game.envelope_active = FALSE;
+ game.centered_to_player = game.centered_to_player_next = 0; /* player_1 */
+
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
Bang(x, y);
}
-void DrawRelocatePlayer(struct PlayerInfo *player)
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
{
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
int jx = player->jx;
int jy = player->jy;
- if (level.instant_relocation)
+ if (quick_relocation)
{
int offset = (setup.scroll_delay ? 3 : 0);
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
- scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
- scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
}
else
{
int dx = 0, dy = 0;
int fx = FX, fy = FY;
- scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
- local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
- local_player->jx - MIDPOSX);
+ scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ player->jx - MIDPOSX);
- scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
- local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
- local_player->jy - MIDPOSY);
+ scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ player->jy - MIDPOSY);
dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
}
if (player == local_player) /* only visually relocate local player */
- DrawRelocatePlayer(player);
+ DrawRelocatePlayer(player, level.instant_relocation);
TestIfPlayerTouchesBadThing(jx, jy);
TestIfPlayerTouchesCustomElement(jx, jy);
InitPlayfieldScanModeVars();
+ if (ScreenMovPos == 0) /* screen currently aligned at tile position */
+ {
+ if (game.centered_to_player != game.centered_to_player_next)
+ {
+ struct PlayerInfo *player = &stored_player[game.centered_to_player_next];
+
+ DrawRelocatePlayer(player, setup.quick_switch);
+
+ game.centered_to_player = game.centered_to_player_next;
+ }
+ }
+
#if USE_ONE_MORE_CHANGE_PER_FRAME
if (game.engine_version >= VERSION_IDENT(3,2,0,7))
{
#endif
}
+#if 0
if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
return MP_NO_ACTION;
+#endif
#if !USE_FIXED_DONT_RUN_INTO
element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
jx = player->jx;
jy = player->jy;
+#if 1
+ if (moved & MP_MOVING && !ScreenMovPos &&
+ player->index_nr == game.centered_to_player)
+#else
if (moved & MP_MOVING && !ScreenMovPos &&
(player == local_player || !options.network))
+#endif
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = (setup.scroll_delay ? 3 : 0);
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
+#if 0
if (!options.network && !AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
scroll_y = old_scroll_y;
}
else
+#endif
{
ScrollScreen(player, SCROLL_INIT);
ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);