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version number set to 4.1.3.0
[rocksndiamonds.git]
/
src
/
game_em
/
graphics.c
diff --git
a/src/game_em/graphics.c
b/src/game_em/graphics.c
index fee2a181d70aaf8cf42808d3f444beee21328bb8..7a88ecf7c8dbecbb47cfd6fc44dea06abd71e5da 100644
(file)
--- a/
src/game_em/graphics.c
+++ b/
src/game_em/graphics.c
@@
-37,12
+37,12
@@
int screen_x, screen_y; /* current scroll position */
static int screentiles[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
static int crumbled_state[MAX_PLAYFIELD_HEIGHT + 2][MAX_PLAYFIELD_WIDTH + 2];
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()
+int getFieldbufferOffsetX_EM(
void
)
{
return screen_x % TILEX;
}
{
return screen_x % TILEX;
}
-int getFieldbufferOffsetY_EM()
+int getFieldbufferOffsetY_EM(
void
)
{
return screen_y % TILEY;
}
{
return screen_y % TILEY;
}
@@
-501,7
+501,7
@@
static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
}
}
}
}
-boolean checkIfAllPlayersFitToScreen()
+boolean checkIfAllPlayersFitToScreen(
void
)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
@@
-549,9
+549,9
@@
void RedrawPlayfield_EM(boolean force_redraw)
int max_center_distance_player_nr =
getMaxCenterDistancePlayerNr(screen_x, screen_y);
int stepsize = TILEX / 8;
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;
int screen_x_old = screen_x;
int screen_y_old = screen_y;
int x, y, sx, sy;
@@
-590,7
+590,7
@@
void RedrawPlayfield_EM(boolean force_redraw)
if (game.centered_player_nr == -1)
{
if (game.centered_player_nr == -1)
{
- if (draw_new_player_location || offset == 0)
+ if (draw_new_player_location || offset
_raw
== 0)
{
setScreenCenteredToAllPlayers(&sx, &sy);
}
{
setScreenCenteredToAllPlayers(&sx, &sy);
}