First commit 16/12/1996

This commit is contained in:
2021-09-08 21:02:03 +02:00
commit 1de08b2d10
24 changed files with 2822 additions and 0 deletions

962
DYNA_TBL.CPP Normal file

@ -0,0 +1,962 @@
/**************************************************************************\
|* *|
|* DYNA_TBL *|
|* *|
|* Descripci<63>n: *|
|* M<>dulo encargado de cargar los elementos del tablero y *|
|* enemigos del juegos. Tambi<62>n se encarga de generar el *|
|* tablero seg<65>n preferencias de usuario... *|
|* *|
|* Fecha: 17-07-96 00.08 / 01.34 *|
|* 18-07-96 12.51 / 14.24 *|
|* 15.10 / *|
|* 19-07-96 *|
\**************************************************************************/
#include "..\libs\int_key\int_key.h"
#include <dos.h>
#include <alloc.h>
#include <stdio.h>
#include "Dyna_tbl.h"
#include "..\modex\modex.h"
#include "..\modex\c_utils.h"
#include <conio.h>
#include <stdlib.h>
//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>
///<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>
//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>
#define KEYBOARDINTR 9
#define KEYBOARDPORT 0x60
#ifdef __cplusplus
#define __CPPARGS ...
#else
#define __CPPARGS
#endif
void interrupt (*BIOSKeyboardHandler)(__CPPARGS);
char CallBIOSHandler = 0;
//( int Flags, int CS, int IP, int AX, int BX, int CX, int DX, int SI, int DI, int DS, int ES, int BP );
void interrupt KeyboardHandler(__CPPARGS);
//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>
///<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>/<2F><>
//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>//<2F>
int NObjetos=0; // # de objetos ya contenidos en Sprite
SPRITE *Sprite;
// Esta informaci<63>n es constante y sirve para saber como tratar a los Sprite's
const DatosTipo InfoSprites[] = {
// 00 > Cuadros est<73>ticos 16x16 ( Power UPs )
0x02,
{ 0x00, 0x00, 0x00, 0x00, 0x00 },
{ 0x12, 0x00, 0x00, 0x00, 0x00 },
0x10, 0x10, 0x00, 0x00, 0x02,
// 01 > Cuadros est<73>ticos 16x16 ( Unidades )
0x02,
{ 0x00, 0x00, 0x00, 0x00, 0x00 },
{ 0x01, 0x00, 0x00, 0x00, 0x00 },
0x10, 0x10, 0x00, 0x00, 0x02,
// 02 > Cuadros est<73>ticos 16x16 ( Mapas )
0x02,
{ 0x00, 0x00, 0x00, 0x00, 0x00 },
{ 0x2D, 0x00, 0x00, 0x00, 0x00 },
0x10, 0x10, 0x00, 0x00, 0x02,
// 03 > Cuadros est<73>ticos 16x18 ( Numeros )
0x02,
{ 0x00, 0x00, 0x00, 0x00, 0x00 },
{ 0x0A, 0x00, 0x00, 0x00, 0x00 },
0x10, 0x12, 0x00, 0x00, 0x02,
// 04 > Anim. como Bomba, TelePort... 16x18
0x02,
{ 0x00, 0x00, 0x00, 0x00, 0x00 },
{ 0x03, 0x00, 0x00, 0x00, 0x00 },
0x10, 0x12, 0x00, 0x00, 0x05,
// 05 > Monstruos como Globo y Fantasma 16x18
0x02,
{ 0x00, 0x00, 0x00, 0x00, 0x03 },
{ 0x03, 0x00, 0x00, 0x00, 0x06 },
0x10, 0x12, 0x00, -4, 0x04,
// 06 > Monstruos 4dir. Estrella... 16x18
0x05,
{ 0x00, 0x03, 0x06, 0x09, 0x0C },
{ 0x03, 0x03, 0x03, 0x03, 0x06 },
0x10, 0x12, 0x00, 0x00, 0x02,
// 07 > Perfil de los Jugadores 23x23
0x05,
{ 0x00, 0x03, 0x06, 0x09, 0x0C },
{ 0x03, 0x03, 0x03, 0x03, 0x08 },
0x17, 0x17, -3, -5, 0x03,
