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added a file which explains something important
[proj16/16.git] / src / zcroll.c
index f2e803f..1d940e2 100755 (executable)
@@ -1,225 +1 @@
-/* Project 16 Source Code~\r
- * Copyright (C) 2012-2017 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
-#define FADE\r
-\r
-static map_t map;\r
-map_view_t mv[4];\r
-float t;\r
-\r
-//debugswitches\r
-boolean panswitch=0,baka=0;\r
-//extern boolean pageflipflop=1;\r
-extern boolean pagenorendermap;        //default: 0\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
-#define FILENAME_1     "data/spri/chikyuu.vrs"\r
-#define FILENAME_1P    "data/spri/chikyuu.pal"\r
-#define FILENAME_2     "data/spri/ptmp.vrs"\r
-#define FILENAME_2P    "data/spri/ptmp.pal"\r
-\r
-void main(int argc, char *argv[])\r
-{\r
-       static global_game_variables_t gvar;\r
-       static player_t player[MaxPlayers];\r
-       char *bakapee1,*bakapee1p;\r
-//     sword bakapee;\r
-//     if(argv[1]) bakapee = atoi(argv[1]);\r
-//     else bakapee = 1;\r
-\r
-       Startup16(&gvar);\r
-\r
-       bakapee1=malloc(64);\r
-       bakapee1p=malloc(64);\r
-\r
-       if (argc < 2) {\r
-               //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
-               bakapee1 =              FILENAME_1;\r
-               bakapee1p =     FILENAME_1P;\r
-\r
-       }else{\r
-               if(argv[1]) bakapee1 = argv[1];\r
-               if(argv[2]) bakapee1p = argv[2];\r
-       }\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
-       CA_loadmap("data/test.map", &map, &gvar);\r
-       chkmap(&map, 0);\r
-//     initMap(&map);\r
-//     printf("chkmap ok       ");\r
-//     fprintf(stderr, "yay map loaded~~\n");\r
-\r
-       // data\r
-       VRS_LoadVRS(bakapee1, &player[0].enti, &gvar);\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(1/*bakapee*/, 1, &gvar);\r
-\r
-       /* load color palette */\r
-       VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
-\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
-       // 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
-       ZC_playerXYpos(0, 0, &player, &mv, 0, 1);\r
-       EN_initplayer(&player, 0, &gvar.video);\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 ID for sprite");\r
-#ifdef FADE\r
-               modexFadeOn(4, dpal);\r
-#endif\r
-       }\r
-\r
-//     while(!IN_KeyDown(sc_Escape) && !IN_KeyDown(sc_Space) && !IN_KeyDown(sc_Enter)){ FUNCTIONKEYSHOWMV }\r
-       gvar.video.page[0].tlx=mv[0].tx*TILEWH;\r
-       gvar.video.page[0].tly=mv[0].ty*TILEWH;\r
-       shinku(&gvar);\r
-#ifdef FADE\r
-       modexFadeOn(4, gpal);\r
-#endif\r
-       while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
-       {\r
-               gvar.video.page[0].tlx=mv[0].tx*TILEWH;\r
-               gvar.video.page[0].tly=mv[0].ty*TILEWH;\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
-               }else{\r
-                       PANKEYFUNZC;\r
-                       //printf("      player[0].enti.q: %d", player[0].enti.q);       printf("        player[0].d: %d\n", player[0].d);\r
-               }\r
-\r
-               //the scripting stuff....\r
-               //if(((player[0].enti.triggerx == TRIGGX && player[0].enti.triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5))\r
-               if(((mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.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].enti.speed))+1 && player[0].info.dir != 2 && (player[0].enti.triggerx == 5 && player[0].enti.triggery == 5)){ player[0].enti.hp--; }\r
-               //debugging binds!\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
-               FUNCTIONKEYFUNCTIONS\r
-               FUNCTIONKEYDRAWJUNK\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) || IN_KeyDown(sc_K))\r
-               {\r
-                       if(IN_KeyDown(sc_J))\r
-                       {\r
-                               bakapee1=FILENAME_1;\r
-                               bakapee1p=FILENAME_1P;\r
-                               player[0].enti.overdraww=0;\r
-                       }\r
-                       if(IN_KeyDown(sc_K))\r
-                       {\r
-                               bakapee1=FILENAME_2;\r
-                               bakapee1p=FILENAME_2P;\r
-                               player[0].enti.overdraww=2;\r
-                       }\r
-                       //read_vrs(&gvar, bakapee1, player[0].enti.spri->spritesheet);\r
-                       VRS_ReadVRS(bakapee1, &player[0].enti, &gvar);\r
-                       VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
-               }//JK\r
-#ifdef FADE\r
-               if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(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)) Quit(&gvar, "PLAYER OFF THE RAILS!");//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
-       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]