]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/scroll16.h
==== animation fram walk ==== i polished the shit out of it and it works MUCH better...
[16.git] / src / lib / scroll16.h
index 75f8eda33245d3dcf447062499c5dab573c1b8e6..9947c449248d098b20499ac3a412f78560360fa3 100755 (executable)
@@ -118,23 +118,14 @@ printf("\n\n");\
        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)){ gvar.video.panp=0; SHOWMVFUN; } \\r
-                       if(IN_KeyDown(2+1) || IN_KeyDown(sc_X)){ gvar.video.panp=1; SHOWMVFUN; } \\r
-                       if(IN_KeyDown(3+1) || IN_KeyDown(sc_C)){ gvar.video.panp=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)){ gvar.video.panp=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 boolean pageflipflop, pageploop, pagenorendermap;\r
 \r
 extern char global_temp_status_text[512];\r
 \r
 //map_t allocMap(int w, int h);\r
 //void initMap(map_t *map);\r
 void ZC_walk(map_view_t *pip, player_t *player, word pn);\r
-void oldwalk(map_view_t *pip, player_t *player, word pn);\r
+//void oldwalk(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, global_game_variables_t *gv);\r
 void ZC_MVInit(map_view_t *pip, int tx, int ty);\r
@@ -159,7 +150,7 @@ void mapDrawWCol(map_view_t *mv, int tx, int ty, word x);
 //void qclean();\r
 void shinku(global_game_variables_t *gv);\r
 void near ZC_drawframe(map_view_t *pip, entity_t *enti, sword x, sword y);\r
-void /*near*/ animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
+void 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
@@ -169,97 +160,6 @@ boolean ZC_walk2(entity_t *ent, map_view_t *map_v);
 void walk_player(player_t *player, map_view_t *map_v);\r
 \r
 // Scroll map in one direction (assumed from player's movement)\r
-void /*near*/ mapScroll(map_view_t *mv, player_t *player);\r
+void mapScroll(map_view_t *mv, player_t *player);\r
 \r
 #endif /*__SCROLL16_H_*/\r
-//older zc_animate\r
-//#define SPRITO\r
-/*void near ZC_animatePlayer_(map_view_t *pip, player_t *player, word pn, sword scrollswitch)\r
-{\r
-       sword x = player[pn].enti.x;\r
-       sword y = player[pn].enti.y;\r
-       word dire=10; //direction\r
-       sword qq; //scroll offset\r
-       word ls = player[pn].enti.persist_aniframe;\r
-#ifndef SPRITO\r
-       int i=0;\r
-#endif\r
-       switch(scrollswitch)\r
-       {\r
-               case 0:\r
-                       qq = 0;\r
-               break;\r
-               default:\r
-                       qq = ((player[pn].enti.q)*(player[pn].enti.speed));\r
-               break;\r
-       }\r
-#ifdef SPRITE\r
-       x-=4;\r
-#endif\r
-       y-=pip[0].map->tiles->tileHeight;\r
-       switch (player[pn].enti.d)\r
-       {\r
-               case 0:\r
-                       //up\r
-                       dire*=player[pn].enti.d+1;\r
-                       y-=qq;\r
-               break;\r
-               case 3:\r
-                       // right\r
-                       dire*=(player[pn].enti.d-1);\r
-                       x+=qq;\r
-               break;\r
-               case 2:\r
-               break;\r
-               case 4:\r
-                       //down\r
-                       dire*=(player[pn].enti.d-1);\r
-                       y+=qq;\r
-               break;\r
-               case 1:\r
-                       //left\r
-                       dire*=(player[pn].enti.d+3);\r
-                       x-=qq;\r
-               break;\r
-       }\r
-\r
-       //setting xy position\r
-       player[pn].ent->spri->x = x;\r
-       player[pn].ent->spri->y = y;\r
-\r
-#ifndef SPRITO\r
-//#define DRAWFRAME if (i == -1) return; oldanimate_spri(player[pn].ent->spri, pip->video)\r
-#define DRAWFRAME if (i == -1) return; animate_spri(player[pn].ent->spri, pip->video)\r
-#define NFRAME1 i = set_anim_by_id(player[pn].ent->spri, 2+dire);      DRAWFRAME;\r
-#define NFRAME2 i = set_anim_by_id(player[pn].ent->spri, 1+dire);      DRAWFRAME;\r
-#define NFRAME3 i = set_anim_by_id(player[pn].ent->spri, dire);        DRAWFRAME;\r
-#define NFRAME4 i = set_anim_by_id(player[pn].ent->spri, 2+dire);      DRAWFRAME;\r
-#else\r
-#define NFRAME1 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, 2+dire);\r
-#define NFRAME2 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, 1+dire);\r
-#define NFRAME3 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, dire);\r
-#define NFRAME4 modexClearRegion(pip[(pip->video->p)].page, x, y, 16, 32, 1+dire);\r
-#endif\r
-\r
-       switch(ls)\r
-       {\r
-               case 1:\r
-                       NFRAME1\r
-               break;\r
-               case 2:\r
-                       NFRAME2\r
-               break;\r
-               case 3:\r
-                       NFRAME3\r
-               break;\r
-               case 4:\r
-                       NFRAME4\r
-               break;\r
-       }\r
-       pip->video->r=1;\r
-}*/\r
-\r
-//modexDrawSpritePBufRegion\r
-//modexDrawBmpPBufRegion\r
-//#define PBUFSFUN             modexDrawSpriteRegion\r
-//#define PBUFBFUN             modexDrawBmpRegion\r