static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+#if 1
+int centered_player_nr;
+#else
static int centered_player_nr;
+#endif
/* copy the entire screen to the window at the scroll position */
}
#endif
-void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
{
boolean num_checked_players = 0;
int i;
sy2 - sy1 <= SCR_FIELDY * TILEY);
}
-void setScreenCenteredToAllPlayers(int *sx, int *sy)
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
{
int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
*sy = (sy1 + sy2) / 2;
}
-void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy)
+static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
+ int center_x, int center_y)
{
- int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y;
+ int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- *max_dx = MAX(ABS(sx1 - screen_x), ABS(sx2 - screen_x));
- *max_dy = MAX(ABS(sy1 - screen_y), ABS(sy2 - screen_y));
+ *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+ *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
}
-boolean checkIfAllPlayersAreVisible()
+static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
{
int max_dx, max_dy;
- setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy);
+ setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
return (max_dx <= SCR_FIELDX * TILEX / 2 &&
max_dy <= SCR_FIELDY * TILEY / 2);
void RedrawPlayfield_EM(boolean force_redraw)
{
+#if 0
boolean all_players_visible = checkIfAllPlayersAreVisible();
- boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
+#endif
boolean draw_new_player_location = FALSE;
boolean quick_relocation = setup.quick_switch;
+#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();
int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
int offset_x = offset;
int x, y, sx, sy;
int i;
- /* switching to "all players" only possible if all players fit to screen */
- if (centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ if (set_centered_player)
{
- setCenteredPlayerNr_EM(centered_player_nr);
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen();
- centered_player_nr_next = centered_player_nr;
+ /* switching to "all players" only possible if all players fit to screen */
+ if (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);
+ }
+
+ /* do not switch focus to non-existing (or non-active) player */
+ if (centered_player_nr_next >= 0 && !ply[centered_player_nr_next].alive)
+ {
+ centered_player_nr_next = centered_player_nr;
+ setCenteredPlayerNr_EM(centered_player_nr);
+
+ set_centered_player = FALSE;
+ setSetCenteredPlayer_EM(FALSE);
+ }
}
-#if 0
+#if 1
+ /* also allow focus switching when screen is scrolled to half tile */
+#else
if (!scrolling) /* screen currently aligned at tile position */
#endif
{
+#if 1
+ if (set_centered_player)
+#else
if (centered_player_nr != centered_player_nr_next)
+#endif
{
centered_player_nr = centered_player_nr_next;
draw_new_player_location = TRUE;
force_redraw = TRUE;
+
+ setSetCenteredPlayer_EM(FALSE);
}
}
sy = PLAYER_SCREEN_Y(centered_player_nr);
}
+ if (draw_new_player_location && quick_relocation)
+ {
+ screen_x = VALID_SCREEN_X(sx);
+ screen_y = VALID_SCREEN_Y(sy);
+ screen_x_old = screen_x;
+ screen_y_old = screen_y;
+
+#if 0
+ offset_x = 0;
+ offset_y = 0;
+#endif
+ }
+
if (draw_new_player_location && !quick_relocation)
{
#if 1
if (dx == 0 && dy == 0) /* no scrolling needed at all */
break;
+#if 1
+
+ if (ABS(screen_xx - screen_x) >= TILEX)
+ {
+ screen_x -= dx * TILEX;
+ dxx = dx * TILEX / 2;
+ }
+ else
+ {
+ screen_x = screen_xx;
+ dxx = 0;
+ }
+
+ if (ABS(screen_yy - screen_y) >= TILEY)
+ {
+ screen_y -= dy * TILEY;
+ dyy = dy * TILEY / 2;
+ }
+ else
+ {
+ screen_y = screen_yy;
+ dyy = 0;
+ }
+
+#else
+
#if 1
if (ABS(screen_xx - screen_x) >= TILEX ||
ABS(screen_yy - screen_y) >= TILEY)
dxx += dx * TILEX / 2;
dyy += dy * TILEY / 2;
+#endif
+
#endif
/* scroll in two steps of half tile size to make things smoother */
/* prevent scrolling away from the other players when focus on all players */
if (centered_player_nr == -1)
{
- all_players_visible = checkIfAllPlayersAreVisible();
+#if 1
+ /* check if all players are still visible with new scrolling position */
+ if (!checkIfAllPlayersAreVisible(screen_x, screen_y))
+ {
+ /* reset horizontal scroll position to last value, if needed */
+ if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
+ screen_x = screen_x_old;
+
+ /* reset vertical scroll position to last value, if needed */
+ if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y))
+ screen_y = screen_y_old;
+ }
+#else
+ boolean all_players_visible = checkIfAllPlayersAreVisible();
if (!all_players_visible)
{
+ printf("::: not all players visible\n");
+
screen_x = screen_x_old;
screen_y = screen_y_old;
}
+#endif
}
/* prevent scrolling (for screen correcting) if no player is moving */
int dx = SIGN(screen_x - screen_x_old);
int dy = SIGN(screen_y - screen_y_old);
- if ((dx < 0 && player_move_dir == MV_RIGHT) ||
- (dx > 0 && player_move_dir == MV_LEFT))
+ if ((dx < 0 && player_move_dir != MV_LEFT) ||
+ (dx > 0 && player_move_dir != MV_RIGHT))
screen_x = screen_x_old;
- if ((dy < 0 && player_move_dir == MV_DOWN) ||
- (dy > 0 && player_move_dir == MV_UP))
+ if ((dy < 0 && player_move_dir != MV_UP) ||
+ (dy > 0 && player_move_dir != MV_DOWN))
screen_y = screen_y_old;
}