\r
void near mapScrollRight(map_view_t *mv, player_t *player, word id, word plid)\r
{\r
- word x, y; /* coordinate for drawing */\r
+ word x;//, y; /* coordinate for drawing */\r
\r
/* increment the pixel position and update the page */\r
mv[id].page->dx += player[plid].speed;\r
\r
void near mapScrollLeft(map_view_t *mv, player_t *player, word id, word plid)\r
{\r
- word x, y; /* coordinate for drawing */\r
+ word x;//,y; /* coordinate for drawing */\r
\r
/* decrement the pixel position and update the page */\r
mv[id].page->dx -= player[plid].speed;\r
\r
void near mapScrollUp(map_view_t *mv, player_t *player, word id, word plid)\r
{\r
- word x, y; /* coordinate for drawing */\r
+ word y;//x, /* coordinate for drawing */\r
\r
/* decrement the pixel position and update the page */\r
mv[id].page->dy -= player[plid].speed;\r
\r
void near mapScrollDown(map_view_t *mv, player_t *player, word id, word plid)\r
{\r
- word x, y; /* coordinate for drawing */\r
+ word y;//x, /* coordinate for drawing */\r
\r
/* increment the pixel position and update the page */\r
mv[id].page->dy += player[plid].speed;\r
//TODO: player position here\r
void mapGoTo(map_view_t *mv, int tx, int ty)\r
{\r
- int px, py;\r
+ int py;//px,\r
unsigned int i;\r
\r
- /* set up the coordinates */\r
- mv[0].tx = mv[1].tx = tx;\r
- mv[0].ty = mv[1].ty = ty;\r
- mv[0].page->dx = mv[1].page->dx = mv[2].page->dx = mv[3].page->dx = mv->map->tiles->tileWidth;\r
- mv[0].page->dy = mv[1].page->dy = mv[2].page->dy = mv[3].page->dy = mv->map->tiles->tileHeight;\r
-\r
- /* set up the thresholds */\r
- mv[0].dxThresh = mv[1].dxThresh = mv[2].dxThresh = mv[3].dxThresh = mv->map->tiles->tileWidth * 2;\r
- mv[0].dyThresh = mv[1].dyThresh = mv[2].dxThresh = mv[3].dxThresh = mv->map->tiles->tileHeight * 2;\r
+ mapinitmapview(mv, tx, ty);\r
\r
/* draw the tiles */\r
modexClearRegion(mv[0].page, 0, 0, mv[0].page->width, mv[0].page->height, 0);\r
modexCopyPageRegion(mv[3].page, mv[0].page, 0/**/, 0/**/, 0, 0, 24, 32);\r
}\r
\r
+void mapinitmapview(map_view_t *mv, int tx, int ty)\r
+{\r
+ /* set up the coordinates */\r
+ mv[0].tx = mv[1].tx = tx;\r
+ mv[0].ty = mv[1].ty = ty;\r
+ mv[0].page->dx = mv[1].page->dx = mv[2].page->dx = mv[3].page->dx = mv->map->tiles->tileWidth;\r
+ mv[0].page->dy = mv[1].page->dy = mv[2].page->dy = mv[3].page->dy = mv->map->tiles->tileHeight;\r
+\r
+ /* set up the thresholds */\r
+ mv[0].dxThresh = mv[1].dxThresh = mv[2].dxThresh = mv[3].dxThresh = mv->map->tiles->tileWidth * 2;\r
+ mv[0].dyThresh = mv[1].dyThresh = mv[2].dxThresh = mv[3].dxThresh = mv->map->tiles->tileHeight * 2;\r
+}\r
+\r
void near\r
mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)\r
{\r
