static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
+int getFieldbufferOffsetX_EM(void)
+{
+ return screen_x % TILEX;
+}
+
+int getFieldbufferOffsetY_EM(void)
+{
+ return screen_y % TILEY;
+}
+
void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
{
/* blit all (up to four) parts of the scroll buffer to the target bitmap */
int x = screen_x % (MAX_BUF_XSIZE * TILEX);
int y = screen_y % (MAX_BUF_YSIZE * TILEY);
- int sx, sy, sxsize, sysize;
int xsize = SXSIZE;
int ysize = SYSIZE;
int full_xsize = lev.width * TILEX;
int full_ysize = lev.height * TILEY;
-
- sxsize = (full_xsize < xsize ? full_xsize : xsize);
- sysize = (full_ysize < ysize ? full_ysize : ysize);
- sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
- sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
+ int sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
+ int sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
+ int sxsize = (full_xsize < xsize ? full_xsize : xsize);
+ int sysize = (full_ysize < ysize ? full_ysize : ysize);
if (x < 2 * TILEX && y < 2 * TILEY)
{
g = getObjectGraphic(x, y);
- crumbled_border_size = g->crumbled_border_size * TILESIZE_VAR / TILESIZE;
+ crumbled_border_size =
+ g->crumbled_border_size * TILESIZE_VAR / g->crumbled_tile_size;
for (i = 0; i < 4; i++)
{
}
}
-boolean checkIfAllPlayersFitToScreen()
+boolean checkIfAllPlayersFitToScreen(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
int max_center_distance_player_nr =
getMaxCenterDistancePlayerNr(screen_x, screen_y);
int stepsize = TILEX / 8;
- int offset = game.scroll_delay_value * TILEX;
- int offset_x = offset;
- int offset_y = offset;
+ int offset_raw = game.scroll_delay_value;
+ int offset_x = MIN(offset_raw, (SCR_FIELDX - 2) / 2) * TILEX;
+ int offset_y = MIN(offset_raw, (SCR_FIELDY - 2) / 2) * TILEY;
int screen_x_old = screen_x;
int screen_y_old = screen_y;
int x, y, sx, sy;
if (game.centered_player_nr == -1)
{
- if (draw_new_player_location || offset == 0)
+ if (draw_new_player_location || offset_raw == 0)
{
setScreenCenteredToAllPlayers(&sx, &sy);
}
screen_y = screen_y_old;
}
+ // skip redrawing playfield in warp mode or when testing tapes with "autotest"
+ if (DrawingDeactivatedField())
+ return;
+
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)