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[proj16/16.git] / src / scroll.c
1 #include "src/lib/dos_kb.h"\r
2 #include "src/lib/mapread.h"\r
3 //#include "16\lib\x\modex.h"\r
4 #include "src/lib/wtest/wtest.c"\r
5 #include "src/lib/planar.c"\r
6 //====#include "src\lib\ems.c"\r
7 \r
8 //word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
9 \r
10 /*typedef struct {\r
11         bitmap_t *data;\r
12         word tileHeight;\r
13         word tileWidth;\r
14         unsigned int rows;\r
15         unsigned int cols;\r
16 } tiles_t;\r
17 \r
18 \r
19 typedef struct {\r
20         byte    *data;\r
21         tiles_t *tiles;\r
22         int width;\r
23         int height;\r
24 } map_t;*/\r
25 \r
26 \r
27 typedef struct {\r
28         map_t *map;\r
29         page_t *page;\r
30         int tx; //appears to be the top left tile position on the viewable screen map\r
31         int ty; //appears to be the top left tile position on the viewable screen map\r
32         word dxThresh; //????\r
33         word dyThresh; //????\r
34 } map_view_t;\r
35 \r
36 typedef struct {\r
37         int x; //player exact position on the viewable map\r
38         int y; //player exact position on the viewable map\r
39         int tx; //player tile position on the viewable map\r
40         int ty; //player tile position on the viewable map\r
41         int triggerx; //player's trigger box tile position on the viewable map\r
42         int triggery; //player's trigger box tile position on the viewable map\r
43         int setx; //NOT USED YET! player sprite sheet set on the image x\r
44         int sety; //NOT USED YET! player sprite sheet set on the image y\r
45         word q; //loop variable\r
46         word d; //direction\r
47         bitmap_t data; //supposively the sprite sheet data\r
48         int hp; //hitpoints of the player\r
49 } actor_t;\r
50 \r
51 map_t allocMap(int w, int h);\r
52 void initMap(map_t *map);\r
53 void mapScrollRight(map_view_t *mv, byte offset);\r
54 void mapScrollLeft(map_view_t *mv, byte offest);\r
55 void mapScrollUp(map_view_t *mv, byte offset);\r
56 void mapScrollDown(map_view_t *mv, byte offset);\r
57 void mapGoTo(map_view_t *mv, int tx, int ty);\r
58 void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
59 void mapDrawRow(map_view_t *mv, int tx, int ty, word y);\r
60 void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
61 void qclean();\r
62 void pdump(map_view_t *pee);\r
63 void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp);\r
64 \r
65 #define TILEWH 16\r
66 #define QUADWH                  TILEWH/2\r
67 #define SPEED 4\r
68 //#define LOOPMAX (TILEWH/SPEED)\r
69 \r
70 //place holder definitions\r
71 //#define MAPX 200\r
72 //#define MAPY 150\r
73 #define TRIGGX 10\r
74 #define TRIGGY 9\r
75 \r
76 void main() {\r
77         size_t oldfreemem=GetFreeSize();\r
78         long emmhandle;\r
79         long emsavail;\r
80         char teststr[80];
81         word panswitch=0, panq=1, pand=0; //for panning!\r
82         int i;\r
83         static word paloffset=0;\r
84         bitmap_t ptmp;//, npctmp; // player sprite\r
85         planar_buf_t *p;\r
86         const char *cpus;\r
87         static int persist_aniframe = 0;    /* gonna be increased to 1 before being used, so 0 is ok for default */\r
88         page_t screen, screen2, screen3;\r
89         map_t map;\r
90         map_view_t mv, mv2, mv3;\r
91         map_view_t *bg, *spri, *mask;//, *tmp;\r
92         byte *dpal, *gpal;\r
93         byte *ptr, *mappalptr;\r
94         actor_t player;\r
95         //actor_t npc0;\r
96 \r
97 //      atexit(qclean());\r
98         /*if(!emmtest())\r
99         {\r
100                 printf("Expanded memory is not present\n");\r
101                 exit(0);\r
102         }\r
103 \r
104         if(!emmok())\r
105         {\r
106                 printf("Expanded memory manager is not present\n");\r
107                 exit(0);\r
108         }\r
109 \r
110         emsavail = emmavail();\r
111         if(emsavail == -1)\r
112         {\r
113                 printf("Expanded memory manager error\n");\r
114                 exit(0);\r
115         }\r
116         printf("There are %ld pages available\n",emsavail);\r
117 \r
118         if((emmhandle = emmalloc(emsavail)) < 0)\r
119         {\r
120                 printf("Insufficient pages available\n");\r
121                 exit(0);\r
122         }*/\r
123 \r
124         /* create the map */\r
125 //0000  printf("Total used @ before map load:                   %zu\n", oldfreemem-GetFreeSize());
126         fprintf(stderr, "testing~\n");\r
127         loadmap("data/test.map", &map);
128         fprintf(stderr, "yay map loaded~~\n");\r
129 //----  map = allocMap(map.width,map.height); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
130         //if(isEMS()) printf("%d tesuto\n", coretotalEMS());\r
131 //----  initMap(&map);\r
132         mv.map = &map;\r
133         mv2.map = &map;\r
134         mv3.map = &map;\r
135 \r
136         /* draw the tiles */\r
137         ptr = map.data;\r
138         mappalptr = map.tiles->data->palette;\r
139         /* data */\r
140 //0000  printf("Total used @ before image loading:              %zu\n", oldfreemem-GetFreeSize());\r
