X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=2935096df72837bce39b572704bd103c2d39f1c0;hb=1fcb3ddbb8404effdcfa5ebbd53d3ff5009260f6;hp=f623ac7a8c9ce148d9a0b5fea58dee75984916eb;hpb=28fe42eb060d7c9169a9b344678494e7d366a6b0;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index f623ac7a..2935096d 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,9 +3,7 @@ * 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 @@ -40,11 +38,13 @@ static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +#if 0 #if 1 int centered_player_nr; #else static int centered_player_nr; #endif +#endif /* copy the entire screen to the window at the scroll position */ @@ -458,9 +458,11 @@ void game_initscreen(void) frame = 6; - centered_player_nr = getCenteredPlayerNr_EM(); +#if 0 + game.centered_player_nr = getCenteredPlayerNr_EM(); +#endif - player_nr = (centered_player_nr != -1 ? centered_player_nr : 0); + player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); @@ -574,7 +576,35 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #endif -void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +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; int i; @@ -614,7 +644,7 @@ boolean checkIfAllPlayersFitToScreen() 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; @@ -624,8 +654,8 @@ void setScreenCenteredToAllPlayers(int *sx, int *sy) *sy = (sy1 + sy2) / 2; } -void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, - int center_x, int center_y) +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) { int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; @@ -635,7 +665,7 @@ void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); } -boolean checkIfAllPlayersAreVisible(int center_x, int center_y) +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) { int max_dx, max_dy; @@ -650,13 +680,20 @@ void RedrawPlayfield_EM(boolean force_redraw) #if 0 boolean all_players_visible = checkIfAllPlayersAreVisible(); #endif - boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); 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 - int centered_player_nr_next = getCenteredPlayerNr_EM(); +#if 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 offset = (setup.scroll_delay ? 3 : 0) * TILEX; int offset_x = offset; int offset_y = offset; @@ -665,12 +702,24 @@ void RedrawPlayfield_EM(boolean force_redraw) 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 (game.set_centered_player) { - setCenteredPlayerNr_EM(centered_player_nr); + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } - centered_player_nr_next = centered_player_nr; + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !ply[game.centered_player_nr_next].alive) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } } #if 1 @@ -679,16 +728,22 @@ void RedrawPlayfield_EM(boolean force_redraw) if (!scrolling) /* screen currently aligned at tile position */ #endif { - if (centered_player_nr != centered_player_nr_next) +#if 1 + if (game.set_centered_player) +#else + if (game.centered_player_nr != game.centered_player_nr_next) +#endif { - centered_player_nr = centered_player_nr_next; + game.centered_player_nr = game.centered_player_nr_next; draw_new_player_location = TRUE; force_redraw = TRUE; + + game.set_centered_player = FALSE; } } - if (centered_player_nr == -1) + if (game.centered_player_nr == -1) { if (draw_new_player_location) { @@ -696,14 +751,32 @@ void RedrawPlayfield_EM(boolean force_redraw) } 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 { - sx = PLAYER_SCREEN_X(centered_player_nr); - sy = PLAYER_SCREEN_Y(centered_player_nr); + sx = PLAYER_SCREEN_X(game.centered_player_nr); + sy = PLAYER_SCREEN_Y(game.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) @@ -845,7 +918,7 @@ void RedrawPlayfield_EM(boolean force_redraw) } /* prevent scrolling away from the other players when focus on all players */ - if (centered_player_nr == -1) + if (game.centered_player_nr == -1) { #if 1 /* check if all players are still visible with new scrolling position */ @@ -881,7 +954,9 @@ void RedrawPlayfield_EM(boolean force_redraw) 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);