X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;ds=inline;f=src%2Fgame_em%2Fgraphics.c;h=4ea90bd68e701aea885118c3b6931e7ca8ab1fb7;hb=b6f8112353275ea2af3020640fe5ffd4ba5a1889;hp=43c5e4b22cb715e311858766d3d0642c6e90900c;hpb=a335ab0bab1ccd58275b03f0bc3cada75a3dc389;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 43c5e4b2..4ea90bd6 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -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);