* graphics manipulation crap
*/
-#include "global.h"
-#include "display.h"
-#include "level.h"
+#include "main_em.h"
#define MIN_SCREEN_XPOS 1
#define MIN_SCREEN_YPOS 1
}
#endif
+static int getMaxCenterDistancePlayerNr(int center_x, int center_y)
+{
+ int max_dx = 0, max_dy = 0;
+ int player_nr = game_em.last_moving_player;
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (ply[i].alive)
+ {
+ int sx = PLAYER_SCREEN_X(i);
+ int sy = PLAYER_SCREEN_Y(i);
+
+ if (game_em.last_player_direction[i] != MV_NONE &&
+ (ABS(sx - center_x) > max_dx ||
+ ABS(sy - center_y) > max_dy))
+ {
+ max_dx = MAX(max_dx, ABS(sx - center_x));
+ max_dy = MAX(max_dy, ABS(sy - center_y));
+
+ player_nr = i;
+ }
+ }
+ }
+
+ return player_nr;
+}
+
static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
{
boolean num_checked_players = 0;
boolean game.set_centered_player = getSetCenteredPlayer_EM();
int game.centered_player_nr_next = getCenteredPlayerNr_EM();
#endif
+#if 1
+ int player_nr = getMaxCenterDistancePlayerNr(screen_x, screen_y);
+#else
+ int player_nr = game_em.last_moving_player;
+#endif
+ int stepsize = TILEX / 8;
int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
int offset_x = offset;
int offset_y = offset;
if (game.centered_player_nr == -1)
{
+#if 1
+ if (draw_new_player_location || offset == 0)
+#else
if (draw_new_player_location)
+#endif
{
setScreenCenteredToAllPlayers(&sx, &sy);
}
else
{
+#if 1
+ sx = PLAYER_SCREEN_X(player_nr);
+ sy = PLAYER_SCREEN_Y(player_nr);
+#else
sx = PLAYER_SCREEN_X(game_em.last_moving_player);
sy = PLAYER_SCREEN_Y(game_em.last_moving_player);
+#endif
}
}
else
sy - offset_y > screen_y ? sy - offset_y :
screen_y);
- /* prevent scrolling further than player step size screen when scrolling */
- if (ABS(screen_x - screen_x_old) > TILEX / 8 ||
- ABS(screen_y - screen_y_old) > TILEY / 8)
+#if 1
+ /* prevent scrolling further than double player step size when scrolling */
+ if (ABS(screen_x - screen_x_old) > 2 * stepsize ||
+ ABS(screen_y - screen_y_old) > 2 * stepsize)
+ {
+ int dx = SIGN(screen_x - screen_x_old);
+ int dy = SIGN(screen_y - screen_y_old);
+
+ screen_x = screen_x_old + dx * 2 * stepsize;
+ screen_y = screen_y_old + dy * 2 * stepsize;
+ }
+#else
+ /* prevent scrolling further than player step size when scrolling */
+ if (ABS(screen_x - screen_x_old) > stepsize ||
+ ABS(screen_y - screen_y_old) > stepsize)
{
int dx = SIGN(screen_x - screen_x_old);
int dy = SIGN(screen_y - screen_y_old);
- screen_x = screen_x_old + dx * TILEX / 8;
- screen_y = screen_y_old + dy * TILEY / 8;
+ screen_x = screen_x_old + dx * stepsize;
+ screen_y = screen_y_old + dy * stepsize;
}
+#endif
/* prevent scrolling away from the other players when focus on all players */
if (game.centered_player_nr == -1)
{
#if 1
/* check if all players are still visible with new scrolling position */
- if (!checkIfAllPlayersAreVisible(screen_x, screen_y))
+ if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) &&
+ !checkIfAllPlayersAreVisible(screen_x, screen_y))
{
/* reset horizontal scroll position to last value, if needed */
if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old))
else
{
/* prevent scrolling against the players move direction */
+#if 0
int player_nr = game_em.last_moving_player;
+#endif
int player_move_dir = game_em.last_player_direction[player_nr];
int dx = SIGN(screen_x - screen_x_old);
int dy = SIGN(screen_y - screen_y_old);