141         ptmp = bitmapLoadPcx("data/ptmp.pcx"); // load sprite\r
142         //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
143         \r
144         /* create the planar buffer */\r
145 //0000  printf("Total used @ before planar buffer creation:     %zu\n", oldfreemem-GetFreeSize());\r
146         p = planar_buf_from_bitmap(&ptmp);\r
147 //0000  printf("Total used @ after planar buffer creation:      %zu\n", oldfreemem-GetFreeSize());\r
148 \r
149         /*if(isEMS())\r
150         {\r
151                 XMOVE mm;\r
152                 mm.length=sizeof(map);\r
153                 mm.sourceH=0;\r
154                 mm.sourceOff=(long)&map;\r
155                 mm.destH=emmhandle;\r
156                 mm.destOff=1;\r
157                 //halp!\r
158                 ist = move_emem(&mm);\r
159                 printf("%d\n", coretotalEMS());\r
160                 if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
161                 //printf("%d\n", emmhandle);\r
162         }\r
163 \r
164         if(isEMS())\r
165         {\r
166                 XMOVE mm;\r
167                 mm.length=emmhandle;\r
168                 mm.sourceH=0;\r
169                 mm.sourceOff=(long)&ptmp;\r
170                 mm.destH=emmhandle;\r
171                 mm.destOff=0;\r
172                 //halp!\r
173                 ist = move_emem(&mm);\r
174                 printf("%d\n", coretotalEMS());\r
175                 if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
176                 //printf("%d\n", emmhandle);\r
177         }\r
178 */\r
179 \r
180         /* save the palette */\r
181         dpal = modexNewPal();\r
182         modexPalSave(dpal);\r
183         modexFadeOff(4, dpal);\r
184 \r
185         setkb(1);\r
186         modexEnter();\r
187         modexPalBlack();        //reset the palette~\r
188 //      printf("Total used @ before palette initiation:         %zu\n", oldfreemem-GetFreeSize());\r
189         ptmp.offset=(paloffset/3);\r
190         modexPalUpdate(&ptmp, &paloffset, 0, 0);\r
191         //printf("      %d\n", sizeof(ptmp.data));\r
192         //printf("1:    %d\n", paloffset);\r
193         map.tiles->data->offset=(paloffset/3);\r
194         modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
195         printf("\n====\n");\r
196         printf("0       paloffset=      %d\n", paloffset/3);\r
197         printf("====\n\n");\r
198         gpal = modexNewPal();\r
199         modexPalSave(gpal);\r
200         modexSavePalFile("data/g.pal", gpal);\r
201         modexPalBlack();        //so player will not see loadings~\r
202 \r
203         /* setup camera and screen~ */\r
204         screen = modexDefaultPage();\r
205         screen.width += (TILEWH*2);\r
206         screen.height += (TILEWH*2)+QUADWH;\r
207         mv.page = &screen;\r
208         screen2 = modexNextPage(mv.page);\r
209         mv2.page = &screen2;\r
210         screen3 = screen2;\r
211         mv3.page = &screen3;\r
212 \r
213         /* set up paging */\r
214         bg = &mv;\r
215         spri = &mv2;\r
216         mask = &mv3;\r
217 \r
218 //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
219         mapGoTo(bg, 0, 0);\r
220         mapGoTo(spri, 0, 0);\r
221         //mapGoTo(mask, 0, 0);\r
222 \r
223         //TODO: put player in starting position of spot\r
224         //default player position on the viewable map\r
225         player.tx = bg->tx + 10;\r
226         player.ty = bg->ty + 8;\r
227         player.x = player.tx*TILEWH;\r
228         player.y = player.ty*TILEWH;\r
229         player.triggerx = player.tx;\r
230         player.triggery = player.ty+1;\r
231         player.q=1;\r
232         player.d=0;\r
233         player.hp=4;\r
234         //npc\r
235         /*npc0.tx = bg->tx + 1;\r
236         npc0.ty = bg->ty + 1;\r
237         npc0.x = npc0.tx*TILEWH;\r
238         npc0.y = npc0.ty*TILEWH;\r
239         npc0.triggerx = npc0.tx;\r
240         npc0.triggery = npc0.ty+1;\r
241         npc0.q=1;\r
242         npc0.d=0;\r
243         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
244         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
245 \r
246         modexShowPage(spri->page);\r
247 //      printf("Total used @ before loop:                       %zu\n", oldfreemem-GetFreeSize());\r
248         modexFadeOn(4, gpal);\r
249         while(!keyp(1) && player.hp>0)\r
250         {\r
251         //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
252         //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
253         //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
254         #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
255
256         //modexClearRegion(bg->page, player.x, player.y, 16, 16, 4); //currently the over scan color!\r
257         /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
258 \r
259         if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;\r
260         if(npc0.d>4)\r
261                 npc0.d=0;\r
262 \r
263         //right movement\r
264         if(npc0.d == 2)\r
265         {\r
266                 if(npc0.tx < map.width && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