// 08 > animaciones fuego vertical
0x05,
{ 0x00, 0x00, 0x00, 0x00, 0x00 },
{ 0x00, 0x00, 0x00, 0x00, 0x06 },
0x10, 0x10, 0, 0, 0x03
};
char prt_tbl[13+1][21+1] =
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00 },
{ 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 00 },
{ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 00 },
{ 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 00 },
{ 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 0, 00 },
{ 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 00 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 00 },
{ 0, 1, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 00 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00 },
{ 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 00 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00 },
{ 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 00 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 00 },
{ 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00, 00 },
};
char prt_tbl2[13+1][21+1];
char far *TmpBuffer;
void GetBitmap( char far *BitMapSRC, char far *TRG, int X, int Y, int Xw1, int Yw1, int Xw2 );
int TECLAr;
int main( void )
{
printf( "\n> Inicializando ModoX" );
printf( "\n> Jos<6F> David Guillen" );
init_random ();
if ( ( TmpBuffer = (char far *)farmalloc( sizeof( char ) * 320 * 200 ) ) == NULL )
return -1;
// Pido memoria para los elementos b<>sicos
if ( InicializaElementosBasicos() != OK ) return ERROR;
printf( "\nPreparado para comenzar...");
getch();
if (set_vga_modex( Mode_360x240, 360, 240, 3) == 0) Error(0x00);
if ( MuestraMensajeCargando() != OK ) Error(0x10);
InicializaJuego();
set_display_page( 0 );
if ( CargaPaleta("images\\dyna_tbl.pcx") !=OK ) Error(0x11);
copy_page( 2, 1 );
copy_page( 2, 0 );
BIOSKeyboardHandler = getvect(KEYBOARDINTR);
setvect(KEYBOARDINTR, KeyboardHandler);
ComienzaJuego();
setvect(KEYBOARDINTR, BIOSKeyboardHandler);
farfree( TmpBuffer );
set_video_mode (3);
LiberaMemoriaObjetos();
printf( "\n>XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX" );
printf( "\n> Gracias a todos los que han echo posible este juego. " );
printf( "\n> En especial a mi hermano Antonio. " );
printf( "\n> Jos<6F> David Guillen || _-<2D> FuTuRe ViSiOn <20>-_ || InfoMundo" );
printf( "\n>_ " );
fflush( stdin );
return OK;
}
/**************************************************************************\
|* *|
|* CargaObjetosBasicos *|
|* *|
|* Descripci<63>n: *|
|* Carga los objetos Basicos del fichero Dyna_tbl.PCX *|
|* *|
|* *|
|* Entradas: (ninguna) *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
int CargaObjetosBasicos( void )
{
FILE *fp;
int ancho, alto;
int contador;
unsigned char byte;
// Abrimos el fichero
if ( (fp = fopen("images\\dyna_tbl.pcx","rb")) == NULL ) return ERROR;
// Saltamos la cabecera
fseek( fp, 128, SEEK_SET );
for(alto=0; alto<200; alto++)
{
for(ancho=0; ancho<320; )
{
byte=getc(fp);
if(byte<=0xC0)
{
byte = byte == 254 ? 0 : byte;
