]> 4ch.mooo.com Git - 16.git/blobdiff - src/zcroll.c
having the palette in the game code may help. also i added wolf3d's palette for exama...
[16.git] / src / zcroll.c
index 147555b8dd90e1c814e0579b7fa532a3fa88655b..1d940e212d4ac6b97f0b61d848d6ac0e749ea65e 100755 (executable)
@@ -1,235 +1 @@
-/* Project 16 Source Code~\r
- * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
- *\r
- * This file is part of Project 16.\r
- *\r
- * Project 16 is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 3 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * Project 16 is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License\r
- * along with this program.  If not, see <http://www.gnu.org/licenses/>, or\r
- * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
- * Fifth Floor, Boston, MA 02110-1301 USA.\r
- *\r
- */\r
-\r
-#include "src/lib/scroll16.h"\r
-#include "src/lib/16_timer.h"\r
-#include "src/lib/16render.h"\r
-#include "src/lib/16_dbg.h"\r
-\r
-//bitmap_t p;\r
-static map_t map;\r
-map_view_t mv[4];\r
-float t;\r
-sword bakapee;\r
-//debugswitches\r
-boolean panswitch=0,baka=0;\r
-//extern boolean pageflipflop=1;\r
-unsigned int i;\r
-\r
-#ifdef FADE\r
-static word paloffset=0;\r
-byte *dpal;\r
-#endif\r
-byte *gpal;\r
-byte *ptr;\r
-memptr pal;\r
-\r
-bitmap_t       *ptmpdata;\r
-\r
-void main(int argc, char *argv[])\r
-{\r
-       static global_game_variables_t gvar;\r
-       static player_t player[MaxPlayers];\r
-       if(argv[1]) bakapee = atoi(argv[1]);\r
-       else bakapee = 1;\r
-\r
-       Startup16(&gvar);\r
-\r
-       gvar.video.panp=0;\r
-\r
-       // OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
-       //IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
-       //player[0].ent = malloc(sizeof(entity_t));\r
-       player[0].enti.spri = malloc(sizeof(struct sprite));\r
-       player[0].enti.spri->spritesheet = malloc(sizeof(struct vrs_container));\r
-\r
-       // create the map\r
-//     fprintf(stderr, "testing map load~      ");\r
-       loadmap("data/test.map", &map);\r
-       chkmap(&map, 0);\r
-//     printf("chkmap ok       ");\r
-//     fprintf(stderr, "yay map loaded~~\n");\r
-\r
-       // data\r
-       read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].enti.spri->spritesheet);\r
-       PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
-\r
-       // input!\r
-       IN_Default(0, &player,ctrl_Keyboard1);\r
-\r
-       // save the palette\r
-#ifdef FADE\r
-       dpal = modexNewPal();\r
-       modexPalSave(dpal);\r
-       modexFadeOff(4, dpal);\r
-#endif\r
-\r
-       VGAmodeX(bakapee, 1, &gvar);\r
-\r
-       /* fix up the palette and everything */\r
-#ifdef FADE\r
-       modexPalBlack();        //reset the palette~\r
-#endif\r
-       modexPalUpdate1(&PCXBMP->palette);\r
-//     CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
-//     modexPalUpdate1(pal);\r
-#ifdef FADE\r
-       gpal = modexNewPal();\r
-       modexPalSave(gpal);\r
-       modexSavePalFile("data/g.pal", gpal);\r
-       modexPalBlack();        //so player will not see loadings~\r
-#endif\r
-\r
-       // setup camera and screen~\r
-       modexHiganbanaPageSetup(&gvar.video);\r
-       ZC_MVSetup(&mv, &map, &gvar);\r
-\r
-       //renderswitch\r
-       gvar.video.rss=0;\r
-\r
-       // set up paging\r
-       //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
-       mapGoTo(&mv, 0, 0);\r
-\r
-       playerXYpos(0, 0, &player, &mv, 0);\r
-       EN_initplayer(&player, 0);\r
-       player[0].enti.spri->x = player[0].enti.x-4;\r
-       player[0].enti.spri->y = player[0].enti.y-16;\r
-\r
-       player[0].enti.dire=31;\r
-       gvar.video.sprifilei = set_anim_by_id(player[0].enti.spri, player[0].enti.dire);\r
-       //print_anim_ids(player[0].enti.spri);\r
-       if (gvar.video.sprifilei == -1)\r
-       {\r
-#ifdef FADE\r
-               modexFadeOff(4, gpal);\r
-#endif\r
-               Quit(&gvar, "Wrong");\r
-#ifdef FADE\r
-               modexFadeOn(4, dpal);\r
-#endif\r
-       }\r
-       animate_spri(&(player[0].enti), &gvar.video);\r
-\r
-       VL_ShowPage(mv[0].page, 0, 0);//modexShowPage(mv[0].page);//!(gvar.video.p)\r
-#ifdef FADE\r
-       modexFadeOn(4, gpal);\r
-#endif\r
-       /*strcpy(global_temp_status_text, "press enter for the loop of zcroll\nescape to quit");\r
-       modexprint(&gvar.video.page[0], 144, 72, 1, 7, 0, global_temp_status_text);\r
-       while(!IN_KeyDown(sc_Enter)){ if(IN_KeyDown(sc_Escape)) goto quit; } IN_UserInput(1,1);*///wwww\r
-       while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
-       {\r