267                 {\r
268                         if(npc0.q<=(TILEWH/SPEED))\r
269                         {\r
270                                 INC_PER_FRAME_NPC;\r
271                                 npc0.x+=SPEED;\r
272                                 //animatePlayer(bg, spri, mask, 1, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
273                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
274                                 modexShowPage(spri->page);\r
275                                 npc0.q++;\r
276                         } else { npc0.q = 1; npc0.d = 0; npc0.tx++; }\r
277                 }\r
278                 else\r
279                 {\r
280                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
281                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 32, 24, 32, &npctmp);\r
282                         modexShowPage(spri->page);\r
283                         npc0.d = 0;\r
284                 }\r
285                 npc0.triggerx = npc0.tx+1;\r
286                 npc0.triggery = npc0.ty;\r
287         }\r
288 \r
289         //left movement\r
290         if(npc0.d == 4)\r
291         {\r
292                 if(npc0.tx > 1 && !(npc0.tx-1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx-1 == player.tx && npc0.ty == player.ty))\r
293                 {\r
294                         if(npc0.q<=(TILEWH/SPEED))\r
295                         {\r
296                                 INC_PER_FRAME_NPC;\r
297                                 npc0.x-=SPEED;\r
298                                 //animatePlayer(bg, spri, mask, 3, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
299                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
300                                 modexShowPage(spri->page);\r
301                                 npc0.q++;\r
302                         } else { npc0.q = 1; npc0.d = 0; npc0.tx--; }\r
303                 }\r
304                 else\r
305                 {\r
306                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
307                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 96, 24, 32, &npctmp);\r
308                         modexShowPage(spri->page);\r
309                         npc0.d = 0;\r
310                 }\r
311                 npc0.triggerx = npc0.tx-1;\r
312                 npc0.triggery = npc0.ty;\r
313         }\r
314 \r
315         //down movement\r
316         if(npc0.d == 3)\r
317         {\r
318                 if(npc0.ty < map.height && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
319                 {\r
320                         if(npc0.q<=(TILEWH/SPEED))\r
321                         {\r
322                                 INC_PER_FRAME_NPC;\r
323                                 npc0.y+=SPEED;\r
324                                 //animatePlayer(bg, spri, mask, 2, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
325                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
326                                 modexShowPage(spri->page);\r
327                                 npc0.q++;\r
328                         } else { npc0.q = 1; npc0.d = 0; npc0.ty++; }\r
329                 }\r
330                 else\r
331                 {\r
332                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
333                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);\r
334                         modexShowPage(spri->page);\r
335                         npc0.d = 0;\r
336                 }\r
337                 npc0.triggerx = npc0.tx;\r
338                 npc0.triggery = npc0.ty+1;\r
339         }\r
340 \r
341         //up movement\r
342         if(npc0.d == 1)\r
343         {\r
344                 if(npc0.ty > 1 && !(npc0.tx == TRIGGX &&  npc0.ty-1 == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty-1))\r
345                 {\r
346                         if(npc0.q<=(TILEWH/SPEED))\r
347                         {\r
348                                 INC_PER_FRAME_NPC;\r
349                                 npc0.y-=SPEED;\r
350                                 //animatePlayer(bg, spri, mask, 0, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
351                                 modexShowPage(spri->page);\r
352                                 animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
353                                 npc0.q++;\r
354                         } else { npc0.q = 1; npc0.d = 0; npc0.ty--; }\r
355                 }\r
356                 else\r
357                 {\r
358                         modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
359                         modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 0, 24, 32, &npctmp);\r
360                         modexShowPage(spri->page);\r
361                         npc0.d = 0;\r
362                 }\r
363                 npc0.triggerx = npc0.tx;\r
364                 npc0.triggery = npc0.ty-1;\r
365         }\r
366 \r
367         if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }\r
368 */\r
369 \r
370         //player movement\r
371         //TODO: make movement into a function!
