X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=c7589cf005057b7a46c2fd1ec22ad7ba36d59a08;hp=b843cbe7eba99fdda77cd76442011d9834d84221;hb=39ad80f8d48b103622e36e40c951a66579444767;hpb=92a9de4ba59b13c63dafe19f4bf49aa10cd9e4d5 diff --git a/src/game.c b/src/game.c index b843cbe7..c7589cf0 100644 --- a/src/game.c +++ b/src/game.c @@ -5273,11 +5273,8 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, while (scroll_x != new_scroll_x || scroll_y != new_scroll_y) { - int dx = 0, dy = 0; - int fx = FX, fy = FY; - - dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); - dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); + int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0); + int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0); if (dx == 0 && dy == 0) // no scrolling needed at all break; @@ -5285,14 +5282,19 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir, scroll_x -= dx; scroll_y -= dy; - fx += dx * TILEX / 2; - fy += dy * TILEY / 2; + // set values for horizontal/vertical screen scrolling (half tile size) + int dir_x = (dx != 0 ? MV_HORIZONTAL : 0); + int dir_y = (dy != 0 ? MV_VERTICAL : 0); + int pos_x = dx * TILEX / 2; + int pos_y = dy * TILEY / 2; + int fx = getFieldbufferOffsetX_RND(dir_x, pos_x); + int fy = getFieldbufferOffsetY_RND(dir_y, pos_y); ScrollLevel(dx, dy); DrawAllPlayers(); // scroll in two steps of half tile size to make things smoother - BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + BlitScreenToBitmapExt_RND(window, fx, fy); // scroll second step to align at full tile size BlitScreenToBitmap(window); @@ -11463,13 +11465,14 @@ static void GameActionsExt(void) stored_player[map_player_action[local_player->index_nr]].effective_action = summarized_player_action; + // summarize all actions at centered player in local team mode if (tape.recording && - setup.team_mode && + setup.team_mode && !network.enabled && setup.input_on_focus && game.centered_player_nr != -1) { for (i = 0; i < MAX_PLAYERS; i++) - stored_player[i].effective_action = + stored_player[map_player_action[i]].effective_action = (i == game.centered_player_nr ? summarized_player_action : 0); } @@ -12177,12 +12180,17 @@ void GameActions_RND(void) DrawAllPlayers(); PlayAllPlayersSound(); - if (local_player->show_envelope != 0 && (!local_player->active || - local_player->MovPos == 0)) + for (i = 0; i < MAX_PLAYERS; i++) { - ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1); + struct PlayerInfo *player = &stored_player[i]; - local_player->show_envelope = 0; + if (player->show_envelope != 0 && (!player->active || + player->MovPos == 0)) + { + ShowEnvelope(player->show_envelope - EL_ENVELOPE_1); + + player->show_envelope = 0; + } } // use random number generator in every frame to make it less predictable