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updated copyleft and need to test and fix newer version of open watcom
[proj16/16.git] / src / 0tesuto.c
1 /* Project 16 Source Code~\r
2  * Copyright (C) 2012-2022 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 <hw/cpu/cpu.h>\r
24 #include <hw/dos/dos.h>\r
25 #include <hw/vga/vga.h>\r
26 #include <hw/vga/vrl.h>\r
27 \r
28 #include "src/tesuto.h"\r
29 \r
30 //#define FILENAME_1 "data/aconita.vrl"\r
31 //#define FILENAME_2 "data/aconita.pal"\r
32 #define FILENAME_1 "data/spri/chistnd.vrl"\r
33 #define FILENAME_2 "data/spri/chikyuu.pal"\r
34 \r
35 //#define ZSP\r
36 \r
37 #define INITTNUM 1\r
38 \r
39 map_view_t mv[4];\r
40 map_t map;//junk var\r
41 \r
42 int main(int argc,char **argv)\r
43 {\r
44         static global_game_variables_t gvar;\r
45         struct vrl1_vgax_header *vrl_header;\r
46         vrl1_vgax_offset_t *line_offsets;\r
47         unsigned char *buffer;\r
48         unsigned int bufsz;\r
49         int fd;\r
50         //nibble i;\r
51         //char *bakapee1,*bakapee2;\r
52         char bakapee1[64] = FILENAME_1;\r
53         char bakapee2[64] = FILENAME_2;\r
54 \r
55         boolean anim=1,noanim=0;\r
56 #ifdef ZSP\r
57         boolean zerostoppause=1;\r
58 #endif\r
59 \r
60         if (argc >= 2) {\r
61 /*      if (argc < 2) {\r
62                 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
63                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
64                 bakapee2 = FILENAME_2;//"data/aconita.pal";\r
65 \r
66         }else{\r
67                 if(argv[1]) bakapee1 = argv[1];\r
68                 if(argv[2]) bakapee2 = argv[2];*/\r
69                 if(argv[1]){ strcpy(bakapee1, argv[1]);//bakapee1[] = *argv[1];\r
70                 if(argv[2]) strcpy(bakapee2, argv[2]); }//bakapee2[] = argv[2]; }\r
71         }\r
72 \r
73         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
74         if (fd < 0) {\r
75                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
76                 return 1;\r
77         }\r
78         {\r
79                 unsigned long sz = lseek(fd,0,SEEK_END);\r
80                 if (sz < sizeof(*vrl_header)) return 1;\r
81                 if (sz >= 65535UL) return 1;\r
82 \r
83                 bufsz = (unsigned int)sz;\r
84                 buffer = malloc(bufsz);\r
85                 if (buffer == NULL) return 1;\r
86 \r
87                 lseek(fd,0,SEEK_SET);\r
88                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
89 \r
90                 vrl_header = (struct vrl1_vgax_header*)buffer;\r
91                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
92                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
93         }\r
94         close(fd);\r
95 \r
96         probe_dos();\r
97         if (!probe_vga()) {\r
98                 printf("VGA probe failed\n");\r
99                 return 1;\r
100         }\r
101         VGAmodeX(1, 1, &gvar);\r
102         VL_modexPalScramble(gvar.video.palette);\r
103 \r
104         /* load color palette */\r
105         VL_LoadPalFile(bakapee2, &gvar.video.palette, &gvar);\r
106 \r
107         /* preprocess the sprite to generate line offsets */\r
108         line_offsets = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
109         if (line_offsets == NULL) return 1;\r
110 \r
111         IN_Startup(&gvar);\r
112         IN_Default(0,&gvar.player[0],ctrl_Keyboard1, &gvar);\r
113         EN_initPlayer(&gvar.player[0], &gvar.video);\r
114 \r
115         /* setup camera and screen~ */\r
116         modexHiganbanaPageSetup(&gvar);\r
117         ZC_MVSetup(&gvar.mv, &map, &gvar);\r
118         //ZC_ShowMV(&gvar.mv, gvar.video.sp, 0);\r
119         VL_ShowPage(&gvar.video.page[gvar.video.sp], 0, 0);\r
120 \r
121 //      VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
122         VL_PatternDraw(&gvar.video, 0/*gvar.video.sp*/, 0, 1);\r
123         TESTBG34\r
124         DRAWCORNERBOXES\r
125 \r
126         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
127          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
128          * note this version is much faster too! */\r
129         {\r
130                 unsigned int i,o,o2;\r
131                 int x,y,rx,ry,w,h;\r
132                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
133                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
134                 VGA_RAM_PTR omemptr;\r
135                 int xdir=1,ydir=1;\r
136 \r
137 //              VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
138 //              VL_PatternDraw(&gvar.video, 0, 1, 1);\r
139 //              TESTBG;\r
140 //              DRAWCORNERBOXES;\r
141 \r
142                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
143                 x = -(gvar.video.page[0].dx);\r