372         if(!panswitch){\r
373         //right movement\r
374         if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
375         {\r
376                 if(player.d == 0){ player.d = 2; }\r
377                 if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 &&
378                 !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
379                 {\r
380                         if(player.q<=(TILEWH/SPEED))\r
381                         {\r
382                                 INC_PER_FRAME;\r
383                                 //animatePlayer(bg, spri, mask, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
384                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
385                                 mapScrollRight(bg, SPEED);\r
386                                 mapScrollRight(spri, SPEED);\r
387                                 //mapScrollRight(mask, SPEED);\r
388                                 modexShowPage(spri->page);\r
389                                 player.q++;\r
390                         } else { player.q = 1; player.d = 0; player.tx++; }\r
391                 }\r
392                 else if(player.tx < map.width && !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
393                 {\r
394                         if(player.q<=(TILEWH/SPEED))\r
395                         {\r
396                                 INC_PER_FRAME;\r
397                                 player.x+=SPEED;\r
398                                 //animatePlayer(bg, spri, mask, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
399                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
400                                 modexShowPage(spri->page);\r
401                                 player.q++;\r
402                         } else { player.q = 1; player.d = 0; player.tx++; }\r
403                 }\r
404                 else\r
405                 {\r
406                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
407                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);\r
408                         modexShowPage(spri->page);\r
409                         player.d = 0;\r
410                 }\r
411                 player.triggerx = player.tx+1;\r
412                 player.triggery = player.ty;\r
413         }\r
414 \r
415         //left movement\r
416         if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
417         {\r
418                 if(player.d == 0){ player.d = 4; }\r
419                 if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 &&
420                 !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY))       //collision detection!\r
421                 {\r
422                         if(player.q<=(TILEWH/SPEED))\r
423                         {\r
424                                 INC_PER_FRAME;\r
425                                 //animatePlayer(bg, spri, mask, 3, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
426                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
427                                 mapScrollLeft(bg, SPEED);\r
428                                 mapScrollLeft(spri, SPEED);\r
429                                 //mapScrollLeft(mask, SPEED);\r
430                                 modexShowPage(spri->page);\r
431                                 player.q++;\r
432                         } else { player.q = 1; player.d = 0; player.tx--; }\r
433                 }\r
434                 else if(player.tx > 1 && !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
435                 {\r
436                         if(player.q<=(TILEWH/SPEED))\r
437                         {\r
438                                 INC_PER_FRAME;\r
439                                 player.x-=SPEED;\r
440                                 //animatePlayer(bg, spri, mask, 3, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
441                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
442                                 modexShowPage(spri->page);\r
443                                 player.q++;\r
444                         } else { player.q = 1; player.d = 0; player.tx--; }\r
445                 }\r
446                 else\r
447                 {\r
448                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
449                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);\r
450                         modexShowPage(spri->page);\r
451                         player.d = 0;\r
452                 }\r
453                 player.triggerx = player.tx-1;\r
454                 player.triggery = player.ty;\r
455         }\r
456 \r
457         //down movement\r
458         if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
459         {\r
460                 if(player.d == 0){ player.d = 3; }\r
461                 if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 &&
462                 !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
463                 {\r
464                         if(player.q<=(TILEWH/SPEED))\r
465                         {\r
466                                 INC_PER_FRAME;\r
467                                 //animatePlayer(bg, spri, mask, 2, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
468                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
469                                 mapScrollDown(bg, SPEED);\r
470                                 mapScrollDown(spri, SPEED);\r
471                                 //mapScrollDown(mask, SPEED);\r
472                                 modexShowPage(spri->page);\r
473                                 player.q++;\r
474                         } else { player.q = 1; player.d = 0; player.ty++; }\r
475                 }\r
476                 else if(player.ty < map.height && !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
477                 {\r
478                         if(player.q<=(TILEWH/SPEED))\r
479                         {\r
480                                 INC_PER_FRAME;\r
481                                 player.y+=SPEED;\r
482                                 //animatePlayer(bg, spri, mask, 2, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
483                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
484                                 modexShowPage(spri->page);\r
485                                 player.q++;\r
486                         } else { player.q = 1; player.d = 0; player.ty++; }\r
487                 }\r
488                 else\r
489                 {\r
490                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
