]> 4ch.mooo.com Git - 16.git/blobdiff - src/0.c
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[16.git] / src / 0.c
diff --git a/src/0.c b/src/0.c
index c57cf7992b98e7e01ae2d0249b24abc943d68ecc..8f18cd8dd17ce75eec6353287af3473807953aea 100755 (executable)
--- a/src/0.c
+++ b/src/0.c
@@ -7,31 +7,38 @@
 \r
 #define FILENAME_1 "data/aconita.vrl"\r
 #define FILENAME_2 "data/aconita.pal"\r
+//#define FILENAME_2 "data/default.pal"\r
+\r
+//#define PATTERN\r
+#define DRAWCORNERBOXES \\r
+modexClearRegion(&gvar.video.page[0], 16, 16, 16, 16, 15); \\r
+modexClearRegion(&gvar.video.page[0], gvar.video.page[0].sw, gvar.video.page[0].sh, 16, 16, 15);\r
 \r
 static unsigned char palette[768];\r
-global_game_variables_t gvar;\r
 player_t player[MaxPlayers];\r
+map_view_t mv[4];\r
+pan_t pan;\r
 \r
-int main(int argc,char **argv) {\r
+int main(int argc,char **argv)\r
+{\r
+       static global_game_variables_t gvar;\r
        struct vrl1_vgax_header *vrl_header;\r
        vrl1_vgax_offset_t *vrl_lineoffs;\r
        unsigned char *buffer;\r
        unsigned int bufsz;\r
-       int fd;\r
+       int fd, i;\r
        char *bakapee1,*bakapee2;\r
-       word pagenum=0;\r
+       boolean anim=1,noanim=1;\r
+       pan.pn=0;\r
 \r
        bakapee1=malloc(64);\r
        bakapee2=malloc(1024);\r
 \r
-       IN_Startup();\r
-       IN_Default(0,&player,ctrl_Keyboard1);\r
-       IN_initplayer(&player, 0);\r
-\r
-       if (argc < 3) {\r
-               fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\r
+       if (argc < 2) {\r
+               //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
                bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
                bakapee2 = FILENAME_2;//"data/aconita.pal";\r
+\r
        }else{\r
                if(argv[1]) bakapee1 = argv[1];\r
                if(argv[2]) bakapee2 = argv[2];\r
@@ -83,13 +90,27 @@ int main(int argc,char **argv) {
        vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
        if (vrl_lineoffs == NULL) return 1;\r
 \r
+       IN_Startup();\r
+       IN_Default(0,&player,ctrl_Keyboard1);\r
+       IN_initplayer(&player, 0);\r
+\r
        /* setup camera and screen~ */\r
        modexHiganbanaPageSetup(&gvar.video);\r
-       modexShowPage(&(gvar.video.page[pagenum]));\r
+player[0].tx = mv[0].tx + mv[0].page->tilemidposscreenx;\r
+       player[0].ty = mv[0].ty + mv[0].page->tilemidposscreeny;\r
+       modexShowPage(&(gvar.video.page[pan.pn]));\r
+       for(i=0;i<gvar.video.num_of_pages;i++)\r
+       {\r
+               mv[i].page = &gvar.video.page[i];\r
+               mv[i].video = &gvar.video;\r
+               mv[i].pan       = &pan;\r
+               mv[i].tx        = 0;\r
+               mv[i].ty        = 0;\r
+       }\r
 \r
        #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
 \r
-       //4     this dose the screen\r
+       //4     this draws that pattern on the screen\r
        {\r
                unsigned int i,j,o;\r
                /* fill screen with a distinctive pattern */\r
@@ -101,18 +122,20 @@ int main(int argc,char **argv) {
                }\r
        }\r
 \r
+       DRAWCORNERBOXES;\r
 \r
        /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
         * this time, we render the distinctive pattern to another offscreen location and just copy.\r
         * note this version is much faster too! */\r
        {\r
-               unsigned int i,j,o,o2;\r
+               unsigned int i,o,o2;\r
                int x,y,rx,ry,w,h;\r
                unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
                                                // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
                VGA_RAM_PTR omemptr;\r
                int xdir=1,ydir=1;\r
 \r
+               int j;\r
                /* fill pattern offset with a distinctive pattern */\r
                for (i=0;i < gvar.video.page[0].width;i++) {\r
                        o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);\r
@@ -121,6 +144,8 @@ int main(int argc,char **argv) {
                                vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
                }\r
 \r
+               DRAWCORNERBOXES;\r
+\r
                /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
                x = -(gvar.video.page[0].dx);\r
                y = -(gvar.video.page[0].dy);\r
@@ -131,74 +156,85 @@ int main(int argc,char **argv) {
                while(!IN_KeyDown(sc_Escape))\r
                {\r
                        IN_ReadControl(0,&player);\r
-                       if(IN_KeyDown(2)){ pagenum=0; modexShowPage(&(gvar.video.page[0])); }\r
-                       if(IN_KeyDown(3)){ pagenum=1; modexShowPage(&(gvar.video.page[1])); }\r
-                       if(IN_KeyDown(68))      //f10\r
+                       PANKEY0EXE;\r
+                       if(IN_KeyDown(68) || IN_KeyDown(sc_Space))      //f10 and space\r
                        {\r
                                //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
+                               anim=!anim;\r
                                IN_UserInput(1,1);\r
                        }\r
                        FUNCTIONKEYFUNCTIONS0EXE;\r
+                       if(IN_KeyDown(sc_R)){\r
+                               gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
+                               modexShowPage(&(gvar.video.page[pan.pn]));\r
+                               player[0].q = 1; player[0].d = 2;\r
+                       } //R\r
 \r
-                       /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
-                       if (x >= overdraw) rx = (x - overdraw) & (~3);\r
-                       else rx = -(gvar.video.page[0].dx);\r
-                       if (y >= overdraw) ry = (y - overdraw);\r
-                       else ry = -(gvar.video.page[0].dy);\r
-                       h = vrl_header->height + overdraw + y - ry;\r
-                       w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
-                       if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
-                       if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
-\r
-                       /* block copy pattern to where we will draw the sprite */\r
-                       vga_setup_wm1_block_copy();\r
