added flags for test mode, teamwork mode and infinite levels to EM engine
[rocksndiamonds.git] / src / game_em / graphics.c
index 43c5e4b22cb715e311858766d3d0642c6e90900c..4ea90bd68e701aea885118c3b6931e7ca8ab1fb7 100644 (file)
@@ -75,8 +75,8 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
   int sysize = (full_ysize < ysize ? full_ysize : ysize);
   int xxsize = MAX_BUF_XSIZE * TILEX - x;
   int yysize = MAX_BUF_YSIZE * TILEY - y;
-  int xoffset = 2 * TILEX;
-  int yoffset = 2 * TILEY;
+  int xoffset = 2 * CAVE_BUFFER_XOFFSET * TILEX;
+  int yoffset = 2 * CAVE_BUFFER_YOFFSET * TILEY;
 
   if (x < xoffset && y < yoffset)
   {
@@ -554,7 +554,7 @@ static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
 void RedrawPlayfield_EM(boolean force_redraw)
 {
   boolean draw_new_player_location = FALSE;
-  boolean draw_new_player_location_fast = FALSE;
+  boolean draw_new_player_location_wrap = FALSE;
   boolean quick_relocation = setup.quick_switch;
   int max_center_distance_player_nr =
     getMaxCenterDistancePlayerNr(screen_x, screen_y);
@@ -593,11 +593,11 @@ void RedrawPlayfield_EM(boolean force_redraw)
     game.centered_player_nr = game.centered_player_nr_next;
 
     draw_new_player_location = TRUE;
-    draw_new_player_location_fast = game.set_centered_player_fast;
+    draw_new_player_location_wrap = game.set_centered_player_wrap;
     force_redraw = TRUE;
 
     game.set_centered_player = FALSE;
-    game.set_centered_player_fast = FALSE;
+    game.set_centered_player_wrap = FALSE;
   }
 
   if (game.centered_player_nr == -1)
@@ -633,8 +633,14 @@ void RedrawPlayfield_EM(boolean force_redraw)
     int screen_xx = VALID_SCREEN_X(sx);
     int screen_yy = VALID_SCREEN_Y(sy);
 
-    if (draw_new_player_location_fast)
+    if (draw_new_player_location_wrap)
+    {
+      // when wrapping around (horizontally), keep vertical player position
+      screen_yy = screen_y;
+
+      // scrolling for wrapping should be faster than for switching players
       wait_delay_value /= 4;
+    }
 
     SetVideoFrameDelay(wait_delay_value);