491                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
492                         modexShowPage(spri->page);\r
493                         player.d = 0;\r
494                 }\r
495                 player.triggerx = player.tx;\r
496                 player.triggery = player.ty+1;\r
497         }\r
498 \r
499         //up movement\r
500         if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
501         {\r
502                 if(player.d == 0){ player.d = 1; }\r
503                 if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 &&
504                 !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY))       //collision detection!\r
505                 {\r
506                         if(player.q<=(TILEWH/SPEED))\r
507                         {\r
508                                 INC_PER_FRAME;\r
509                                 //animatePlayer(bg, spri, mask, 0, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
510                                 animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
511                                 mapScrollUp(bg, SPEED);\r
512                                 mapScrollUp(spri, SPEED);\r
513                                 //mapScrollUp(mask, SPEED);\r
514                                 modexShowPage(spri->page);\r
515                                 player.q++;\r
516                         } else { player.q = 1; player.d = 0; player.ty--; }\r
517                 }\r
518                 else if(player.ty > 1 && !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX &&  player.ty-1 == TRIGGY))\r
519                 {\r
520                         if(player.q<=(TILEWH/SPEED))\r
521                         {\r
522                                 INC_PER_FRAME;\r
523                                 player.y-=SPEED;\r
524                                 //animatePlayer(bg, spri, mask, 0, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
525                                 modexShowPage(spri->page);\r
526                                 animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
527                                 player.q++;\r
528                         } else { player.q = 1; player.d = 0; player.ty--; }\r
529                 }\r
530                 else\r
531                 {\r
532                         modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
533                         modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);\r
534                         modexShowPage(spri->page);\r
535                         player.d = 0;\r
536                 }\r
537                 player.triggerx = player.tx;\r
538                 player.triggery = player.ty-1;\r
539         }\r
540 }else{
541 //88 switch!
542         //right movement\r
543         if((keyp(77) && !keyp(75) && pand == 0) || pand == 2)\r
544         {\r
545                 if(pand == 0){ pand = 2; }\r
546                         if(panq<=(TILEWH/SPEED))\r
547                         {
548                                 bg->page->dx++;
549                                 spri->page->dx++;
550                                 modexShowPage(bg->page);
551                                 modexShowPage(spri->page);
552                                 panq++;\r
553                         } else { panq = 1; pand = 0; }\r
554         }\r
555         //left movement\r
556         if((keyp(75) && !keyp(77) && pand == 0) || pand == 4)\r
557         {\r
558                 if(pand == 0){ pand = 4; }\r
559                         if(panq<=(TILEWH/SPEED))\r
560                         {\r
561                                 bg->page->dx--;
562                                 spri->page->dx--;
563                                 modexShowPage(bg->page);
564                                 modexShowPage(spri->page);
565                                 panq++;\r
566                         } else { panq = 1; pand = 0; }\r
567         }\r
568         //down movement\r
569         if((keyp(72) && !keyp(80) && pand == 0) || pand == 3)\r
570         {\r
571                 if(pand == 0){ pand = 3; }\r
572                         if(panq<=(TILEWH/SPEED))\r
573                         {\r
574                                 bg->page->dy--;
575                                 spri->page->dy--;
576                                 modexShowPage(bg->page);
577                                 modexShowPage(spri->page);
578                                 panq++;\r
579                         } else { panq = 1; pand = 0; }\r
580         }\r
581         //up movement\r
582         if((keyp(80) && !keyp(72) && pand == 0) || pand == 1)\r
583         {\r
584                 if(pand == 0){ pand = 1; }\r
585                         if(panq<=(TILEWH/SPEED))\r
586                         {\r
587                                 bg->page->dy++;
588                                 spri->page->dy++;
589                                 modexShowPage(bg->page);
590                                 modexShowPage(spri->page);\r
591                                 panq++;\r
592                         } else { panq = 1; pand = 0; }\r
593         }
594 }\r
595         //if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))
596         if(((bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
597         {\r
598                 short i;\r
599                 for(i=800; i>=400; i--)\r
600                 {\r
601                         sound(i);\r
602                 }\r
603                 nosound();\r
604         }\r
605         if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
606         //if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }\r
607         if(keyp(25)){ pdump(bg); pdump(spri); }\r
608         if(keyp(24)){ modexPalUpdate0(gpal); paloffset=0; pdump(bg); pdump(spri); }\r
609         if(keyp(22)){\r
610         paloffset=0; modexPalBlack(); modexPalUpdate(&ptmp, &paloffset, 0, 0);\r
611         printf("1paloffset      =       %d\n", paloffset/3);\r
612          modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
613         printf("2paloffset      =       %d\n", paloffset/3);\r
614          pdump(bg); pdump(spri); }
615 \r
616         if(keyp(88)){if(!panswitch) panswitch++; else panswitch--; }\r
617         if(keyp(87))\r
618         {\r
619                 modexLeave();\r
620                 setkb(0);\r
621                 __asm\r
622                 {\r
623                         mov ah,31h\r
624                         int 21h\r
625                 }\r
626         }
627
628         if((player.q==1) && !(player.x%TILEWH==0 && player.y%TILEWH==0)) break; //incase things go out of sync!
