X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=b068b5396d2b1c51f9b370ea2448a7f1148b62de;hb=3e71d06e9a97be7bb8c50c76717d08e5c46e0cc8;hp=90f43f71da2b4379d17a2bd4bc14fc9ebfbb6361;hpb=49c6dea89a293093a952b991594980b469dd835a;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 90f43f71..b068b539 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -22,22 +22,20 @@ #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \ (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y)) -#define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \ - (8 - frame) * ply[p].x) * TILEX / 8 \ +#define PLAYER_SCREEN_X_F(p,f) ((( f) * ply[p].oldx + \ + (8 - f) * ply[p].x) * TILEX / 8 \ - ((SCR_FIELDX - 1) * TILEX) / 2) -#define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \ - (8 - frame) * ply[p].y) * TILEY / 8 \ +#define PLAYER_SCREEN_Y_F(p,f) ((( f) * ply[p].oldy + \ + (8 - f) * ply[p].y) * TILEY / 8 \ - ((SCR_FIELDY - 1) * TILEY) / 2) +#define PLAYER_SCREEN_X(p) PLAYER_SCREEN_X_F(p, frame) +#define PLAYER_SCREEN_Y(p) PLAYER_SCREEN_Y_F(p, frame) + int frame; /* current screen frame */ -#if 0 -int screen_x; /* current scroll position */ -int screen_y; -#else int screen_x; /* current scroll position */ int screen_y; -#endif /* tiles currently on screen */ static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; @@ -45,7 +43,7 @@ static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; -static int centered_to_player; +static int centered_player_nr; /* copy the entire screen to the window at the scroll position * @@ -479,12 +477,18 @@ void game_initscreen(void) int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; #if 1 - int player_nr = getCenteredPlayer_EM(); + int player_nr; +#else +#if 1 + int player_nr = getCenteredPlayerNr_EM(); #else int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ +#endif #endif - centered_to_player = player_nr; + centered_player_nr = getCenteredPlayerNr_EM(); + + player_nr = (centered_player_nr != -1 ? centered_player_nr : 0); frame = 6; #if 1 @@ -609,27 +613,133 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #endif +void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].alive) + { +#if 0 + int sx = PLAYER_SCREEN_X_F(i, 0); + int sy = PLAYER_SCREEN_Y_F(i, 0); +#else + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); +#endif + +#if 0 + /* round player position to full tile */ + sx = (sx / TILEX) * TILEX; + sy = (sy / TILEY) * TILEY; +#endif + + if (num_checked_players == 0) + { + *sx1 = *sx2 = sx; + *sy1 = *sy2 = sy; + } + else + { + *sx1 = MIN(*sx1, sx); + *sy1 = MIN(*sy1, sy); + *sx2 = MAX(*sx2, sx); + *sy2 = MAX(*sy2, sy); + } + + num_checked_players++; + } + } +} + +boolean checkIfAllPlayersFitToScreen() +{ + int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + return (sx2 - sx1 <= SCR_FIELDX * TILEX && + sy2 - sy1 <= SCR_FIELDY * TILEY); +} + +void setScreenCenteredToAllPlayers(int *sx, int *sy) +{ + int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; + + setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); + + *sx = (sx1 + sx2) / 2; + *sy = (sy1 + sy2) / 2; +} + +void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy) +{ + int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_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)); +} + +boolean checkIfAllPlayersAreVisible() +{ + int max_dx, max_dy; + + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy); + + return (max_dx <= SCR_FIELDX * TILEX / 2 && + max_dy <= SCR_FIELDY * TILEY / 2); +} + void RedrawPlayfield_EM(boolean force_redraw) { #if 1 - int player_nr = getCenteredPlayer_EM(); + int centered_player_nr_next = getCenteredPlayerNr_EM(); +#if 0 + int player_nr; +#endif + boolean all_players_visible = checkIfAllPlayersAreVisible(); + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); boolean draw_new_player_location = FALSE; boolean quick_relocation = setup.quick_switch; #else int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ #endif - int sx = PLAYER_SCREEN_X(player_nr); - int sy = PLAYER_SCREEN_Y(player_nr); - int i, x, y; + int offset = (setup.scroll_delay ? 3 : 0) * TILEX; + int offset_x = offset; + int offset_y = offset; + int screen_x_old = screen_x; + int screen_y_old = screen_y; + int x, y, sx, sy; + int i; + +#if 0 + player_nr = (centered_player_nr_next != -1 ? centered_player_nr_next :0); + + sx = PLAYER_SCREEN_X(player_nr); + sy = PLAYER_SCREEN_Y(player_nr); +#endif + + if (centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + setCenteredPlayerNr_EM(centered_player_nr); + + centered_player_nr_next = centered_player_nr; + } #if 1 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); +#if 0 if (!scrolling) /* screen currently aligned at tile position */ +#endif { - if (player_nr != centered_to_player) + if (centered_player_nr != centered_player_nr_next) { - centered_to_player = player_nr; + centered_player_nr = centered_player_nr_next; draw_new_player_location = TRUE; force_redraw = TRUE; @@ -637,6 +747,66 @@ void RedrawPlayfield_EM(boolean force_redraw) } #endif +#if 1 + if (centered_player_nr == -1) + { + int