X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=331491cfb25c7c0209bbae411d2d54e7a009645a;hp=f623ac7a8c9ce148d9a0b5fea58dee75984916eb;hb=f772f882546ab982dc61074f298d6115c9909f32;hpb=caa7c617a9ffc31ac6b4a20d7046235c409671ca diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index f623ac7a..331491cf 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -574,7 +574,7 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #endif -void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) { boolean num_checked_players = 0; int i; @@ -614,7 +614,7 @@ 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 +624,8 @@ 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 +635,7 @@ 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; @@ -650,12 +650,12 @@ 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 + boolean set_centered_player = getSetCenteredPlayer_EM(); int centered_player_nr_next = getCenteredPlayerNr_EM(); int offset = (setup.scroll_delay ? 3 : 0) * TILEX; int offset_x = offset; @@ -665,12 +665,29 @@ 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 (set_centered_player) { - setCenteredPlayerNr_EM(centered_player_nr); + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); - centered_player_nr_next = centered_player_nr; + /* switching to "all players" only possible if all players fit to screen */ + if (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); + } + + /* do not switch focus to non-existing (or non-active) player */ + if (centered_player_nr_next >= 0 && !ply[centered_player_nr_next].alive) + { + centered_player_nr_next = centered_player_nr; + setCenteredPlayerNr_EM(centered_player_nr); + + set_centered_player = FALSE; + setSetCenteredPlayer_EM(FALSE); + } } #if 1 @@ -679,12 +696,18 @@ void RedrawPlayfield_EM(boolean force_redraw) if (!scrolling) /* screen currently aligned at tile position */ #endif { +#if 1 + if (set_centered_player) +#else if (centered_player_nr != centered_player_nr_next) +#endif { centered_player_nr = centered_player_nr_next; draw_new_player_location = TRUE; force_redraw = TRUE; + + setSetCenteredPlayer_EM(FALSE); } } @@ -706,6 +729,19 @@ void RedrawPlayfield_EM(boolean force_redraw) sy = PLAYER_SCREEN_Y(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) { #if 1