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something is bothering me very much on the animation part of frame. particularly...
[proj16/16.git] / src / zcroll.c
index 991217c..a02ae0d 100755 (executable)
  *\r
  */\r
 \r
-#include "src/lib/zcroll16.h"\r
+#include "src/lib/scroll16.h"\r
 #include "src/lib/16_timer.h"\r
-#include "src/lib/wcpu/wcpu.h"\r
 #include "src/lib/16render.h"\r
+#include "src/lib/16_dbg.h"\r
 \r
-global_game_variables_t gvar;\r
+//bitmap_t p;\r
 static map_t map;\r
-player_t *player;\r
-map_view_t *mv;\r
+map_view_t mv[4];\r
 float t;\r
 sword bakapee;\r
-pan_t pan;\r
 //debugswitches\r
 boolean panswitch=0,baka=0;\r
 //extern boolean pageflipflop=1;\r
 unsigned int i;\r
-const char *cpus;\r
-//static int persist_aniframe = 0;    /* gonna be increased to 1 before being used, so 0 is ok for default */\r
 \r
-//map_view_db_t pgid[4];\r
-word pg;\r
-//#ifdef FADE\r
+#ifdef FADE\r
 static word paloffset=0;\r
 byte *dpal;\r
-//#endif\r
+#endif\r
 byte *gpal;\r
 byte *ptr;\r
 memptr pal;\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
-       pan.pn=0;\r
+       gvar.video.panp=0;\r
+\r
        // OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
-       player = malloc(sizeof(player_t));\r
-       player->ent = malloc(sizeof(entity_t));\r
-       player->ent->spri = malloc(sizeof(struct sprite));\r
-       player->ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\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
+       // 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
+//     printf("chkmap ok       ");\r
+//     fprintf(stderr, "yay map loaded~~\n");\r
 \r
-       // data \r
-       read_vrs(&gvar, "data/spri/chikyuu.vrs", player->ent->spri->spritesheet);\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_Joystick);\r
+       // input!\r
+       IN_Default(0, &player,ctrl_Keyboard1);\r
 \r
-       // save the palette \r
+       // save the palette\r
+#ifdef FADE\r
        dpal = modexNewPal();\r
        modexPalSave(dpal);\r
        modexFadeOff(4, dpal);\r
+#endif\r
 \r
-       textInit();\r
        VGAmodeX(bakapee, 1, &gvar);\r
-       modexPalBlack();        //reset the palette~\r
-\r
-       CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
-       modexPalUpdate1(pal);\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
-       mv->page = &gvar.video.page[0];\r
-       mv->map = ↦\r
-       mv->video = &gvar.video;\r
-       mv->pan = &pan;\r
-       player->ent->spri->x = player->ent->spri->y = 20;\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
-       //_fmemcpy(mv[1].page->data, mv->page->data, mv->page->pagesize);\r
+       mapGoTo(&mv, 0, 0);\r
 \r
-       //TODO: put player in starting position of spot\r
-       //default player position on the viewable map\r
-       player->tx = mv->tx + mv->page->tilemidposscreenx;\r
-       player->ty = mv->ty + mv->page->tilemidposscreeny;\r
-       IN_initplayer(player);\r
-       //IN_initplayer(&player, 1);\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
-#ifndef        SPRITE\r
-       modexClearRegion(mv->page, player->x, player->y-TILEWH, 16, 32, 15);\r
-       //modexClearRegion(mv[1].page, player->x, player->y-TILEWH, 16, 32, 15);\r
-#else\r
-       //PBUFSFUN(mv[1].page, player->x, player->y-TILEWH, 16, 64, 24, 32,     PLAYERBMPDATA);\r
-//     PBUFSFUN(mv->page, player->x, player->y-TILEWH, 16, 64, 16, 32, player->data);\r
-       i = set_anim_by_id(player->ent->spri, 11);\r
-       print_anim_ids(player->ent->spri);\r
-       if (i == -1)\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
-       VGAmodeX(0, 1, &gvar);\r
-       Shutdown16(&gvar);\r
-       printf("Wrong");\r
+#endif\r
+               Quit(&gvar, "Wrong");\r
+#ifdef FADE\r
                modexFadeOn(4, dpal);\r
-return;\r
-       }\r
-return;\r
-       //animate_spri(&(player->ent->spri));\r
 #endif\r
+       }\r
+       animate_spri(&(player[0].enti), &gvar.video);\r
 \r
-       modexShowPage(mv->page);//!(gvar.video.p)\r
-       shinku_fps_indicator_page = 0; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
-\r
-       // buffer pages \r
-//     modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 47);\r
-//     modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 45);\r
-//     {\r
-//             unsigned int k,j,o;\r
-//             // fill screen with a distinctive pattern \r
-//             for (k=0;k < vga_state.vga_width;k++) {\r
-//                     o = k >> 2;\r
-//                     vga_write_sequencer(0x02/*map mask*/,1 << (k&3));\r
-//                             for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)\r
-//                                     vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!\r
-//             }\r
-//     }\r
-\r
-//     modexFadeOn(4, gpal);*/\r
-       while(!IN_KeyDown(sc_Escape) && player->hp>0)\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->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
+               //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(player);\r
+               IN_ReadControl(0, &player);\r
                if(!panswitch){\r
-                       walk(player->ent, mv);\r
