#define MAPW 40\r
#define MAPH 30\r
\r
- //if(player[0].hp==0) printf("%d wwww\n", player[0].y+8);\r
- //else printf("\nplayer[0].y: %d\n", player[0].y);\r
+ //if(player[0].enti.hp==0) printf("%d wwww\n", player[0].enti.y+8);\r
+ //else printf("\nplayer[0].enti.y: %d\n", player[0].enti.y);\r
// printf("palette offset: %d\n", paloffset/3);\r
//++++ printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
//++++ printf("Total free: %zu\n", GetFreeSize());\r
printf("ty: %d\n", mv[0].ty);\\r
printf("\n");\\r
printf("player vars:\n");\\r
- printf(" x: %d", player[0].x); printf(" y: %d\n", player[0].y);\\r
+ printf(" x: %d", player[0].enti.x); printf(" y: %d\n", player[0].enti.y);\\r
\\r
- printf(" tx: %d", player[0].tx); printf(" ty: %d\n", player[0].ty);\\r
- printf(" triggx: %d", player[0].triggerx); printf(" triggy: %d\n", player[0].triggery);\\r
- printf(" hp: %d", (player[0].hp)); printf(" q: %d", player[0].q); printf(" player.info.dir: %d", player[0].info.dir); printf(" player.d: %d ", player[0].d);\\r
+ printf(" tx: %d", player[0].enti.tx); printf(" ty: %d\n", player[0].enti.ty);\\r
+ printf(" triggx: %d", player[0].enti.triggerx); printf(" triggy: %d\n", player[0].enti.triggery);\\r
+ printf(" hp: %d", (player[0].enti.hp)); printf(" q: %d", player[0].enti.q); printf(" player.info.dir: %d", player[0].info.dir); printf(" player.d: %d ", player[0].enti.d);\\r
printf(" pdir=%d\n", player[0].pdir);\\r
- printf(" tile data value at player trigger position: %d\n\n", mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].triggery-1))]);\\r
+ printf(" tile data value at player trigger position: %d\n\n", mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))]);\\r
\\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
void mapGoTo(map_view_t *mv, int tx, int ty);\r
void mapinitmapview(map_view_t *mv, int tx, int ty);\r
void near mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
-void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *p, word poopoffset);\r
-void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *p, word poopoffset);\r
+void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *player, word poopoffset);\r
+void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset);\r
void mapDrawWRow(map_view_t *mv, int tx, int ty, word y);\r
void mapDrawWCol(map_view_t *mv, int tx, int ty, word x);\r
//void qclean();\r
void shinku(global_game_variables_t *gv);\r
-void near animatePlayer(map_view_t *pip, player_t *player, word playnum, sword scrollswitch);\r
+void near animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
+void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
\r
// Move an entity around. Should actually be in 16_entity\r
boolean ZC_walk2(entity_t *ent, map_view_t *map_v);\r