word dyThresh; //Threshold for physical tile switch\r
video_t *video; //pointer to game variables of the video\r
pan_t *pan; //pointer the the page panning debug system\r
+//newer vars!\r
int dx, dy, delta, d;\r
} map_view_t;\r
/* Map is presumed to:\r
* should have a sprite too. Map is drawn left-to-right, top-to-bottom.\r
*/\r
\r
-typedef struct\r
-{\r
- map_view_t *mv;\r
-} map_view_db_t;\r
-\r
//for null map!\r
#define MAPW 40\r
#define MAPH 30\r
printf("pageflipflop=%u\n", pageflipflop);\\r
printf("\n");\r
\r
+#define SHOWMVFUN ZC_ShowMV(&mv, 0, 0);\r
+#define PANKEYFUN \\r
+ ZC_panPageManual(&mv, &player, 0); \\r
+ if(IN_KeyDown(1+1) || IN_KeyDown(sc_Z)){ pan.pn=0; SHOWMVFUN; } \\r
+ if(IN_KeyDown(2+1) || IN_KeyDown(sc_X)){ pan.pn=1; SHOWMVFUN; } \\r
+ if(IN_KeyDown(3+1) || IN_KeyDown(sc_C)){ pan.pn=2; SHOWMVFUN; if(IN_KeyDown(sc_C)) modexClearRegion(&gvar.video.page[2], 0, 0, gvar.video.page[2].sw, gvar.video.page[2].sh, 47); } \\r
+ if(IN_KeyDown(4+1) || IN_KeyDown(sc_V)){ pan.pn=3; SHOWMVFUN; if(IN_KeyDown(sc_V)) modexClearRegion(&gvar.video.page[3], 0, 0, gvar.video.page[3].sw, gvar.video.page[3].sh, 45); } \\r
+ if(IN_KeyDown(25)){ modexpdump(mv[1].page); modexShowPage(&(gvar.video.page[1])); IN_UserInput(1,1); }\r
+\r
extern boolean pageflipflop, pageploop;\r
extern unsigned char shinku_fps_indicator_page;\r
\r
//map_t allocMap(int w, int h);\r
//void initMap(map_t *map);\r
void walk(map_view_t *pip, player_t *player, word pn);\r
-void panpagemanual(map_view_t *pip, player_t *player, word pn);\r
+void ZC_panPageManual(map_view_t *pip, player_t *player, word pn);\r
+void ZC_MVSetup(map_view_t *pip, map_t *map, pan_t *pan, global_game_variables_t *gv);\r
+void ZC_MVInit(map_view_t *pip, int tx, int ty);\r
+void ZC_ShowMV(map_view_t *moo, boolean vsync, boolean sr);\r
void near mapScrollRight(map_view_t *mv, player_t *player, word id, word plid);\r
void near mapScrollLeft(map_view_t *mv, player_t *player, word id, word plid);\r
void near mapScrollUp(map_view_t *mv, player_t *player, word id, word plid);\r
void near ScrollLeft(map_view_t *mv, player_t *player, word id, word plid);\r
void near ScrollUp(map_view_t *mv, player_t *player, word id, word plid);\r
void near ScrollDown(map_view_t *mv, player_t *player, word id, word plid);\r
+void playerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn);\r
sword chkmap(map_t *map, word q);\r
void mapGoTo(map_view_t *mv, int tx, int ty);\r
void mapinitmapview(map_view_t *mv, int tx, int ty);\r