+                       //ZC_walk2(player[0].ent, mv);\r
+                       ZC_walk(&mv, &player, 0);\r
                }\r
 \r
                //the scripting stuff....\r
-/*             if(((mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))] == 0) && IN_KeyDown(0x1C))||(player->tx == 5 && player->ty == 5))\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
@@ -174,20 +159,18 @@ return;
                        }\r
                        nosound();\r
                }\r
-               if(player->q == (TILEWH/(player->speed))+1 && player->info.dir != 2 && (player->triggerx == 5 && player->triggery == 5)){ player->hp--; }\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->page); pan.pn=0; }\r
-               if(IN_KeyDown(25)){ modexpdump(mv->page);\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
-               if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv->page); IN_UserInput(1,1); }\r
-               if(IN_KeyDown(22)){\r
-                       printf("2paloffset      =       %d\n", paloffset/3);\r
-                       IN_UserInput(1,1);\r
-               }\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(88)){panswitch=!panswitch; IN_UserInput(1,1);}  //f12\r
                if(IN_KeyDown(87))      //f11\r
                {\r
                        pageflipflop=!pageflipflop;\r
@@ -200,71 +183,50 @@ return;
                }\r
                if(IN_KeyDown(67))      //f9\r
                {\r
-                       modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 2);\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->page, 16, 16, p);\r
-                       modexDrawSprite(mv->page, 32+48, 16, (player->data));\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
-               //TODO fmemtest into page\r
-               /*if(IN_KeyDown(4+1))   //4\r
-               {\r
-                       pg=1;\r
-                       SELECT_ALL_PLANES();\r
-                       _fmemset(((mv[pg].page->data+4)+(16*(mv[pg].page->width/4))), 15, 4);\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
 \r
                //9\r
+#ifdef FADE\r
                if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
-               //if(IN_KeyDown(11)){ modexPalOverscan(15); }\r
-               if((player->q==1) && !(player->x%TILEWH==0 && player->y%TILEWH==0)) break;      //incase things go out of sync!\r
-               player->hp = 0;\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
+               player[0].enti.hp = 0;\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 scroll.exe. This is just a test file!\n");\r
+       printf("\nProject 16 zcroll.exe. This is just a test file!\n");\r
        printf("version %s\n", VERSION);\r
-       printf("tx: %d  ", mv->tx);\r
-       printf("ty: %d\n", mv->ty);\r
-       printf("\n");\r
-       printf("player vars:\n");\r
-       printf("        x: %d", player->x); printf("    y: %d\n", player->y);\r
-       //if(player->hp==0) printf("%d wwww\n", player->y+8);\r
-       //else printf("\nplayer->y: %d\n", player->y);\r
-       printf("        tx: %d", player->tx); printf("  ty: %d\n", player->ty);\r
-       printf("        triggx: %d", player->triggerx); printf("        triggy: %d\n", player->triggery);\r
-       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
-               printf("        pdir=%d\n", player->pdir);\r
-       printf("        tile data value at player trigger position: %d\n\n", mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))]);\r
-       printf("Virtual Screen: %dx", gvar.video.page[0].width);        printf("%d      ", gvar.video.page[0].height);\r
-       printf("Screen: %dx", gvar.video.page[0].sw);   printf("%d\n", gvar.video.page[0].sh);\r
-       printf("virtual tile resolution: %dx", gvar.video.page[0].tilesw);      printf("%d      ", gvar.video.page[0].tilesh);\r
-       printf("tile resolution: %dx", gvar.video.page[0].tw);  printf("%d\n", gvar.video.page[0].th);\r
-       printf("middle tile position: %dx", gvar.video.page[0].tilemidposscreenx);      printf("%d\n", gvar.video.page[0].tilemidposscreeny);\r
-       modexprintmeminfo(&gvar.video);\r
-       //printf("mv[%u].tx: %d", pan.pn, mv[pan.pn].tx); printf("      mv[%u].ty: %d   ", pan.pn, mv[pan.pn].ty);\r
-       printf("gvar.video.p=%u ", gvar.video.p); printf("gvar.video.r=%u ", gvar.video.r);\r
-       printf("pageflipflop=%u\n", pageflipflop);\r
-       //0000printf("\ngvar.video.tickclk=%f\n", gvar.video.tickclk);\r
-       //0000printf("gvar.video.clk=%f", gvar.video.clk);\r
-       printf("\n");\r
-       //printf("map.width=%d  map.height=%d   map.data[0]=%d\n", mv->map->width, mv->map->height, mv->map->data[0]);\r
-\r
-       printf("\n");\r
-       switch(detectcpu())\r
-       {\r
-               case 0: cpus = "8086/8088 or 186/88"; break;\r
-               case 1: cpus = "286"; break;\r
-               case 2: cpus = "386 or newer"; break;\r
-               default: cpus = "internal error"; break;\r
-       }\r
-       printf("detected CPU type: %s\n", cpus);\r
+       SCROLLEXITMESG;\r
+       WCPU_cpufpumesg();\r
+#ifdef FADE\r
        modexFadeOn(4, dpal);\r
+#endif\r
 }\r