X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=deee45a380a905e09b93cb2f02609659b33edfa2;hb=b640b9d7647df4cbba0e530f6f4bcece384048e4;hp=331491cfb25c7c0209bbae411d2d54e7a009645a;hpb=f772f882546ab982dc61074f298d6115c9909f32;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 331491cf..deee45a3 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)); @@ -574,6 +576,34 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #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; @@ -655,8 +685,17 @@ void RedrawPlayfield_EM(boolean force_redraw) #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(); +#if 0 + boolean game.set_centered_player = getSetCenteredPlayer_EM(); + int game.centered_player_nr_next = getCenteredPlayerNr_EM(); +#endif +#if 1 + int max_center_distance_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; @@ -665,28 +704,23 @@ void RedrawPlayfield_EM(boolean force_redraw) int x, y, sx, sy; int i; - if (set_centered_player) + if (game.set_centered_player) { boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); /* 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.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); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; } /* do not switch focus to non-existing (or non-active) player */ - if (centered_player_nr_next >= 0 && !ply[centered_player_nr_next].alive) + if (game.centered_player_nr_next >= 0 && + !ply[game.centered_player_nr_next].alive) { - centered_player_nr_next = centered_player_nr; - setCenteredPlayerNr_EM(centered_player_nr); - - set_centered_player = FALSE; - setSetCenteredPlayer_EM(FALSE); + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; } } @@ -697,36 +731,45 @@ void RedrawPlayfield_EM(boolean force_redraw) #endif { #if 1 - if (set_centered_player) + if (game.set_centered_player) #else - if (centered_player_nr != centered_player_nr_next) + 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; - setSetCenteredPlayer_EM(FALSE); + game.set_centered_player = FALSE; } } - if (centered_player_nr == -1) + 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(max_center_distance_player_nr); + sy = PLAYER_SCREEN_Y(max_center_distance_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) @@ -869,23 +912,37 @@ void RedrawPlayfield_EM(boolean force_redraw) 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 * TILEX / 8; - screen_y = screen_y_old + dy * TILEY / 8; + 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 * stepsize; + screen_y = screen_y_old + dy * stepsize; + } +#endif /* 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 */ - 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)) @@ -917,7 +974,11 @@ 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_nr = (game.centered_player_nr == -1 ? + max_center_distance_player_nr : game.centered_player_nr); 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); @@ -950,12 +1011,47 @@ void game_animscreen(void) void DrawGameDoorValues_EM() { +#if 1 + int dynamite_state; + int key_state; +#else 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; + int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif + +#if 1 + if (game.centered_player_nr == -1) + { +#if 1 + int i; + + dynamite_state = 0; + key_state = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + { + dynamite_state += ply[i].dynamite; + key_state |= ply[i].keys; + } + +#else + + dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ + key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif + } + else + { + int player_nr = game.centered_player_nr; + + dynamite_state = ply[player_nr].dynamite; + key_state = ply[player_nr].keys; + } +#endif #if 1 DrawAllGameValues(lev.required, dynamite_state, lev.score, - lev.time, all_keys_state); + lev.time, key_state); #else DrawAllGameValues(lev.required, ply1.dynamite, lev.score, DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);