player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player
player_y = game->cave->player_y - game->cave->y1;
+ // when wrapping around to opposite level border, use faster scrolling
+ if (game->cave->player_x == game->cave->x1 ||
+ game->cave->player_x == game->cave->x2 ||
+ game->cave->player_y == game->cave->y1 ||
+ game->cave->player_y == game->cave->y2)
+ scroll_speed *= 4;
+
// pixel size of visible part of the cave (may be smaller in intermissions)
visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size;
visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size;
static Bitmap *gd_tile_bitmap_original = NULL;
static int scale_down_factor_last = -1;
+ if (program.headless)
+ return;
+
// check if tile bitmap has changed (different artwork or tile size selected)
if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last)
{