added creating engine snapshots when using mouse click events
[rocksndiamonds.git] / src / game_em / graphics.c
index dab61eb7b5ffbe02cc67519ede178637db12427d..7f303a2a6510b78fda2ae33728a6037669e5cf6d 100644 (file)
@@ -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];
 
+static void setScreenCenteredToAllPlayers(int *, int *);
+
 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;
 
+    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);
 
@@ -454,15 +464,22 @@ static void blitplayer(int nr)
 
 void game_initscreen(void)
 {
-  int player_nr;
-  int x,y;
+  int x, y, sx, sy;
 
   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++)
   {
@@ -657,8 +674,11 @@ void RedrawPlayfield_EM(boolean force_redraw)
 
     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;