]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/scroll16.h
animation fixed and sprite rendering is more flexible with overdraww and overdrawh
[16.git] / src / lib / scroll16.h
index a66cb89729b8fa286d2e176c605b3cd9a2addfa6..75f8eda33245d3dcf447062499c5dab573c1b8e6 100755 (executable)
@@ -95,6 +95,7 @@ typedef struct {
 //printf("map.width=%d map.height=%d   map.data[0]=%d\n", mv[0].map->width, mv[0].map->height, mv[0].map->data[0]);\r
 //printf("&global_temp_status_text = %Fp\n", &global_temp_status_text);\r
 //print_anim_ids(player[0].ent->spri);\r
+//printf("     aniframe=%u", player[0].enti.persist_aniframe);\r
 #define SCROLLEXITMESG         printf("tx: %d  ", mv[0].tx);\\r
        printf("ty: %d\n", mv[0].ty);\\r
        printf("\n");\\r
@@ -104,7 +105,7 @@ typedef struct {
        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", player[0].enti.triggery); printf(" value: %d\n", mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))]);\\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); printf("   aniframe=%u", player[0].enti.persist_aniframe); printf("        delay=%u", player[0].enti.spri->delay);\\r
+               printf("        pdir=%d\n", player[0].pdir); printf("   delay=%u", player[0].enti.spri->delay);\\r
 printf("\n\n");\\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
@@ -158,7 +159,7 @@ 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 /*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
@@ -168,7 +169,7 @@ 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 /*near*/ mapScroll(map_view_t *mv, player_t *player);\r
 \r
 #endif /*__SCROLL16_H_*/\r
 //older zc_animate\r