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Make grids hexagonal, remove all diagonal movement penalty hassle.
[plomrogue]
/
src
/
client
/
map.c
diff --git
a/src/client/map.c
b/src/client/map.c
index 7292c89151a8ecb62a0a0b6c7c3d53e7f67c4e79..48a9b5830de67de3cb60342b8e85277fb6700726 100644
(file)
--- a/
src/client/map.c
+++ b/
src/client/map.c
@@
-23,12
+23,12
@@
extern void map_scroll(char d)
}
win->center.y = win->center.y - ('8' == d && win->center.y > 0);
}
}
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.size.x*2)
> win->frame_size.x)
{
offset = center_offset(win->center.x,
{
offset = center_offset(win->center.x,
- world.map.size.x, win->frame_size.x);
+ world.map.size.x
*2
, win->frame_size.x);
win->center.x = offset + (win->frame_size.x / 2);
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.size.x * 2)
- 1)
{
win->center.x++;
return;
{
win->center.x++;
return;
@@
-43,5
+43,5
@@
extern void map_center()
{
struct Win * win_map = get_win_by_id('m');
win_map->center.y = world.player_pos.y;
{
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
;
}
}