word rx;\r
word ry;\r
- word textx=0;\r
- word texty=0;\r
+ //word textx=0, texty=0;\r
//if(i==0) i=2;\r
if(i==0)\r
{\r
{\r
word x = (0) + gv->video.page[/*!*/(gv->video.p)].dx; // follow the screen\r
word y = (0) + gv->video.page[/*!*/(gv->video.p)].dy; // follow the screen\r
- word w = 64, h = 8, col = 7, bgcol = 0, type = 1;\r
- byte o,o2,i;\r
+ word col = 7, bgcol = 0, type = 1;//w = 64, h = 8,\r
+ //byte o,o2,i;\r
//modexCopyPageRegion(pip[1].page, pip[2].page, 16, 16, 16, 16, (14*8)+4, 8+4);\r
/* block copy to visible RAM from offscreen */\r
// vga_setup_wm1_block_copy();\r
//printf("x=%d y=%d bx=%d by=%d\n", x, y, bx, by);\r
pip->video->r=1;\r
}\r
+\r
+/*\r
+ * from zcroll16.c\r
+*/\r
+\r
+boolean boundary_check(int x, int y, int dx, int dy, int h, int w)\r
+{\r
+ return (dx > 0 && (x + dx) < w) || (dx < 0 && (x + dx) >= 0) || (dy > 0 && (y + dy) < h) || (dy < 0 && (y + dy) >= 0) || (dx == dy && dx == 0);\r
+}\r
+\r
+boolean coll_check(int x, int y, int dx, int dy, map_view_t *map_v)\r
+{\r
+ // Assume everything crosses at most 1 tile at once\r
+ return dx && 1;//crossable_tile(x + dx, map_v) || dy && crossable_tile(y + dy, map_v);\r
+}\r
+\r
+boolean ZC_walk(entity_t *ent, map_view_t *map_v)\r
+{\r
+ //return 1;\r
+ int dx = 1;\r
+ int dy = 1;\r
+ switch(ent->d)\r
+ {\r
+ case 2:\r
+ return 0;\r
+ case 1:\r
+ dx = -dx;\r
+ case 3:\r
+ dy = 0;\r
+ break;\r
+ case 0:\r
+ dy = -dy;\r
+ case 4:\r
+ dx = 0;\r
+ break;\r
+ }\r
+ if(coll_check(ent->x, ent->y, dx, dy, map_v))\r
+ {\r
+ // Allow movement\r
+ // Set speed\r
+ // Start animation\r
+ // Mark next tile as occupied\r
+ // Mark this tile as vacant\r
+ return 1;\r
+ }\r
+ return 0;\r
+}\r
+\r
+void player_walk(player_t *player, map_view_t *map_v){\r
+ int dx=16, dy=16;\r
+ if(ZC_walk(player->ent, map_v) && boundary_check(map_v->tx, map_v->ty, dx, dy, map_v->map->width - 2*map_v->page->tilesw, map_v->map->height - 2*map_v->page->tilesh))\r
+ {\r
+ mapScroll(map_v, player);\r
+ // (Un)load stuff?\r
+ }\r
+}\r
+\r
+void near mapScroll(map_view_t *mv, player_t *player)\r
+{\r
+ //word x, y; /* coordinate for drawing */\r
+ int c = 1;\r
+ int delta;\r
+ mv->delta += player->dx | player->dy;\r
+ delta = mv->delta;\r
+ mv->d = (player->dx) ? (player->dx > 0) ? 3 : 1 : (player->dy) ? (player->dy > 0) ? 4 : 0 : 2;\r
+ switch(mv->d){\r
+ case 4:\r
+ c = -1;\r
+ delta = -delta;\r
+ case 0:\r
+ if(!(delta + mv->dxThresh))\r
+ {\r
+ mv->delta = 0;\r
+ mv->ty += c;\r
+ }\r
+ break;\r
+ case 3:\r
+ c = -1;\r
+ delta = -delta;\r
+ case 1:\r
+ if(!(delta + mv->dyThresh))\r
+ {\r
+ mv->delta = 0;\r
+ mv->tx += c;\r
+ }\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
+\r
+ mv->video->r=1;\r
+}\r