629 \r
630         }\r
631 \r
632         /* fade back to text mode */\r
633         /* but 1st lets save the game palette~ */\r
634         modexPalSave(gpal);\r
635         modexSavePalFile("data/g.pal", gpal);\r
636         modexFadeOff(4, gpal);\r
637         modexLeave();\r
638         setkb(0);\r
639         printf("Project 16 scroll.exe\n");\r
640         printf("tx: %d\n", bg->tx);\r
641         printf("ty: %d\n", bg->ty);
642         printf("player.x: %d", player.x); printf("              player.y: %d\n", player.y);\r
643         //if(player.hp==0) printf("%d wwww\n", player.y+8);\r
644         //else printf("\nplayer.y: %d\n", player.y);\r
645         printf("player.tx: %d", player.tx); printf("            player.ty: %d\n", player.ty);\r
646         printf("player.triggx: %d", player.triggerx); printf("  player.triggy: %d\n", player.triggery);\r
647         printf("player.hp: %d", player.hp);     printf("        player.q: %d", player.q);       printf("        player.d: %d\n", player.d);
648         printf("tile data value at player trigger position: %d\n", bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))]);\r
649         printf("palette offset: %d\n", paloffset/3);\r
650         printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
651         printf("Total free: %zu\n", GetFreeSize());\r
652         printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
653         printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
654         printf("Screen: %dx", screen.width);    printf("%d\n", screen.height);\r
655         printf("Screen2: %dx", screen2.width);  printf("%d\n", screen2.height);\r
656         //xmsfree(&map);\r
657         //xmsfree(bg);\r
658         //xmsfree(spri);\r
659         //xmsfree(mask);\r
660         //xmsreport();\r
661         //emmclose(emmhandle);\r
662         switch(detectcpu())\r
663         {\r
664                 case 0: cpus = "8086/8088 or 186/88"; break;\r
665                 case 1: cpus = "286"; break;\r
666                 case 2: cpus = "386 or newer"; break;\r
667                 default: cpus = "internal error"; break;\r
668         }\r
669         printf("detected CPU type: %s\n", cpus);\r
670         modexFadeOn(4, dpal);\r
671 }\r
672 \r
673 \r
674 map_t\r
675 allocMap(int w, int h) {\r
676         map_t result;\r
677 \r
678         result.width =w;\r
679         result.height=h;\r
680         result.data = malloc(sizeof(byte) * w * h);\r
681         //result.data = (byte *)alloc_emem(((int)sizeof(byte) * w * h)/1024);\r
682         /*if(isEMS() || checkEMS())\r
683         {\r
684                 XMOVE mm;\r
685                 //emmhandle = mallocEMS(coretotalEMS());//alloc_emem((int)sizeof(map))\r
686                 mm.length=sizeof(result);\r
687                 mm.sourceH=0;\r
688                 mm.sourceOff=ptr2long(&result);\r
689                 mm.destH=emmhandle;\r
690                 mm.destOff=0;\r
691                 ist = move_emem(&mm);\r
692                 if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
693                 printf("%d\n", coretotalEMS());\r
694         }*/\r
695 \r
696         return result;\r
697 }\r
698 \r
699 void\r
700 initMap(map_t *map) {\r
701         /* just a place holder to fill out an alternating pattern */\r
702         int x, y, xx, yy;\r
703         int i, q;\r
704 //      int tile = 1;\r
705         //if(!isEMS() || !checkEMS())\r
706 //              map->tiles = malloc(sizeof(tiles_t));\r
707         //else\r
708         //      map->tiles = (tiles_t *)alloc_emem(sizeof(tiles_t));\r
709 \r
710         /* create the tile set */\r
711         //if(!isEMS() || !checkEMS())\r
712 //              map->tiles->data = malloc(sizeof(bitmap_t));\r
713         //else\r
714         //      map->tiles->data = (bitmap_t *)alloc_emem(sizeof(bitmap_t));\r
715 //      map->tiles->data->width = (TILEWH/**2*/);\r
716 //      map->tiles->data->height= TILEWH;\r
717         //if(!isEMS() || !checkEMS())\r
718 //              map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
719         //else\r
720         //      map->tiles->data->data = (byte *)alloc_emem((TILEWH*2)*TILEWH);\r
721 //      map->tiles->tileHeight = TILEWH;\r
722 //      map->tiles->tileWidth =TILEWH;\r
723 //      map->tiles->rows = 1;\r
724 //      map->tiles->cols = 1;//2;\r
725 \r
726         /*q=0;\r
727         //for(y=0; y<map->height; y++) {\r
728         //for(x=0; x<map->width; x++) {\r
729         i=0;\r
730         for(yy=0; yy<TILEWH; yy++) {\r
731         for(xx=0; xx<(TILEWH); xx++) {\r
732                 //if(x<TILEWH){\r