-               shinku(&gvar);\r
-               //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
-               //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
-               //when player[0].tx or player[0].ty == 0 or player[0].tx == 20 or player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
-\r
-               //player movement\r
-               IN_ReadControl(0, &player);\r
-               if(!panswitch){\r
-                       //ZC_walk2(player[0].ent, mv);\r
-                       ZC_walk(&mv, &player, 0);\r
-               }\r
-\r
-               //the scripting stuff....\r
-/*             if(((mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))\r
-               {\r
-                       short i;\r
-                       for(i=800; i>=400; i--)\r
-                       {\r
-                               sound(i);\r
-                       }\r
-                       nosound();\r
-               }\r
-               if(player[0].enti.q == (TILEWH/(player[0].speed))+1 && player[0].info.dir != 2 && (player[0].triggerx == 5 && player[0].triggery == 5)){ player[0].enti.hp--; }\r
-*/             //debugging binds!\r
-               if(IN_KeyDown(2)){ modexShowPage(mv[0].page); gvar.video.panp=0; }\r
-               if(IN_KeyDown(25)){ modexpdump(mv[0].page);\r
-                        IN_UserInput(1,1);\r
-               }       //p\r
-\r
-               if(IN_KeyDown(24)){ modexPalUpdate0(gpal); /*paloffset=0;*/ modexpdump(mv[0].page); IN_UserInput(1,1); } //o\r
-               if(IN_KeyDown(22)){ modexPalUpdate0(gpal); } //u\r
-\r
-               //pan switch\r
-               //if(IN_KeyDown(88)){panswitch=!panswitch; IN_UserInput(1,1);}  //f12\r
-               if(IN_KeyDown(87))      //f11\r
-               {\r
-                       pageflipflop=!pageflipflop;\r
-                       IN_UserInput(1,1);\r
-               }\r
-               if(IN_KeyDown(68))      //f10\r
-               {\r
-                       gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
-                       IN_UserInput(1,1);\r
-               }\r
-               if(IN_KeyDown(67))      //f9\r
-               {\r
-                       modexClearRegion(mv[0].page, 0, 0, mv[0].page->width, mv[0].page->height, 2);\r
-               }\r
-               if(IN_KeyDown(66))      //f8\r
-               {\r
-//                     modexDrawSprite(mv[0].page, 16, 16, &p);\r
-//                     modexDrawSprite(mv[0].page, 32+72, 16, (player[0].data));\r
-                       switch(i)\r
-                       {\r
-                               case 11:\r
-                                       i=0;\r
-                                       player[0].enti.spri->x = TILEWH;\r
-                               default:\r
-                                       i++;\r
-                                       animate_spri(&(player[0].enti), &gvar.video);// player[0].enti.spri->x += 16;\r
-                               break;\r
-                       }\r
-               }\r
-               FUNCTIONKEYFUNCTIONS;\r
-               if(IN_KeyDown(sc_L)){ modexClearRegion(&gvar.video.page[0], player[0].enti.x, player[0].enti.y, 16, 16, 1); }\r
-               if(IN_KeyDown(sc_J)){ read_vrs(&gvar, "data/spri/ptmp.vrs", player[0].enti.spri->spritesheet);  *ptmpdata = bitmapLoadPcx("data/ptmp.pcx", &gvar);      modexPalUpdate1(ptmpdata->palette); }\r
-               if(IN_KeyDown(sc_K)){ read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].enti.spri->spritesheet);       PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar);      modexPalUpdate1(&PCXBMP->palette); }\r
-\r
-               //9\r
-#ifdef FADE\r
-               if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
-#endif\r
-               if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
-\r
-               if((player[0].enti.q==1) && !(player[0].enti.x%TILEWH==0 && player[0].enti.y%TILEWH==0)) break; //incase things go out of sync!\r
-       }\r
-\r
-       /* fade back to text mode */\r
-       /* but 1st lets save the game palette~ */\r
-#ifdef FADE\r
-       modexPalSave(gpal);\r
-       modexSavePalFile("data/g.pal", gpal);\r
-       modexFadeOff(4, gpal);\r
-#endif\r
-       VGAmodeX(0, 1, &gvar);\r
-       Shutdown16(&gvar);\r
-       printf("\nProject 16 zcroll.exe. This is just a test file!\n");\r
-       printf("version %s\n", VERSION);\r
-       SCROLLEXITMESG;\r
-       WCPU_cpufpumesg();\r
-#ifdef FADE\r
-       modexFadeOn(4, dpal);\r
-#endif\r
-}\r
+[zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM]