+ /*
+ if (player == local_player)
+ {
+ printf("MOVING LOCAL PLAYER && SCROLLING\n");
+ }
+ */
+
+ if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
+ {
+ /* actual player has left the screen -- scroll in that direction */
+ if (jx != old_jx) /* player has moved horizontally */
+ scroll_x += (jx - old_jx);
+ else /* player has moved vertically */
+ scroll_y += (jy - old_jy);
+ }
+ else
+ {
+ if (jx != old_jx) /* player has moved horizontally */
+ {
+ /*
+ if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
+ jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ */
+
+ if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
+ scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
+ scroll_x = old_scroll_x;
+ }
+ else /* player has moved vertically */
+ {
+ /*
+ if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
+ jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ */
+
+ if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
+ scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
+
+ /* don't scroll more than one field at a time */
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+ scroll_y = old_scroll_y;
+ }
+ }
+
+#if 0
+ if (player == local_player)
+ {
+ if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
+ jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
+ if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
+ jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+ }
+#endif