733                   map->tiles->data->data[i+1] = map->data[q];//28;//0x24;\r
734 //                printf("[%d]", map->tiles->data->data[i]);\r
735                 //}else{\r
736                   //map->tiles->data->data[i] = map->data[q];//0;//0x34;\r
737                   //printf("]%d[==[%d]", i, map->tiles->data->data[i]);\r
738                 //}\r
739                 i++;\r
740         }\r
741 //      printf("\n");\r
742         }\r
743 //      printf("[%d]", map->data[q]);\r
744         q++;\r
745 //      }\r
746         //printf("\n\n");\r
747 //      }*/\r
748 \r
749         /*i=0;\r
750         for(y=0; y<map->height; y++) {\r
751                 for(x=0; x<map->width; x++) {\r
752 //                      map->data[i]=255;\r
753                         printf("[%d]", map->data[i]);\r
754                         //tile = tile ? 0 : 1;\r
755                         i++;\r
756                 }\r
757                 //tile = tile ? 0 : 1;\r
758         }*/\r
759 }\r
760 \r
761 \r
762 void\r
763 mapScrollRight(map_view_t *mv, byte offset) {\r
764         word x, y;  /* coordinate for drawing */\r
765 \r
766         /* increment the pixel position and update the page */\r
767         mv->page->dx += offset;\r
768 \r
769         /* check to see if this changes the tile */\r
770         if(mv->page->dx >= mv->dxThresh ) {\r
771         /* go forward one tile */\r
772         mv->tx++;\r
773         /* Snap the origin forward */\r
774         mv->page->data += 4;\r
775         mv->page->dx = mv->map->tiles->tileWidth;\r
776         //}\r
777 \r
778         /* draw the next column */\r
779         x= SCREEN_WIDTH + mv->map->tiles->tileWidth;\r
780                 mapDrawCol(mv, mv->tx + 20 , mv->ty-1, x);\r
781         }\r
782 }\r
783 \r
784 \r
785 void\r
786 mapScrollLeft(map_view_t *mv, byte offset) {\r
787         word x, y;  /* coordinate for drawing */\r
788 \r
789         /* increment the pixel position and update the page */\r
790         mv->page->dx -= offset;\r
791 \r
792         /* check to see if this changes the tile */\r
793         if(mv->page->dx == 0) {\r
794         /* go backward one tile */\r
795         mv->tx--;\r
796 \r
797         /* Snap the origin backward */\r
798         mv->page->data -= 4;\r
799         mv->page->dx = mv->map->tiles->tileWidth;\r
800         //}\r
801         /* draw the next column */\r
802                 mapDrawCol(mv, mv->tx-1, mv->ty-1, 0);\r
803         }\r
804 }\r
805 \r
806 \r
807 void\r
808 mapScrollUp(map_view_t *mv, byte offset) {\r
809         word x, y;  /* coordinate for drawing */\r
810 \r
811         /* increment the pixel position and update the page */\r
812         mv->page->dy -= offset;\r
813 \r
814         /* check to see if this changes the tile */\r
815         if(mv->page->dy == 0 ) {\r
816         /* go down one tile */\r
817         mv->ty--;\r
818         /* Snap the origin downward */\r
819         mv->page->data -= mv->page->width*4;\r
820         mv->page->dy = mv->map->tiles->tileHeight;\r
821         //}\r
822 \r
823         /* draw the next row */\r
824         y= 0;\r
825                 mapDrawRow(mv, mv->tx-1 , mv->ty-1, y);\r
826         }\r
827 }\r
828 \r
829 \r
830 void\r
831 mapScrollDown(map_view_t *mv, byte offset) {\r
832         word x, y;  /* coordinate for drawing */\r
833 \r
834         /* increment the pixel position and update the page */\r
835         mv->page->dy += offset;\r
836 \r
837         /* check to see if this changes the tile */\r
838         if(mv->page->dy >= mv->dyThresh ) {\r
839         /* go down one tile */\r
840         mv->ty++;\r
841         /* Snap the origin downward */\r
842         mv->page->data += mv->page->width*4;\r
843         mv->page->dy = mv->map->tiles->tileHeight;\r
844         //}\r
845 \r
846         /* draw the next row */\r
847         y= SCREEN_HEIGHT + mv->map->tiles->tileHeight;\r
848                 mapDrawRow(mv, mv->tx-1 , mv->ty+15, y);\r
849         }\r
850 \r
851 }\r
852 \r
853 \r
854 void\r
855 mapGoTo(map_view_t *mv, int tx, int ty) {\r
856         int px, py;\r
857         unsigned int i;\r
858 \r
859         /* set up the coordinates */\r
860         mv->tx = tx;\r
861         mv->ty = ty;\r
862         mv->page->dx = mv->map->tiles->tileWidth;\r
863         mv->page->dy = mv->map->tiles->tileHeight;\r
864 \r
865         /* set up the thresholds */\r
866         mv->dxThresh = mv->map->tiles->tileWidth * 2;\r
867         mv->dyThresh = mv->map->tiles->tileHeight * 2;\r
868 \r
869         /* draw the tiles */\r
870         modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);\r
