rnd-20060319-2-src
[rocksndiamonds.git] / src / game_em / graphics.c
index f623ac7a8c9ce148d9a0b5fea58dee75984916eb..2935096df72837bce39b572704bd103c2d39f1c0 100644 (file)
@@ -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);