//#define DRAWCOLNUM player[plid].enti.q\r
//#define DRAWROLNUM player[plid].enti.q\r
\r
-typedef struct {\r
- map_t *map;\r
- page_t *page;\r
- int tx; //appears to be the top left tile position on the viewable screen map\r
- int ty; //appears to be the top left tile position on the viewable screen map\r
- word dxThresh; //Threshold for physical tile switch\r
- word dyThresh; //Threshold for physical tile switch\r
- video_t *video; //pointer to game variables of the video\r
- nibble __near *p; // pointer to video's render page num\r
- nibble __near *sp; // pointer to video's show page num\r
- int dx, dy; // draw row and col var\r
-//newer vars!\r
- int delta, d;\r
-} map_view_t;\r
-/* Map is presumed to:\r
- * 1. Have all the required layers and tilesets within itself\r
- * 2. Have a 'fence' around accessible blocks to simplify boundary logic\r
- * 3. Have a persistent map and tile size among the layers\r
- * Map view is presumed to:\r
- * 1. Calculate, store and update a panning info, which includes, but not limited to:\r
- * combined layer information, actual map representation (reflecting real state of the game),\r
- * pixel shift for smooth tile scrolling.\r
- * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling,\r
- * additional row/column is always drawn at the each side of the map. This implies that 'fence'\r
- * should have a sprite too. Map is drawn left-to-right, top-to-bottom.\r
- */\r
-\r
//for null map!\r
#define MAPW 40\r
#define MAPH 30\r