X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=deee45a380a905e09b93cb2f02609659b33edfa2;hb=efbd589db2977f140135f247cd4aacfe6c546410;hp=2935096df72837bce39b572704bd103c2d39f1c0;hpb=1fcb3ddbb8404effdcfa5ebbd53d3ff5009260f6;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 2935096d..deee45a3 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -690,10 +690,12 @@ void RedrawPlayfield_EM(boolean force_redraw) int game.centered_player_nr_next = getCenteredPlayerNr_EM(); #endif #if 1 - int player_nr = getMaxCenterDistancePlayerNr(screen_x, screen_y); + 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; @@ -745,15 +747,19 @@ void RedrawPlayfield_EM(boolean force_redraw) 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); + 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); @@ -906,23 +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 * 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)) @@ -957,6 +977,8 @@ void RedrawPlayfield_EM(boolean force_redraw) #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); @@ -989,12 +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);