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;
}
-int getFieldbufferOffsetY_EM()
+int getFieldbufferOffsetY_EM(void)
{
return screen_y % TILEY;
}
}
}
-boolean checkIfAllPlayersFitToScreen()
+boolean checkIfAllPlayersFitToScreen(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
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;
if (game.centered_player_nr == -1)
{
- if (draw_new_player_location || offset == 0)
+ if (draw_new_player_location || offset_raw == 0)
{
setScreenCenteredToAllPlayers(&sx, &sy);
}