ProcesaPuntoBasico( ancho, alto, byte );
ancho++;
}
else
{
contador=byte&0x3F; byte=getc(fp);
byte = byte == 254 ? 0 : byte;
for(; contador>0; contador--)
{
ProcesaPuntoBasico( ancho, alto, byte );
ancho++;
}
}
}
}
fclose( fp );
// Abrimos el fichero
if ( (fp = fopen("images\\dyna_jgd.pcx","rb")) == NULL ) return ERROR;
// Saltamos la cabecera
fseek( fp, 128, SEEK_SET );
for(alto=0; alto<200; alto++)
{
for(ancho=0; ancho<320; )
{
byte=getc(fp);
if(byte<=0xC0)
{
byte = byte == 254 ? 0 : byte;
TmpBuffer[ancho + 320*alto] = byte;
// ProcesaPuntoJugador( ancho, alto, byte );
ancho++;
}
else
{
contador=byte&0x3F; byte=getc(fp);
byte = byte == 254 ? 0 : byte;
for(; contador>0; contador--)
{
TmpBuffer[ancho + 320*alto] = byte;
// ProcesaPuntoJugador( ancho, alto, byte );
ancho++;
}
}
}
}
fclose(fp);
ProcesaPuntoJugador( ancho, alto, byte );
return OK;
}
/**************************************************************************\
|* *|
|* ProcesaPuntoBasico *|
|* *|
|* Descripci<63>n: *|
|* inserta la imagen en su lugar correspondiente *|
|* *|
|* Entradas: x,y coordenadas actuales del punto *|
|* byte color *|
|* Salidas: (ninguna) *|
|* *|
\**************************************************************************/
void ProcesaPuntoBasico( int x, int y, char color )
{
int i, j, Xw, Yw;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda al Globo 16x18
Xw = InfoSprites[ SPR_GLOBO ].Ancho;
Yw = InfoSprites[ SPR_GLOBO ].Alto;
for ( i=0; i<3; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 0 && y < 18 )
{
Sprite[POS_GLOBO].Sprite[0][( ( x - (Xw+1)*i ) + (Xw*y) ) + (Xw*Yw*i)] = color;
return;
}
for ( i=3; i<9; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 0 && y < 18 )
{
Sprite[POS_GLOBO].Sprite[4][( ( x - (Xw+1)*i ) + (Xw*y) ) + (Xw*Yw*(i-3))] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda al Baquero 16x18
Xw = InfoSprites[ SPR_BAQUERO ].Ancho;
Yw = InfoSprites[ SPR_BAQUERO ].Alto;
for ( i=0; i<3; i++ )
if ( x >= (0 + (Xw+1)*(i+9)) && x < (Xw + (Xw+1)*(i+9)) && y >= 0 && y < 18 )
{
Sprite[POS_BAQUERO].Sprite[0][( ( x - (Xw+1)*(i+9) ) + (Xw*y) ) + (Xw*Yw*i)] = color;
return;
}
for ( i=3; i<9; i++ )
if ( x >= (0 + (Xw+1)*(i+9)) && x < (Xw + (Xw+1)*(i+9)) && y >= 0 && y < 18 )
{
Sprite[POS_BAQUERO].Sprite[4][( ( x - (Xw+1)*(i+9) ) + (Xw*y) ) + (Xw*Yw*(i-3))] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda al Fantasma 16x18
Xw = InfoSprites[ SPR_GOSTH ].Ancho;
Yw = InfoSprites[ SPR_GOSTH ].Alto;
for ( i=0; i<3; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 19 && y < 37 )
{
Sprite[POS_GOSTH].Sprite[0][( ( x - (Xw+1)*i ) + (Xw*(y-19)) ) + (Xw*Yw*i)] = color;
return;
}
for ( i=3; i<9; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 19 && y < 37 )
{
Sprite[POS_GOSTH].Sprite[4][( ( x - (Xw+1)*i ) + (Xw*(y-19)) ) + (Xw*Yw*(i-3))] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda al Platano 16x18
Xw = InfoSprites[ SPR_PLATANO ].Ancho;
Yw = InfoSprites[ SPR_PLATANO ].Alto;