max_dx, max_dy; + +#if 1 + if (draw_new_player_location) + setScreenCenteredToAllPlayers(&sx, &sy); + else + { + sx = PLAYER_SCREEN_X(game_em.last_moving_player); + sy = PLAYER_SCREEN_Y(game_em.last_moving_player); + } + +#else + +#if 0 + setScreenCenteredToAllPlayers(&sx, &sy); +#endif + +#if 1 + sx = PLAYER_SCREEN_X(game_em.last_moving_player); + sy = PLAYER_SCREEN_Y(game_em.last_moving_player); +#endif +#endif + +#if 0 + printf("::: %d\n", all_players_visible); + + if (!all_players_visible) + { + sx = screen_x; + sy = screen_y; + + offset_x = 0; + offset_y = 0; + } +#endif + +#if 0 +#if 1 + offset_x = 0; + offset_y = 0; +#else + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy); + + if (max_dx > offset_x) + offset_x = MAX(0, offset_x - (max_dx - offset_x)); + if (max_dy > offset_y) + offset_y = MAX(0, offset_y - (max_dy - offset_y)); +#endif +#endif + } + else + { + sx = PLAYER_SCREEN_X(centered_player_nr); + sy = PLAYER_SCREEN_Y(centered_player_nr); + } +#endif + if (draw_new_player_location && !quick_relocation) { #if 1 @@ -645,12 +815,16 @@ void RedrawPlayfield_EM(boolean force_redraw) unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); #endif int wait_delay_value = game_frame_delay_value; - int screen_xx = -999, screen_yy = -999; +#if 1 + int screen_xx = VALID_SCREEN_X(sx); + int screen_yy = VALID_SCREEN_Y(sy); +#else + int screen_xx = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); + int screen_yy = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); +#endif - while (screen_xx != screen_x || screen_yy != screen_y) + while (screen_x != screen_xx || screen_y != screen_yy) { - int screen_xx = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); - int screen_yy = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0); int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0); int dxx = 0, dyy = 0; @@ -658,11 +832,31 @@ void RedrawPlayfield_EM(boolean force_redraw) if (dx == 0 && dy == 0) /* no scrolling needed at all */ break; +#if 1 + if (ABS(screen_xx - screen_x) >= TILEX || + ABS(screen_yy - screen_y) >= TILEY) + { + screen_x -= dx * TILEX; + screen_y -= dy * TILEY; + + dxx = dx * TILEX / 2; + dyy = dy * TILEY / 2; + } + else + { + screen_x = screen_xx; + screen_y = screen_yy; + + dxx = 0; + dyy = 0; + } +#else screen_x -= dx * TILEX; screen_y -= dy * TILEY; dxx += dx * TILEX / 2; dyy += dy * TILEY / 2; +#endif /* scroll in two steps of half tile size to make things smoother */ screen_x += dxx; @@ -692,9 +886,11 @@ void RedrawPlayfield_EM(boolean force_redraw) FlushDisplay(); Delay(wait_delay_value); } + + screen_x_old = screen_x; + screen_y_old = screen_y; } -#if 1 if (force_redraw) { for (y = 0; y < MAX_BUF_YSIZE; y++) @@ -706,33 +902,74 @@ void RedrawPlayfield_EM(boolean force_redraw) } } } -#endif -#if 1 + /* calculate new screen scrolling position, with regard to scroll delay */ + screen_x = VALID_SCREEN_X(sx + offset_x < screen_x ? sx + offset_x : + sx - offset_x > screen_x ? sx - offset_x : + screen_x); + screen_y = VALID_SCREEN_Y(sy + offset_y < screen_y ? sy + offset_y : + sy - offset_y > screen_y ? sy - offset_y : + screen_y); - int offset = (setup.scroll_delay ? 3 : 0) * TILEX; +#if 1 + /* 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) + { + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); - /* calculate new screen scrolling position, with regard to scroll delay */ - screen_x = VALID_SCREEN_X(sx + offset < screen_x ? sx + offset : - sx - offset > screen_x ? sx - offset : screen_x); - screen_y = VALID_SCREEN_Y(sy + offset < screen_y ? sy + offset : - sy - offset > screen_y ? sy - offset : screen_y); + screen_x = screen_x_old + dx * TILEX / 8; + screen_y = screen_y_old + dy * TILEY / 8; + } +#endif -#else +#if 1 + if (centered_player_nr == -1) + { + boolean all_players_visible_old = all_players_visible; - if (sx > lev.width * TILEX) - sx = lev.width * TILEX; - if (sy > lev.height * TILEY) - sy = lev.height * TILEY; + all_players_visible = checkIfAllPlayersAreVisible(); - if (sx < SCR_FIELDX * TILEX) - sx = SCR_FIELDX * TILEY; - if (sy < SCR_FIELDY * TILEY) - sy = SCR_FIELDY * TILEY; +#if 0 + printf("::: OLD(%d) -> NEW(%d) / OLD(%d, %d) -> NEW(%d, %d)\n", + all_players_visible_old, + all_players_visible, + screen_x_old, screen_y_old, + screen_x, screen_y); +#endif - screen_x = sx - (SCR_FIELDX - 1) * TILEX; - screen_y = sy - (SCR_FIELDY - 1) * TILEY; + if (!all_players_visible) + { + screen_x = screen_x_old; + screen_y = screen_y_old; + } + } +#endif +#if 1 + /* prevent scrolling if no player is moving */ + if (!game_em.any_player_moving) + { + screen_x = screen_x_old; + screen_y = screen_y_old; + } + else + { + /* prevent scrolling against the players move direction */ + int player_nr = game_em.last_moving_player; + 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); + + if (dx < 0 && player_move_dir == MV_RIGHT || + dx > 0 && player_move_dir == MV_LEFT) + screen_x = screen_x_old; + + if (dy < 0 && player_move_dir == MV_DOWN || + dy > 0 && player_move_dir == MV_UP) + screen_y = screen_y_old; + } #endif animscreen();