break;\r
//right movement\r
case 3:\r
- if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->tw < pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->ti.tw < pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->ti.tilemidposscreenx &&\r
!(pip[0].map->data[(player[pn].enti.tx)+(pip[0].map->width*(player[pn].enti.ty-1))] == 0))//!(player[pn].enti.tx+1 == TRIGGX && player[pn].enti.ty == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
break;\r
//left movement\r
case 1:\r
- if(pip[0].tx > 0 && pip[0].tx+pip[0].page->tw <= pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->tilemidposscreenx &&\r
+ if(pip[0].tx > 0 && pip[0].tx+pip[0].page->ti.tw <= pip[0].map->width && player[pn].enti.tx == pip[0].tx+pip[0].page->ti.tilemidposscreenx &&\r
!(pip[0].map->data[(player[pn].enti.tx-2)+(pip[0].map->width*(player[pn].enti.ty-1))] == 0))//!(player[pn].enti.tx-1 == TRIGGX && player[pn].enti.ty == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
break;\r
//down movement\r
case 4:\r
- if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->th < pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->ti.th < pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->ti.tilemidposscreeny &&\r
!(pip[0].map->data[(player[pn].enti.tx-1)+(pip[0].map->width*(player[pn].enti.ty))] == 0))//!(player[pn].enti.tx == TRIGGX && player[pn].enti.ty+1 == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
break;\r
//up movement\r
case 0:\r
- if(pip[0].ty > 0 && pip[0].ty+pip[0].page->th <= pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->tilemidposscreeny &&\r
+ if(pip[0].ty > 0 && pip[0].ty+pip[0].page->ti.th <= pip[0].map->height && player[pn].enti.ty == pip[0].ty+pip[0].page->ti.tilemidposscreeny &&\r
!(pip[0].map->data[(player[pn].enti.tx-1)+(pip[0].map->width*(player[pn].enti.ty-2))] == 0))//!(player[pn].enti.tx == TRIGGX && player[pn].enti.ty-1 == TRIGGY)) //collision detection!\r
{\r
player[pn].walktype=2;\r
{\r
//right movement\r
case 3:\r
- if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->tw < pip[0].page->tilesw)\r
+ if(pip[0].tx >= 0 && pip[0].tx+pip[0].page->ti.tw < pip[0].page->ti.tilesw)\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
//left movement\r
case 1:\r
- if(pip[0].tx > 0 && pip[0].tx+pip[0].page->tw <= pip[0].page->tilesw)\r
+ if(pip[0].tx > 0 && pip[0].tx+pip[0].page->ti.tw <= pip[0].page->ti.tilesw)\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
//down movement\r
case 4:\r
- if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->th < pip[0].page->tilesh)\r
+ if(pip[0].ty >= 0 && pip[0].ty+pip[0].page->ti.th < pip[0].page->ti.tilesh)\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
\r
//up movement\r
case 0:\r
- if(pip[0].ty > 0 && pip[0].ty+pip[0].page->th <= pip[0].page->tilesh)\r
+ if(pip[0].ty > 0 && pip[0].ty+pip[0].page->ti.th <= pip[0].page->ti.tilesh)\r
{\r
if(player[pn].enti.q<=player[pn].enti.spt)\r
{\r
if(player[plid].enti.q==4)\r
#endif\r
if(id==0)\r
- mapDrawCol(&mv[0], mv[0].tx + mv[0].page->tw, mv[0].ty-1, x, player, DRAWCOLNUM);\r
+ mapDrawCol(&mv[0], mv[0].tx + mv[0].page->ti.tw, mv[0].ty-1, x, player, DRAWCOLNUM);\r
// else\r
// if(!pageflipflop && !pageploop)\r
-// modexCopyPageRegion(mv[id].page, mv[0].page, x, 0, x, 0, mv[id].map->tiles->tileWidth, mv[id].map->tiles->tileHeight*(mv[0].page->th+2));\r
+// modexCopyPageRegion(mv[id].page, mv[0].page, x, 0, x, 0, mv[id].map->tiles->tileWidth, mv[id].map->tiles->tileHeight*(mv[0].page->ti.th+2));\r
mv[0].video->r=1;\r
}\r
\r
mapDrawCol(&mv[0], mv[0].tx - 1, mv[0].ty-1, x, player, DRAWCOLNUM);\r
// else\r
// if(!pageflipflop && !pageploop)\r
-// modexCopyPageRegion(mv[id].page, mv[0].page, x, 0, x, 0, mv[id].map->tiles->tileWidth, mv[id].map->tiles->tileHeight*(mv[0].page->th+2));\r
+// modexCopyPageRegion(mv[id].page, mv[0].page, x, 0, x, 0, mv[id].map->tiles->tileWidth, mv[id].map->tiles->tileHeight*(mv[0].page->ti.th+2));\r
mv[0].video->r=1;\r
}\r
\r
mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty-1, y, player, DRAWCOLNUM);\r
// else\r
// if(!pageflipflop && !pageploop)\r
-// modexCopyPageRegion(mv[id].page, mv[0].page, 0, y, 0, y, mv[id].map->tiles->tileWidth*(mv[0].page->tw+2), mv[id].map->tiles->tileHeight);\r
+// modexCopyPageRegion(mv[id].page, mv[0].page, 0, y, 0, y, mv[id].map->tiles->tileWidth*(mv[0].page->ti.tw+2), mv[id].map->tiles->tileHeight);\r
mv[0].video->r=1;\r
}\r
\r
if(player[plid].enti.q==4)\r
#endif\r
if(id==0)\r
- mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty+mv[0].page->th, y, player, DRAWCOLNUM);\r
+ mapDrawRow(&mv[0], mv[0].tx - 1, mv[0].ty+mv[0].page->ti.th, y, player, DRAWCOLNUM);\r
// else\r
// if(!pageflipflop && !pageploop)\r
-// modexCopyPageRegion(mv[id].page, mv[0].page, 0, y, 0, y, mv[id].map->tiles->tileWidth*(mv[0].page->tw+2), mv[id].map->tiles->tileHeight);\r
+// modexCopyPageRegion(mv[id].page, mv[0].page, 0, y, 0, y, mv[id].map->tiles->tileWidth*(mv[0].page->ti.tw+2), mv[id].map->tiles->tileHeight);\r
mv[0].video->r=1;\r
}\r
\r
//default player position on the viewable map\r
void playerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn)\r
{\r
- player[pn].enti.tx = x + pip[0].tx + pip[0].page->tilemidposscreenx;\r
- player[pn].enti.ty = y + pip[0].ty + pip[0].page->tilemidposscreeny;\r
+ player[pn].enti.tx = x + pip[0].tx + pip[0].page->ti.tilemidposscreenx;\r
+ player[pn].enti.ty = y + pip[0].ty + pip[0].page->ti.tilemidposscreeny;\r
}\r
//===========================================================================\r
\r
\r
void player_walk(player_t *player, map_view_t *map_v){\r
int dx=16, dy=16;\r
- if(ZC_walk2(&(player->enti), 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
+ if(ZC_walk2(&(player->enti), map_v) && boundary_check(map_v->tx, map_v->ty, dx, dy, map_v->map->width - 2*map_v->page->ti.tilesw, map_v->map->height - 2*map_v->page->ti.tilesh))\r
{\r
mapScroll(map_v, player);\r
// (Un)load stuff?\r