printf("        player.info.dir: %d", player->info.dir);        printf("        player.d: %d ", player->d);\r
244                 printf("        pdir=%d\n", player->pdir);\r
245         printf("        tile data value at player trigger position: %d\n\n", mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))]);\r
246         printf("Virtual Screen: %dx", gvar.video.page[0].width);        printf("%d      ", gvar.video.page[0].height);\r
247         printf("Screen: %dx", gvar.video.page[0].sw);   printf("%d\n", gvar.video.page[0].sh);\r
248         printf("virtual tile resolution: %dx", gvar.video.page[0].tilesw);      printf("%d      ", gvar.video.page[0].tilesh);\r
249         printf("tile resolution: %dx", gvar.video.page[0].tw);  printf("%d\n", gvar.video.page[0].th);\r
250         printf("middle tile position: %dx", gvar.video.page[0].tilemidposscreenx);      printf("%d\n", gvar.video.page[0].tilemidposscreeny);\r
251         modexprintmeminfo(&gvar.video);\r
252         //printf("mv[%u].tx: %d", pan.pn, mv[pan.pn].tx); printf("      mv[%u].ty: %d   ", pan.pn, mv[pan.pn].ty);\r
253         printf("gvar.video.p=%u ", gvar.video.p); printf("gvar.video.r=%u ", gvar.video.r);\r
254         printf("pageflipflop=%u\n", pageflipflop);\r
255         //0000printf("\ngvar.video.tickclk=%f\n", gvar.video.tickclk);\r
256         //0000printf("gvar.video.clk=%f", gvar.video.clk);\r
257         printf("\n");\r
258         //printf("map.width=%d  map.height=%d   map.data[0]=%d\n", mv->map->width, mv->map->height, mv->map->data[0]);\r
259 \r
260         printf("\n");\r
261         switch(detectcpu())\r
262         {\r
263                 case 0: cpus = "8086/8088 or 186/88"; break;\r
264                 case 1: cpus = "286"; break;\r
265                 case 2: cpus = "386 or newer"; break;\r
266                 default: cpus = "internal error"; break;\r
267         }\r
268         printf("detected CPU type: %s\n", cpus);\r
269         modexFadeOn(4, dpal);\r
270 }\r