144                 y = -(gvar.video.page[0].dy);\r
145 \r
146                 /* do it */\r
147                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
148 \r
149                 while(!gvar.in.inst->Keyboard[sc_Escape])\r
150                 {\r
151                         IN_ReadControl(&gvar.player[0], &gvar);\r
152                         if(gvar.in.inst->Keyboard[68]){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1, &gvar); } //f10\r
153                         TAIL_PANKEYFUN;\r
154                         if(gvar.in.inst->Keyboard[sc_Space]\r
155 #ifdef ZSP\r
156                                 || zerostoppause\r
157 #endif\r
158 )       //space\r
159                         {\r
160                                 anim=!anim;\r
161                                 DRAWCORNERBOXES;\r
162 #ifdef ZSP\r
163                                 if(!zerostoppause) IN_UserInput(1, &gvar); else zerostoppause=0;\r
164 #endif\r
165                         }\r
166                         if(gvar.in.inst->Keyboard[sc_R]){\r
167                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
168                                 gvar.mv[0].tx = gvar.mv[0].ty = gvar.mv[1].tx = gvar.mv[1].ty = INITTNUM;\r
169                                 VL_ShowPage(&gvar.video.page[gvar.video.sp], 1, 0);\r
170                                 gvar.player[0].enti.q = 1; gvar.player[0].enti.d = 2;\r
171                                 x=y=0;\r
172                                 xdir=ydir=1;\r
173                         } //R\r
174                         TAIL_FUNCTIONKEYFUNCTIONS0EXE;\r
175 \r
176                         if(anim && !noanim)\r
177                         {\r
178                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
179                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
180                                 else rx = -(gvar.video.page[0].dx);\r
181                                 if (y >= overdraw) ry = (y - overdraw);\r
182                                 else ry = -(gvar.video.page[0].dy);\r
183                                 h = vrl_header->height + overdraw + y - ry;\r
184                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
185                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
186                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
187 \r
188                                 /* block copy pattern to where we will draw the sprite */\r
189                                 vga_setup_wm1_block_copy();\r
190                                 o2 = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize;\r
191                                 o = ((uint16_t)gvar.video.page[2].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen            0x10000UL -\r
192                                 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
193                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
194                                 vga_restore_rm0wm0();\r
195 \r
196                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
197                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
198                                 vga_state.vga_draw_stride = w >> 2;\r
199                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize;\r
200 \r
201                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
202 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,line_offsets,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
203 //printf("x=%d  y=%d    rx=%d   ry=%d\n", x, y, rx, ry);\r
204 \r
205                                 /* restore ptr */\r
206                                 vga_state.vga_graphics_ram = omemptr;\r
207 \r
208                                 /* block copy to visible RAM from offscreen */\r
209                                 vga_setup_wm1_block_copy();\r
210                                 o = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; // source offscreen\r
211                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
212                                 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
213                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
214                                 vga_restore_rm0wm0();\r
215 \r
216                                 /* restore stride */\r
217                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
218 \r
219                                 /* step */\r
220                                 x += xdir; y += ydir;\r
221                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
222                                         xdir = -xdir;\r
223                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
224                                         ydir = -ydir;\r
225                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
