#include "types.h" #include "Isometric Utils.h" #include "renderworld.h" void MarkMapIndexDirty( INT32 iMapIndex ) { gpWorldLevelData[ iMapIndex ].uiFlags |= MAPELEMENT_REDRAW; SetRenderFlags( RENDER_FLAG_MARKED ); } void CenterScreenAtMapIndex( INT32 iMapIndex ) { INT16 sWorldX, sWorldY; INT16 sCellX, sCellY; //Get X, Y world GRID Coordinates sWorldY = ( iMapIndex / WORLD_COLS ); sWorldX = iMapIndex - ( sWorldY * WORLD_COLS ); //Convert into cell coords sCellY = sWorldY * CELL_Y_SIZE; sCellX = sWorldX * CELL_X_SIZE; //Set the render values, so that the screen will render here next frame. gsRenderCenterX = sCellX; gsRenderCenterY = sCellY; SetRenderFlags( RENDER_FLAG_FULL ); } void MarkWorldDirty() { SetRenderFlags( RENDER_FLAG_FULL ); }