for ( i=0; i<3; i++ )
if ( x >= (0 + (Xw+1)*(i+9)) && x < (Xw + (Xw+1)*(i+9)) && y >= 19 && y < 37 )
{
Sprite[POS_PLATANO].Sprite[0][( ( x - (Xw+1)*(i+9) ) + (Xw*(y-19)) ) + (Xw*Yw*i)] = color;
return;
}
for ( i=3; i<9; i++ )
if ( x >= (0 + (Xw+1)*(i+9)) && x < (Xw + (Xw+1)*(i+9)) && y >= 19 && y < 37 )
{
Sprite[POS_PLATANO].Sprite[4][( ( x - (Xw+1)*(i+9) ) + (Xw*(y-19)) ) + (Xw*Yw*(i-3))] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda la Bomba 16x18
Xw = InfoSprites[ SPR_BOMBA ].Ancho;
Yw = InfoSprites[ SPR_BOMBA ].Alto;
for ( i=0; i<3; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 38 && y < 56 )
{
Sprite[POS_BOMBA].Sprite[0][( ( x - (Xw+1)*i) + (Xw*(y-38)) ) + (Xw*Yw*i)] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda el TelePort 16x18
Xw = InfoSprites[ SPR_TELEPORT ].Ancho;
Yw = InfoSprites[ SPR_TELEPORT ].Alto;
for ( i=0; i<3; i++ )
if ( x >= (0 + (Xw+1)*(i+3)) && x < (Xw + (Xw+1)*(i+3)) && y >= 38 && y < 56 )
{
Sprite[POS_TELEPORT].Sprite[0][( ( x - (Xw+1)*(i+3)) + (Xw*(y-38)) ) + (Xw*Yw*i)] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda los Numeros 16x18
Xw = InfoSprites[ SPR_NUMEROS ].Ancho;
Yw = InfoSprites[ SPR_NUMEROS ].Alto;
for ( i=0; i<10; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 76+19 && y < 94+19 )
{
Sprite[POS_NUMEROS].Sprite[0][( ( x - (Xw+1)*i) + (Xw*(y-(76+19))) ) + (Xw*Yw*i)] = color;
// set_point( x, y, color );
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda los PowerUps
Xw = InfoSprites[ SPR_POWERUP ].Ancho;
Yw = InfoSprites[ SPR_POWERUP ].Alto;
for ( j=0; j<2; j++ )
for ( i=0; i<9; i++ )
if ( x >= (0 + (Xw+1)*i) && x < (Xw + (Xw+1)*i) && y >= 114+17*j && y < 130+17*j )
{ // -\/---< 16
Sprite[POS_POWERUP].Sprite[0][( ( x - (Xw+1)*i) + (Xw*(y-(114+17*j))) ) + (Xw*Yw*(i+j*9))] = color;
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda los Mapas
Xw = InfoSprites[ SPR_ELEM_MAPA ].Ancho;
Yw = InfoSprites[ SPR_ELEM_MAPA ].Alto;
for ( j=0; j<5; j++ )
for ( i=0; i<9; i++ )
if ( x >= (0 + (Xw+1)*(i+9)) && x < (Xw + (Xw+1)*(i+9)) && y >= 114+17*j && y < 130+17*j )
{
Sprite[POS_ELEM_MAPA].Sprite[0][( ( x - (Xw+1)*(i+9)) + (Xw*(y-(114+17*j))) ) + (Xw*Yw*(i+9*j))] = color;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Guarda el fuego ( vertical y horizontal)
if ( i == 5 && j >= 2 )
{
Sprite[POS_FUEGOv].Sprite[4][( ( x - (Xw+1)*(i+9)) + (Xw*(y-(114+17*j))) ) + (Xw*Yw*(j-2))] = color;
Sprite[POS_FUEGOv].Sprite[4][( ( x - (Xw+1)*(i+9)) + (Xw*(y-(114+17*j))) ) + (Xw*Yw*( 5- (j-2) ))] = color;
Sprite[POS_FUEGOh].Sprite[4][( Xw*( x - (Xw+1)*(i+9)) + (/*Xw**/(y-(114+17*j))) ) + (Xw*Yw*(j-2))] = color;
Sprite[POS_FUEGOh].Sprite[4][( Xw*( x - (Xw+1)*(i+9)) + (/*Xw**/(y-(114+17*j))) ) + (Xw*Yw*( 5- (j-2) ))] = color;
}
return;
}
}
/**************************************************************************\
|* *|
|* ProcesaPuntoJugador *|
|* *|
|* Descripci<63>n: *|
|* inserta la imagen en su lugar correspondiente *|
|* *|
