extern void map_scroll(char d)
{
struct Win * win = get_win_by_id('m');
- uint8_t offset;
- if (('8' == d || '2' == d) && world.map.size.y > win->frame_size.y)
+ uint16_t offset;
+ if (('8' == d || '2' == d) && world.map.length > win->frame_size.y)
{
offset = center_offset(win->center.y,
- world.map.size.y, win->frame_size.y);
+ world.map.length, win->frame_size.y);
win->center.y = offset + (win->frame_size.y / 2);
- if ('2' == d && win->center.y < world.map.size.y - 1)
+ if ('2' == d && win->center.y < world.map.length - 1)
{
win->center.y++;
return;
}
win->center.y = win->center.y - ('8' == d && win->center.y > 0);
}
- else if (('4' == d || '6' == d) && world.map.size.x > win->frame_size.x)
+ else if (('4' == d || '6' == d) && (world.map.length*2) > win->frame_size.x)
{
offset = center_offset(win->center.x,
- world.map.size.x, win->frame_size.x);
+ world.map.length*2, win->frame_size.x);
win->center.x = offset + (win->frame_size.x / 2);
- if ('6' == d && win->center.x < world.map.size.x - 1)
+ if ('6' == d && win->center.x < (world.map.length * 2) - 1)
{
win->center.x++;
return;
{
struct Win * win_map = get_win_by_id('m');
win_map->center.y = world.player_pos.y;
- win_map->center.x = world.player_pos.x;
+ win_map->center.x = world.player_pos.x * 2;
}