added scrolling without iterating BD engine if player out of sight
[rocksndiamonds.git] / src / game_bd / bd_graphics.c
index b122219a6284575695f305040db1560830ccf96d..ef87fc0f9465267ed2e79db8d00c5f2c8eb91147 100644 (file)
@@ -261,6 +261,13 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
   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;
@@ -457,6 +464,9 @@ void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor)
   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)
   {