if(!y) y+=TILEWH;\r
else y-=TILEWH;\r
\r
- poopoffset%=player[0].enti.speed;\r
-// printf("y: %d\n", poopoffset);\r
-// sprintf(global_temp_status_textR, "y:%u", poopoffset); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28, 1, 2, 1, global_temp_status_textR);\r
+ poopoffset%=player[0].enti.speed; poopoffset++;\r
+//printf("y: %d\n", poopoffset);\r
+ sprintf(global_temp_status_textR, "y:%u", poopoffset); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28-(poopoffset*8), 1, 2, 1, global_temp_status_textR);\r
/* the position within the map array */\r
i=ty * mv->map->width + tx;\r
- for(x=poopoffset; x<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
+\r
+\r
+\r
+ for( x=poopoffset*mv->map->tiles->tileWidth;\r
+ x<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width;\r
+ x+=mv->map->tiles->tileWidth, tx++) {\r
if(i>=0) {\r
if(pagedelayrendermap) delay(20);\r
/* we are in the map, so copy! */\r
if(!x) x+=TILEWH;\r
else x-=TILEWH;\r
\r
- poopoffset%=player[0].enti.speed;\r
+ poopoffset%=player[0].enti.speed; poopoffset++;\r
//printf("x: %d\n", poopoffset);\r
-// sprintf(global_temp_status_textR, "x:%u", poopoffset); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28, 1, 2, 1, global_temp_status_textR);\r
+ sprintf(global_temp_status_textR, "x:%u", poopoffset); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28-(poopoffset*8), 1, 2, 1, global_temp_status_textR);\r
/* location in the map array */\r
i=ty * mv->map->width + tx;\r
\r
/* We'll copy all of the columns in the screen,\r
i + 1 row above and one below */\r
- for(y=poopoffset; y<(mv->page->sh+mv->dyThresh)/(poopoffset+1) && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
+ for( y=poopoffset*mv->map->tiles->tileHeight;\r
+ y<(mv->page->sh+mv->dyThresh)/(poopoffset+1) && ty < mv->map->height;\r
+ y+=mv->map->tiles->tileHeight, ty++) {\r
if(i>=0) {\r
if(pagedelayrendermap) delay(20);\r
/* we are in the map, so copy away! */\r
#define PCXBMPPTR PCXBMPVAR\r
\r
//row and colum drawing routines\r
-#define FULLRCREND\r
-#define DRAWCOLNUM mv->page[0].dx\r
-#define DRAWROLNUM mv->page[0].dy\r
-//#define DRAWCOLNUM player[plid].enti.q\r
-//#define DRAWROLNUM player[plid].enti.q\r
+//#define FULLRCREND\r
+//#define DRAWCOLNUM mv->page[0].dx\r
+//#define DRAWROLNUM mv->page[0].dy\r
+#define DRAWCOLNUM player[plid].enti.q\r
+#define DRAWROLNUM player[plid].enti.q\r
\r
typedef struct {\r
map_t *map;\r
word dyThresh; //Threshold for physical tile switch\r
video_t *video; //pointer to game variables of the video\r
nibble *panp; // pointer to video's pan page num\r
+ int drawx, drawy; // draw row and col var\r
//newer vars!\r
int dx, dy, delta, d;\r
} map_view_t;\r