|* Entradas: x,y coordenadas actuales del punto *|
|* byte color *|
|* Salidas: (ninguna) *|
|* *|
\**************************************************************************/
void ProcesaPuntoJugador( int x, int y, char color )
{
int i, j, Xw, Yw;
Xw = InfoSprites[ SPR_JUGADOR ].Ancho;
Yw = InfoSprites[ SPR_JUGADOR ].Alto;
for ( j = 0; j < 4; j++ )
{
for ( i = 0; i < 3; i++ )
GetBitmap( TmpBuffer, (Sprite[POS_JUGADORa+j].Sprite[3] + Xw*Yw*i ), (Xw+1)*i, (Yw+1)*2*j, Xw, Yw, 320 );
for ( i = 3; i < 6; i++ )
GetBitmap( TmpBuffer, (Sprite[POS_JUGADORa+j].Sprite[1] + Xw*Yw*(i-3)), (Xw+1)*i, (Yw+1)*2*j, Xw, Yw, 320 );
for ( i = 6; i < 9; i++ )
GetBitmap( TmpBuffer, (Sprite[POS_JUGADORa+j].Sprite[0] + Xw*Yw*(i-6)), (Xw+1)*i, (Yw+1)*2*j, Xw, Yw, 320 );
i = 9;
GetBitmap( TmpBuffer, (Sprite[POS_JUGADORa+j].Sprite[2] + Xw*Yw*(i-i)), (Xw+1)*i, (Yw+1)*2*j, Xw, Yw, 320 );
for ( i = 0; i < 2; i++ )
GetBitmap( TmpBuffer, (Sprite[POS_JUGADORa+j].Sprite[2] + Xw*Yw*(i+1)), (Xw+1)*i, (Yw+1)*(j*2+1), Xw, Yw, 320 );
for ( i = 2; i < 10; i++ )
GetBitmap( TmpBuffer, (Sprite[POS_JUGADORa+j].Sprite[4] + Xw*Yw*(i-2)), (Xw+1)*i, (Yw+1)*(j*2+1), Xw, Yw, 320 );
}
return;
}
void GetBitmap( char far *BitMapSRC, char far *TRG, int X, int Y, int Xw1, int Yw1, int Xw2 )
{
int x, y;
for ( x = 0; x < Xw1; x++ )
for ( y = 0; y < Yw1; y++ )
*( TRG + x + y*Xw1 ) = *( BitMapSRC + X+x + (Y+y)*Xw2 );
}
/**************************************************************************\
|* *|
|* InicializaElementosBasicos *|
|* *|
|* Descripci<63>n: *|
|* Pide memoria para los 9 elementos b<>sicos... *|
|* *|
|* Entradas: (ninguna) *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
int InicializaElementosBasicos( void )
{
// Pedimos memoria base para 16 objetos
if ( InsertaObjetosBase( 16 ) != OK ) return ERROR;
// Pide espacio para el BitMap del objeto, incluida animaci<63>n:
if (
// Jugador A
MemoriaBitmap( POS_JUGADORa, SPR_JUGADOR ) != OK ||
// Jugador B
MemoriaBitmap( POS_JUGADORb, SPR_JUGADOR ) != OK ||
// Jugador C
MemoriaBitmap( POS_JUGADORc, SPR_JUGADOR ) != OK ||
// Jugador D
MemoriaBitmap( POS_JUGADORd, SPR_JUGADOR ) != OK ||
// Numeros
MemoriaBitmap( POS_NUMEROS, SPR_NUMEROS ) != OK ||
// Elementos del Mapa
MemoriaBitmap( POS_ELEM_MAPA, SPR_ELEM_MAPA ) != OK ||
// Power Ups ( peque<75>os )
MemoriaBitmap( POS_POWERUP, SPR_POWERUP ) != OK ||
// Bomba
MemoriaBitmap( POS_BOMBA, SPR_BOMBA ) != OK ||
// TelePort
MemoriaBitmap( POS_TELEPORT, SPR_TELEPORT ) != OK ||
// Globo
MemoriaBitmap( POS_GLOBO, SPR_GLOBO ) != OK ||
// Fantasma
MemoriaBitmap( POS_GOSTH, SPR_GOSTH ) != OK ||
// Estrella
MemoriaBitmap( POS_ESTRELLA, SPR_ESTRELLA ) != OK ||
// Baquero
MemoriaBitmap( POS_BAQUERO, SPR_BAQUERO ) != OK ||
// Platano
MemoriaBitmap( POS_PLATANO, SPR_PLATANO ) != OK ||
// Fuego Vertical
MemoriaBitmap( POS_FUEGOv, SPR_FUEGO ) != OK ||
// Fuego Horizontal
MemoriaBitmap( POS_FUEGOh, SPR_FUEGO ) != OK
) return ERROR;
return OK;
}
/**************************************************************************\