226                         }\r
227                 }\r
228         }\r
229 \r
230         IN_UserInput(1, &gvar);\r
231 \r
232 //===========================================================================//\r
233 \r
234         //ZC_ShowMV(&gvar.mv, 0, 0);\r
235         VL_ShowPage(&gvar.video.page[gvar.video.sp], 0, 0);\r
236 if(!noanim) {\r
237         /* another handy "demo" effect using VGA write mode 1.\r
238          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
239         {\r
240                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
241                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
242                 unsigned int display_ofs = 0x0000;\r
243                 unsigned int i,y,soh,doh,dstart;\r
244                 unsigned int dh_blankfill = 8;\r
245                 unsigned int dh_step = 8;\r
246                 uint32_t sh,dh,yf,ystep;\r
247 \r
248                 /* copy active display (0) to offscreen buffer (0x4000) */\r
249                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
250                 vga_setup_wm1_block_copy();\r
251                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
252                 vga_restore_rm0wm0();\r
253 \r
254                 /* need a blank line as well */\r
255                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
256 \r
257                 sh = dh = gvar.video.page[0].height;\r
258                 while (dh >= dh_step) {\r
259                         /* stop animating if the user hits ENTER */\r
260                         if (kbhit()) {\r
261                                 if (getch() == 13) break;\r
262                         }\r
263 \r
264                         /* wait for vsync end */\r
265                         if(gvar.kurokku.fpscap)\r
266                         vga_wait_for_vsync_end();\r
267 \r
268                         /* what scalefactor to use for stretching? */\r
269                         ystep = (0x10000UL * sh) / dh;\r
270                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
271                         doh = display_ofs;\r
272                         soh = copy_ofs;\r
273                         yf = 0;\r
274                         y = 0;\r
275 \r
276                         /* for performance, keep VGA in write mode 1 the entire render */\r
277                         vga_setup_wm1_block_copy();\r
278 \r
279                         /* blank lines */\r
280                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
281                         else y = 0;\r
282                         doh = gvar.video.page[0].stridew * y;\r
283 \r
284                         while (y < dstart) {\r
285                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
286                                 doh += gvar.video.page[0].stridew;\r
287                                 y++;\r
288                         }\r
289 \r
290                         /* draw */\r
291                         while (y < (dh+dstart)) {\r
292                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
293                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
294                                 doh += gvar.video.page[0].stridew;\r
295                                 yf += ystep;\r
296                                 y++;\r
297                         }\r
298 \r
299                         /* blank lines */\r
300                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
301                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
302                                 doh += gvar.video.page[0].stridew;\r
303                                 y++;\r
304                         }\r
305 \r
306                         /* done */\r
307                         vga_restore_rm0wm0();\r
308 \r
309                         /* wait for vsync */\r
310                         if(gvar.kurokku.fpscap)\r
311                         vga_wait_for_vsync();\r
312 \r
313                         /* make it shrink */\r
314                         dh -= dh_step;\r
315                         if (dh < 40) dh_step = 1;\r
316                 }\r
317         }\r
318 }\r
319         IN_Shutdown(&gvar);\r
320         VGAmodeX(0, 1, &gvar);\r
321         free(line_offsets);\r
322         buffer = NULL;\r
323         free(buffer);\r
324         bufsz = 0;\r
325 //      free(bakapee1); free(bakapee2);\r
326         printf("\nProject 16 0.exe. This is just a test file!\n");\r
327         printf("version %s\n", VERSION);\r
328         //SCROLLEXITMESG;\r
329         printf("mv 0\n- tx=%d   ty=%d   dx=%d   dy=%d\n", gvar.mv[0].tx, gvar.mv[0].ty, gvar.video.page[0].dx, gvar.video.page[0].dy);\r
330         printf("mv 1\n- tx=%d   ty=%d   dx=%d   dy=%d\n", gvar.mv[1].tx, gvar.mv[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy);\r
331         return 0;\r
332 }\r