e2c.convert_num: 0
openfiles: /dos/z/16/doc/project.txt:60:0:0:
openfiles: /dos/z/16/16.c:0:0:0:
-openfiles: /dos/z/16/src/scroll.c:4649:3633:1:
+openfiles: /dos/z/16/src/scroll.c:17044:16836:1:
openfiles: /dos/z/16/src/lib/scroll.c:1666:0:0:
openfiles: /dos/z/16/src/lib/scroll.h:1961:241:0:
openfiles: /dos/z/16/src/v2/source/ENGINE/CONTROLS.C:2441:1179:0:
openfiles: /dos/z/16/src/lib/bitmap.c:59:0:0:
openfiles: /dos/z/16/src/lib/bitmap.h:125:0:0:
openfiles: /dos/z/16/src/lib/lib_head.cpp:0:0:0:
-openfiles: /dos/z/16/src/lib/types.h:98:0:0:
+openfiles: /dos/z/16/src/lib/types.h:242:0:0:
openfiles: /dos/z/16/makefile:22:0:0:
openfiles: /dos/z/16/16/dos_gfx.cpp:6388:0:0:
openfiles: /dos/z/16/16/dos_gfx.h:175:233:0:
int ty; //player tile position on the viewable map\r
int triggerx; //player's trigger box tile position on the viewable map\r
int triggery; //player's trigger box tile position on the viewable map\r
- sword q; //loop variable\r
- sword d; //direction\r
+ word q; //loop variable\r
+ word d; //direction\r
int hp; //hitpoints of the player\r
} player;\r
\r
void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
void mapDrawRow(map_view_t *mv, int tx, int ty, word y);\r
void mapDrawCol(map_view_t *mv, int tx, int ty, word x);
-sword dpad(sword keypressed);\r
+void dpad(sword k);\r
void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp);\r
\r
#define TILEWH 16\r
map_view_t mv, mv2, mv3;\r
map_view_t *bg, *spri, *mask;//, *tmp;\r
byte *pal;\r
- byte *ptr;
- sword keypressed = 0;\r
+ byte *ptr;\r
\r
player.q=1;\r
player.d=0;\r
//TODO: make this better like rpg maker 2000 better
if(player.q == 1)
{\r
- dpad(keypressed);
- if(keypressed>1){ dpad(keypressed); }
- keypressed = 0;
+ dpad(0/*, 0*/);
}\r
\r
#define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
}\r
}\r
-sword
-dpad(sword keypressed)
-{
- if(keypressed>1) keypressed=0;
- if(keyp(75) && !keyp(77)){ player.d = 4; keypressed++; }
- if(keyp(80) && !keyp(72)){ player.d = 3; keypressed++; }
- if(keyp(77) && !keyp(75)){ player.d = 2; keypressed++; }\r
- if(keyp(72) && !keyp(80)){ player.d = 1; keypressed++; }
- return keypressed;
+//sword
+void
+dpad(sword k/*, sword q*/)
+{\r
+ //printf("p1: %d\n", k);
+ //keypressed=0;
+ //if(q>1){ q=0; return q; }
+ //if(keypressed>1){ keypressed=0; return keypressed; }
+ if(k==0)
+ {
+ if(keyp(75) && !keyp(77)){ player.d = 4; k--; }
+ if(keyp(80) && !keyp(72)){ player.d = 3; k--; }
+ if(keyp(77) && !keyp(75)){ player.d = 2; k++; }\r
+ if(keyp(72) && !keyp(80)){ player.d = 1; k++; }
+ }
+ else
+ {
+ if(keyp(72) && !keyp(80)){ player.d = 1; k++; }
+ if(keyp(77) && !keyp(75)){ player.d = 2; k++; }
+ if(keyp(80) && !keyp(72)){ player.d = 3; k--; }
+ if(keyp(75) && !keyp(77)){ player.d = 4; k--; }
+ }
+ //printf("p2: %d\n", k);
+ //if(k>1 || k<-1){ dpad(0); }
+ //return keypressed=0;
}
\r
void\r