|* *|
|* InsertaObjetosBase *|
|* *|
|* Descripci<63>n: *|
|* Pide memoria para las estructuras de soporte de SPRITE *|
|* *|
|* Entradas: Estructuras de SPRITE a insertar *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
int InsertaObjetosBase( int Objetos )
{
// Si no hay ningun elemento, solo pido los reclamados
if ( Sprite == NULL )
{
if ( (Sprite = (SPRITE *)calloc( Objetos, sizeof(SPRITE) )) == NULL )
return ERROR;
NObjetos = Objetos;
} else {
NObjetos += Objetos;
if ( (Sprite = (SPRITE *)realloc( Sprite, sizeof(SPRITE)*NObjetos ) ) == NULL )
return NULL;
}
return OK;
}
/**************************************************************************\
|* *|
|* MemoriaBitmap *|
|* *|
|* Descripci<63>n: *|
|* Libera la memoria asignada para los objetos *|
|* *|
|* Entradas: ( ninguna ) *|
|* Salidas: ( ninguna ) *|
|* *|
\**************************************************************************/
int MemoriaBitmap( int Pos, int TipoSprite )
{
int i;
// Rango no valido
if ( Pos >= NObjetos )
return ERROR;
printf("\n%2d %2d >>", Pos, TipoSprite);
// El sprite que ocupa esa posici<63>n esta ocupado
if ( Sprite[Pos].Sprite[0] == NULL )
{
// Por cada direccion, miro cuantos sprites le corresponden.
for ( i = 0; i < InfoSprites[TipoSprite].NDirecciones - 1 && i < 4; i++)
if ( InfoSprites[TipoSprite].Movimientos[i] != 0 )
{
printf( "%ld --" , (long)(sizeof(char)*InfoSprites[TipoSprite].Movimientos[i]*InfoSprites[TipoSprite].Ancho*InfoSprites[TipoSprite].Alto));
if ( ( Sprite[Pos].Sprite[i] = (char far *)farmalloc( sizeof(char)*InfoSprites[TipoSprite].Movimientos[i]*InfoSprites[TipoSprite].Ancho*InfoSprites[TipoSprite].Alto ) ) == NULL )
return ERROR;
}
// La muerte siempre esta en el punto 5
if ( InfoSprites[TipoSprite].Movimientos[4] != 0 )
{
printf( " * %ld *" , (long)(sizeof(char)*InfoSprites[TipoSprite].Movimientos[4]*InfoSprites[TipoSprite].Ancho*InfoSprites[TipoSprite].Alto));
if ( ( Sprite[Pos].Sprite[4] = (char far*)farmalloc( sizeof(char)*InfoSprites[TipoSprite].Movimientos[4]*InfoSprites[TipoSprite].Ancho*InfoSprites[TipoSprite].Alto ) ) == NULL )
return ERROR;
}
} else return ERROR;
return OK;
}
/**************************************************************************\
|* *|
|* LiberaMemoriaObjetos *|
|* *|
|* Descripci<63>n: *|
|* Libera la memoria asignada para los objetos *|
|* *|
|* Entradas: ( ninguna ) *|
|* Salidas: ( ninguna ) *|
|* *|
\**************************************************************************/
void LiberaMemoriaObjetos(void)
{
int Objeto, DirObjeto;
// Este proceso empieza desde los mas enraizados punteros hacia afuera
// Recorre cada objeto de la estructura para eliminar su doble puntero
for ( Objeto=0; Objeto < NObjetos; Objeto++ )
{
// Recorro cada direcci<63>n del objeto
for ( DirObjeto=0; DirObjeto < InfoSprites[Sprite[Objeto].Tipo].NDirecciones; DirObjeto++ )
farfree( Sprite[Objeto].Sprite[DirObjeto] );
}
// Ya podemos eliminar la estructura.
