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added creating engine snapshots when using mouse click events
[rocksndiamonds.git]
/
src
/
game_em
/
graphics.c
diff --git
a/src/game_em/graphics.c
b/src/game_em/graphics.c
index dab61eb7b5ffbe02cc67519ede178637db12427d..7f303a2a6510b78fda2ae33728a6037669e5cf6d 100644
(file)
--- a/
src/game_em/graphics.c
+++ b/
src/game_em/graphics.c
@@
-49,6
+49,8
@@
static int crumbled_state[MAX_PLAYFIELD_WIDTH + 2][MAX_PLAYFIELD_HEIGHT + 2];
struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+static void setScreenCenteredToAllPlayers(int *, int *);
+
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
@@
-444,6
+446,14
@@
static void blitplayer(int nr)
ply[nr].x = (ply[nr].x < lev.left ? lev.right - 1 : lev.left);
ply[nr].prev_x = ply[nr].x - dx;
ply[nr].x = (ply[nr].x < lev.left ? lev.right - 1 : lev.left);
ply[nr].prev_x = ply[nr].x - dx;
+ if (!lev.infinite_true)
+ {
+ int dy = ply[nr].y - ply[nr].prev_y;
+
+ ply[nr].y += (ply[nr].x == lev.left ? 1 : -1);
+ ply[nr].prev_y = ply[nr].y - dy;
+ }
+
/* draw player entering playfield from the opposite side */
blitplayer_ext(nr);
/* draw player entering playfield from the opposite side */
blitplayer_ext(nr);
@@
-454,15
+464,22
@@
static void blitplayer(int nr)
void game_initscreen(void)
{
void game_initscreen(void)
{
- int player_nr;
- int x,y;
+ int x, y, sx, sy;
frame = 1;
frame = 1;
- player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
+ if (game.centered_player_nr == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
+ }
- screen_x = VALID_SCREEN_X(
PLAYER_SCREEN_X(player_nr)
);
- screen_y = VALID_SCREEN_Y(
PLAYER_SCREEN_Y(player_nr)
);
+ screen_x = VALID_SCREEN_X(
sx
);
+ screen_y = VALID_SCREEN_Y(
sy
);
for (y = 0; y < MAX_BUF_YSIZE; y++)
{
for (y = 0; y < MAX_BUF_YSIZE; y++)
{
@@
-657,8
+674,11
@@
void RedrawPlayfield_EM(boolean force_redraw)
if (draw_new_player_location_wrap)
{
if (draw_new_player_location_wrap)
{
- // when wrapping around (horizontally), keep vertical player position
- screen_yy = screen_y;
+ if (lev.infinite_true)
+ {
+ // when wrapping around (horizontally), keep vertical player position
+ screen_yy = screen_y;
+ }
// scrolling for wrapping should be faster than for switching players
wait_delay_value /= 4;
// scrolling for wrapping should be faster than for switching players
wait_delay_value /= 4;