static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+#if 0
#if 1
int centered_player_nr;
#else
static int centered_player_nr;
#endif
+#endif
/* copy the entire screen to the window at the scroll position */
frame = 6;
- centered_player_nr = getCenteredPlayerNr_EM();
+#if 0
+ game.centered_player_nr = getCenteredPlayerNr_EM();
+#endif
- player_nr = (centered_player_nr != -1 ? centered_player_nr : 0);
+ player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
#if 0
boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
#endif
- boolean set_centered_player = getSetCenteredPlayer_EM();
- int centered_player_nr_next = getCenteredPlayerNr_EM();
+#if 0
+ boolean game.set_centered_player = getSetCenteredPlayer_EM();
+ int game.centered_player_nr_next = getCenteredPlayerNr_EM();
+#endif
int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
int offset_x = offset;
int offset_y = offset;
int x, y, sx, sy;
int i;
- if (set_centered_player)
+ if (game.set_centered_player)
{
boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
/* switching to "all players" only possible if all players fit to screen */
- if (centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
{
- centered_player_nr_next = centered_player_nr;
- setCenteredPlayerNr_EM(centered_player_nr);
-
- set_centered_player = FALSE;
- setSetCenteredPlayer_EM(FALSE);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
}
/* do not switch focus to non-existing (or non-active) player */
- if (centered_player_nr_next >= 0 && !ply[centered_player_nr_next].alive)
+ if (game.centered_player_nr_next >= 0 &&
+ !ply[game.centered_player_nr_next].alive)
{
- centered_player_nr_next = centered_player_nr;
- setCenteredPlayerNr_EM(centered_player_nr);
-
- set_centered_player = FALSE;
- setSetCenteredPlayer_EM(FALSE);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
}
}
#endif
{
#if 1
- if (set_centered_player)
+ if (game.set_centered_player)
#else
- if (centered_player_nr != centered_player_nr_next)
+ if (game.centered_player_nr != game.centered_player_nr_next)
#endif
{
- centered_player_nr = centered_player_nr_next;
+ game.centered_player_nr = game.centered_player_nr_next;
draw_new_player_location = TRUE;
force_redraw = TRUE;
- setSetCenteredPlayer_EM(FALSE);
+ game.set_centered_player = FALSE;
}
}
- if (centered_player_nr == -1)
+ if (game.centered_player_nr == -1)
{
if (draw_new_player_location)
{
}
else
{
- sx = PLAYER_SCREEN_X(centered_player_nr);
- sy = PLAYER_SCREEN_Y(centered_player_nr);
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
}
if (draw_new_player_location && quick_relocation)
}
/* prevent scrolling away from the other players when focus on all players */
- if (centered_player_nr == -1)
+ if (game.centered_player_nr == -1)
{
#if 1
/* check if all players are still visible with new scrolling position */