free ( Sprite );
}
/**************************************************************************\
|* *|
|* CargaPaleta *|
|* *|
|* Descripci<63>n: *|
|* Carga la paleta con los colores por defecto *|
|* *|
|* *|
|* Entradas: achivo PCX de donde cargar la paleta *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
int CargaPaleta(char *file )
{
int index;
FILE *fp;
if ( (fp=fopen( file, "rb" ) ) == NULL )
return ERROR;
if ( fseek( fp, -768L, SEEK_END ) == 0 )
{
for (index=0; index<256; index++)
{
// get the red component
// get the green component
// get the blue component
// set components
set_dac_register ( index, (getc(fp) >> 2), (getc(fp) >> 2), (getc(fp) >> 2) );
} // end for index
}
fclose( fp );
return OK;
}
/**************************************************************************\
|* *|
|* InicializaJuego *|
|* *|
|* Descripci<63>n: *|
|* Inicializa el tablero de juego segun se especifique en *|
|* puntero de tablero. *|
|* *|
|* Entradas: (ninguna) *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
void InicializaJuego(void)
{
int j, i;
int Xw, Yw;
int Elecc = 0;
static char vex = 0;
set_active_page(2);
// Copiamos el tablero ( solo los cuadros indestructibles )
for ( j = 0; j<13; j++)
for ( i = 0; i<21; i++)
prt_tbl2[j][i] = prt_tbl[j][i];
// 1<> Relleno el suelo
Xw = InfoSprites[SPR_ELEM_MAPA].Ancho;
Yw = InfoSprites[SPR_ELEM_MAPA].Alto;
for( j = 0; j < 350; j+=16 )
for ( i = 0; i < 230; i+=16 )
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), j, i, Xw, Yw );
// 2<> Pongo el marco al tablero
MuestraImagen( "images\\dyna_fnd.pcx", 2, 255 );
// 3<> Coloco los cuadros indestructibles
for ( i = 0; i < 21; i++ )
for ( j = 0; j < 13; j++ )
{
if ( prt_tbl[j][i] == 1 )
{
tdraw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+Elecc) ), 12+i*16, 20+j*16, Xw, Yw );
Elecc = random_int(2);
} else
prt_tbl[j][i] = 0;
}
// 4<> Coloco los cuadros destructibles
// Uno los dos intentos, para reforzar el n<> de arboles que aparecen
// >>>>>>>> 1<> intento del algoritmo que soporta 4
if ( vex != 0 )
{
for ( i = 0; i<21*13; i++)
{
Elecc = random_int(2);
j = random_int(21*13);
if ( prt_tbl[j/21][j%21] == 0 )
{
tdraw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+2+Elecc) ), 12+(j%21)*16, 20+(j/21)*16, Xw, Yw );
prt_tbl[j/21][j%21] = 2;
}
}
// >>>>>>>> 2<> intento del algoritmo que soporta 4
for ( i = 0; i < 21; i++ )
for ( j = 0; j < 13; j++ )
{
Elecc = random_int(2);
if ( prt_tbl[j][i] == 0 && random_int(5)%2 )
{
tdraw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+2+Elecc) ), 12+i*16, 20+j*16, Xw, Yw );
prt_tbl[j][i] = 2;
}
}
vex++; if ( vex == 5 ) vex = 0;
} else vex++;
// Dejo respirar a los jugadores
prt_tbl[ 0][ 0] = 0; prt_tbl[ 0][ 1] = 0; prt_tbl[ 1][ 0] = 0;
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 0, 20+16* 0, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 0, 20+16* 1, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 1, 20+16* 0, Xw, Yw );
prt_tbl[ 0][12] = 0; prt_tbl[ 1][12] = 0; prt_tbl[ 0][11] = 0;
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 0, 20+16* 12, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 1, 20+16* 12, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 0, 20+16* 11, Xw, Yw );
prt_tbl[0][20] = 0; prt_tbl[0][19] = 0; prt_tbl[1][20] = 0;
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 20, 20+16* 0, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 19, 20+16* 0, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 20, 20+16* 1, Xw, Yw );
prt_tbl[12][20] = 0; prt_tbl[11][20] = 0; prt_tbl[12][19] = 0;