871         py=0;\r
872         i=mv->ty * mv->map->width + mv->tx;\r
873         for(ty=mv->ty-1; py < SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; ty++, py+=mv->map->tiles->tileHeight) {\r
874                 mapDrawRow(mv, tx-1, ty, py);\r
875         i+=mv->map->width - tx;\r
876         }\r
877 }\r
878 \r
879 \r
880 void\r
881 mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {\r
882         word rx;\r
883         word ry;\r
884         //if(i==0) i=2;\r
885         if(i==0)\r
886         {\r
887                 //wwww
888                 modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!\r
889         }\r
890         else\r
891         {\r
892         rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);\r
893         ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);\r
894         //mxPutTile(t->data, x, y, t->tileWidth, t->tileHeight);\r
895         modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));\r
896         }\r
897 }\r
898 \r
899 \r
900 void\r
901 mapDrawRow(map_view_t *mv, int tx, int ty, word y) {\r
902         word x;\r
903         int i;\r
904 \r
905         /* the position within the map array */\r
906         i=ty * mv->map->width + tx;\r
907         for(x=0; x<SCREEN_WIDTH+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
908         if(i>=0) {\r
909                 /* we are in the map, so copy! */\r
910                 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
911         }\r
912         i++; /* next! */\r
913         }\r
914 }\r
915 \r
916 void\r
917 mapDrawCol(map_view_t *mv, int tx, int ty, word x) {\r
918         int y;\r
919         int i;\r
920 \r
921         /* location in the map array */\r
922         i=ty * mv->map->width + tx;\r
923 \r
924         /* We'll copy all of the columns in the screen, \r
925            i + 1 row above and one below */\r
926         for(y=0; y<SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
927         if(i>=0) {\r
928                 /* we are in the map, so copy away! */\r
929                 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
930         }\r
931         i += mv->map->width;\r
932         }\r
933 }\r
934 \r
935 void qclean()\r
936 {\r
937         modexLeave();\r
938         setkb(0);\r
939 }\r
940 \r
941 void pdump(map_view_t *pee)\r
942 {\r
943         int mult=(QUADWH);\r
944         int palq=(mult)*TILEWH;\r
945         int palcol=0;\r
946         int palx, paly;\r
947         for(paly=0; paly<palq; paly+=mult){\r
948                 for(palx=0; palx<palq; palx+=mult){\r
949                                 modexClearRegion(pee->page, palx+TILEWH, paly+TILEWH, mult, mult, palcol);\r
950                         palcol++;\r
951                 }\r
952         }\r
953 }\r
954 \r
955 void\r
956 animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp)\r
957 {\r
958         sword dire=32*d; //direction\r
959         sword qq; //scroll offset\r
960 \r
961         if(scrolloffsetswitch==0) qq = 0;\r
962         else qq = ((lp)*SPEED);\r
963         switch (d)\r
964         {\r
965                 case 0:\r
966                         //up\r
967                         x=x-4;\r
968                         y=y-qq-TILEWH;\r
969                 break;\r
970                 case 1:\r
971                         // right\r
972                         x=x+qq-4;\r
973                         y=y-TILEWH;\r
974                 break;\r
975                 case 2:\r
976                         //down\r
977                         x=x-4;\r
978                         y=y+qq-TILEWH;\r
979                 break;\r
980                 case 3:\r
981                         //left\r
982                         x=x-qq-4;\r
983                         y=y-TILEWH;\r
984                 break;\r
985         }\r
986         modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);\r
987         if(2>ls && ls>=1) { modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); }else\r
988         if(3>ls && ls>=2) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else\r
989         if(4>ls && ls>=3) { modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); }else\r
990         if(5>ls && ls>=4) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }\r
991         //TODO: mask copy //modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);\r
992         //modexClearRegion(top->page, 66, 66, 2, 40, 0);\r
993         //modexCopyPageRegion(dest->page, top->page, 66, 66, 66, 66, 2, 40);\r
994         //turn this off if XT\r
995         if(detectcpu() > 0) modexWaitBorder();\r
996 }\r