-                       o2 = gvar.video.page[0].pagesize;\r
-                       o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
-                       for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
-                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
-                       vga_restore_rm0wm0();\r
-\r
-                       /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
-                       vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
-                       vga_state.vga_draw_stride = w >> 2;\r
-                       vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
-\r
-                       /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
-                       draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
-\r
-                       /* restore ptr */\r
-                       vga_state.vga_graphics_ram = omemptr;\r
-\r
-                       /* block copy to visible RAM from offscreen */\r
-                       vga_setup_wm1_block_copy();\r
-                       o = gvar.video.page[0].pagesize; // source offscreen\r
-                       o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
-                       for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
-                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
-                       vga_restore_rm0wm0();\r
-\r
-                       /* restore stride */\r
-                       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
-\r
-                       /* step */\r
-                       x += xdir; y += ydir;\r
-                       if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
-                               xdir = -xdir;\r
-                       if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
-                               ydir = -ydir;\r
-                       //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
+                       if(anim && !noanim)\r
+                       {\r
+                               /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
+                               if (x >= overdraw) rx = (x - overdraw) & (~3);\r
+                               else rx = -(gvar.video.page[0].dx);\r
+                               if (y >= overdraw) ry = (y - overdraw);\r
+                               else ry = -(gvar.video.page[0].dy);\r
+                               h = vrl_header->height + overdraw + y - ry;\r
+                               w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
+                               if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
+                               if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
+\r
+                               /* block copy pattern to where we will draw the sprite */\r
+                               vga_setup_wm1_block_copy();\r
+                               o2 = gvar.video.page[0].pagesize;\r
+                               o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
+                               for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+                               /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
+                               vga_restore_rm0wm0();\r
+\r
+                               /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
+                               vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
+                               vga_state.vga_draw_stride = w >> 2;\r
+                               vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
+\r
+                               /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
+draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
+\r
+                               /* restore ptr */\r
+                               vga_state.vga_graphics_ram = omemptr;\r
+\r
+                               /* block copy to visible RAM from offscreen */\r
+                               vga_setup_wm1_block_copy();\r
+                               o = gvar.video.page[0].pagesize; // source offscreen\r
+                               o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+                               for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+                               /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
+                               vga_restore_rm0wm0();\r
+\r
+                               /* restore stride */\r
+                               vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
+\r
+                               /* step */\r
+                               x += xdir; y += ydir;\r
+                               if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
+                                       xdir = -xdir;\r
+                               if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
+                                       ydir = -ydir;\r
+                               //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
+                       }\r
                }\r
        }\r
 \r
        IN_UserInput(1,1);\r
 \r
-       while(!IN_KeyDown(sc_Escape))\r
-       {\r
-               if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
-               if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
-       }\r
+//     while(!IN_KeyDown(sc_Escape))\r
+//     {\r
+//             IN_ReadControl(0,&player);\r
+//             PANKEY0EXE;\r
+//     }\r
+\r
+//===========================================================================//\r
 \r
        modexShowPage(&(gvar.video.page[0]));\r
+if(!noanim) {\r
        /* another handy "demo" effect using VGA write mode 1.\r
         * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
        {\r
@@ -278,7 +314,7 @@ int main(int argc,char **argv) {
                        if (dh < 40) dh_step = 1;\r
                }\r
        }\r
-\r
+}\r
        IN_Shutdown();\r
        VGAmodeX(0, 1, &gvar);\r
        free(vrl_lineoffs);\r
@@ -287,5 +323,7 @@ int main(int argc,char **argv) {
        bufsz = 0;\r
        free(bakapee1);\r
        free(bakapee2);\r
+       printf("mv 0\n  tx=%u   ty=%u\n\n", mv[0].tx, mv[0].tx);\r
+       printf("mv 1\n  tx=%u   ty=%u\n", mv[1].tx, mv[1].tx);\r
        return 0;\r
 }\r