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 20, 20+16* 12, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 20, 20+16* 11, Xw, Yw );
draw_bitmap ((char far*)( Sprite[POS_ELEM_MAPA].Sprite[0] + Xw * Yw * (Pref.Entorno+4) ), 12+16* 19, 20+16* 12, Xw, Yw );
// 1 cuadro indestructible
// 2 cuadro destructible
// A jugador A 1
// B jugador B 2
// C jugador C 3
// D jugador D 4
/*
for ( j = 0; j<13; j++)
for ( i = 0; i<21; i++)
prt_tbl[j][i] = prt_tbl2[j][i];
*/
};
/**************************************************************************\
|* *|
|* MuestraImagen *|
|* *|
|* Descripci<63>n: *|
|* Descomprime y copia a la pagina indicada un PCX *|
|* *|
|* Entradas: nombre de la imagen *|
|* pagina *|
|* color_invisible ( -1 si ninguno ) *|
|* *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
int MuestraImagen( char *file, int page, int col_Inv )
{
int curr_page;
FILE *fp;
int alto, ancho, contador;
unsigned char byte;
if ( (fp = fopen( file,"rb")) != NULL )
{
curr_page = get_active_page();
set_active_page(page);
// Saltamos la cabecera
fseek( fp, 128, SEEK_SET );
for(alto=0; alto<240; alto++)
{
for(ancho=0; ancho<360; )
{
byte=getc(fp);
if(byte<=0xC0)
{
if ( col_Inv < 0 || byte != col_Inv ) set_point (ancho, alto, byte);
ancho++;
}
else
{
contador=byte&0x3F; byte=getc(fp);
for(; contador>0; contador--)
{
if ( col_Inv < 0 || byte != col_Inv ) set_point (ancho, alto, byte);
ancho++;
}
}
}
}
fclose(fp);
} else return ERROR;
set_active_page(curr_page);
return OK;
}
/**************************************************************************\
|* *|
|* MuestraMensajeCargando *|
|* *|
|* Descripci<63>n: *|
|* Muestra el mensaje de cargando y lo que esta, cargando *|
|* *|
|* Entradas: (ninguna) *|
|* *|
|* Salidas: OK Todo ha ido bien *|
|* ERROR Algo va mal *|
|* *|
\**************************************************************************/
int MuestraMensajeCargando(void)
{
if ( MuestraImagen( "images\\dyna_car.pcx", 1, -1 ) == ERROR ) Error(0x12);
copy_page(1, 2);
copy_bitmap ( 2, 81, 85, 108, 112, 1, 81, 175 );
if ( CargaPaleta( "images\\dyna_car.pcx" ) !=OK ) Error(0x11);
copy_page(1, 0);
// if ( InicializaSonidos() != OK ) Error(0x20);
copy_bitmap ( 2, 81, 175, 108, 202, 0, 81, 85 );
if ( CargaObjetosBasicos() != OK ) Error(0x12);
copy_bitmap ( 2, 81, 175, 108, 202, 0, 81, 128 );
// Inicializa mapa
copy_bitmap ( 2, 81, 175, 108, 202, 0, 81, 175 );
return OK;
};
/**************************************************************************\
|* *|
|* Error *|
|* *|
|* Descripci<63>n: *|
|* Aborta anormalmente el programa, mostrando un mensaje de *|
|* de error. *|
|* *|
|* Entradas: Codigo del mensaje de error a mostrar *|
|* Salidas: (ninguna) *|
|* *|
\**************************************************************************/
void Error(int code)
{
set_video_mode (3);
LiberaMemoriaObjetos();
// UNSET_VECTORES();
setvect(KEYBOARDINTR, BIOSKeyboardHandler);
exit(code);
};
//( int Flags, int CS, int IP, int AX, int BX, int CX, int DX, int SI, int DI, int DS, int ES, int BP )
void interrupt KeyboardHandler(__CPPARGS)
{
static char ekey = 0;
unsigned char key;
key = inportb(KEYBOARDPORT);
// { PROCESS THE KEYSTROKE HERE }
if ( key != 224 ) // No teclas extendidas
mapa_teclado[ (key & 0x7F) ] = !(key & 0x80);
// TECLAr = key;
// 7 bit == 1 tecla OFF E F
// 7 bit == 0 tecla ON 0111 1111
if ( CallBIOSHandler )
{
// { Call the BIOS keyboard handler if the calling program wants us to }
// asm pushf end;
BIOSKeyboardHandler;
// { Otherwise just acknowledge the interrupt }
} else outportb( 0x20, 0x20 );
}