Optimize how players are rendered on the MP game setup screen, and make it clearer when AIs are disabled.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@8566 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
5a5e5d6510
commit
017350b1d7
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@ -3494,12 +3494,14 @@ void displayPlayer(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT *p
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}
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else
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{
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// AI player
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// AI
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drawBlueBox(x,y,31,psWidget->height); // left.
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}
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// Draw for both AI and human players
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// player number
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switch (NetPlay.players[j].position)
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{
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// player number
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switch (NetPlay.players[j].position)
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{
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case 0:
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iV_DrawImage(IntImages,IMAGE_GN_0,x+4,y+29);
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break;
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@ -3526,36 +3528,38 @@ void displayPlayer(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT *p
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break;
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default:
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break;
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}
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}
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switch(getPlayerColour(j)) //flag icon
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if (game.skDiff[j]) // not isabled
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{
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switch (getPlayerColour(j)) // flag icon
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{
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case 0:
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iV_DrawImage(FrontImages,IMAGE_PLAYER0,x+7,y+9);
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break;
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case 1:
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iV_DrawImage(FrontImages,IMAGE_PLAYER1,x+7,y+9);
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break;
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case 2:
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iV_DrawImage(FrontImages,IMAGE_PLAYER2,x+7,y+9);
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break;
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case 3:
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iV_DrawImage(FrontImages,IMAGE_PLAYER3,x+7,y+9);
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break;
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case 4:
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iV_DrawImage(FrontImages,IMAGE_PLAYER4,x+7,y+9);
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break;
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case 5:
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iV_DrawImage(FrontImages,IMAGE_PLAYER5,x+7,y+9);
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break;
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case 6:
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iV_DrawImage(FrontImages,IMAGE_PLAYER6,x+7,y+9);
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break;
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case 7:
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iV_DrawImage(FrontImages,IMAGE_PLAYER7,x+7,y+9);
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break;
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default:
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break;
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case 0:
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iV_DrawImage(FrontImages,IMAGE_PLAYER0,x+7,y+9);
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break;
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case 1:
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iV_DrawImage(FrontImages,IMAGE_PLAYER1,x+7,y+9);
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break;
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case 2:
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iV_DrawImage(FrontImages,IMAGE_PLAYER2,x+7,y+9);
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break;
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case 3:
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iV_DrawImage(FrontImages,IMAGE_PLAYER3,x+7,y+9);
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break;
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case 4:
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iV_DrawImage(FrontImages,IMAGE_PLAYER4,x+7,y+9);
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break;
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case 5:
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iV_DrawImage(FrontImages,IMAGE_PLAYER5,x+7,y+9);
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break;
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case 6:
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iV_DrawImage(FrontImages,IMAGE_PLAYER6,x+7,y+9);
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break;
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case 7:
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iV_DrawImage(FrontImages,IMAGE_PLAYER7,x+7,y+9);
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break;
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default:
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break;
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}
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}
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