#define __ZCROLL16_H_\r
\r
#include "src/lib/16_head.h"\r
+#include "src/lib/16_entity.h"\r
//#include "src/lib/bakapee.h"\r
#include "src/lib/modex16.h"\r
//#include "src/lib/16_in.h"\r
#define PBUFBFUN modexDrawBmpRegion\r
#define PLAYERBMPDATA player->data\r
\r
+\r
+#define MAPW 40\r
+#define MAPH 30\r
+\r
+extern boolean pageflipflop, pageploop;\r
+extern unsigned char shinku_fps_indicator_page;\r
+\r
typedef struct {\r
map_t *map;\r
page_t *page;\r
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
+ int dx, dy, delta, d;\r
} map_view_t;\r
-\r
-#define MAPW 40\r
-#define MAPH 30\r
-\r
-enum direction {STOP, UP, DOWN, LEFT, RIGHT};\r
-typedef struct {\r
- word id; /* the Identification number of the page~ For layering~ */\r
- byte far* data; /* the data for the page */\r
- word sw; /* screen width */\r
- word sh; /* screen heigth */\r
- word tw; /* screen width in tiles */\r
- word th; /* screen height in tiles */\r
- word width; /* virtual width of the page */\r
- word height; /* virtual height of the page */\r
- word tilesw; /* virtual screen width in tiles */\r
- word tilesh; /* virtual screen height in tiles */\r
- sword tilemidposscreenx; /* middle tile position */\r
- sword tilemidposscreeny; /* middle tile position */\r
- sword tileplayerposscreenx; /* player position on screen */\r
- sword tileplayerposscreeny; /* player position on screen */\r
- word stridew; /*width/4*/\r
- word pagesize; /* page size */\r
- word pi; /* incremention page by this much to preserve location */\r
- word delta; // How much should we shift the page for smooth scrolling\r
- direction d; // Direction we should shift the page\r
-} page_t;\r
-extern boolean pageflipflop, pageploop;\r
-extern unsigned char shinku_fps_indicator_page;\r
-\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