if (redraw_mask & REDRAW_TILES)
{
for (x = 0; x < SCR_FIELDX; x++)
- for (y =0 ; y < SCR_FIELDY; y++)
+ for (y = 0 ; y < SCR_FIELDY; y++)
if (redraw[redraw_x1 + x][redraw_y1 + y])
BlitBitmap(buffer, window,
- FX + x * TILEX, FX + y * TILEY, TILEX, TILEY,
+ FX + x * TILEX, FY + y * TILEY, TILEX, TILEY,
SX + x * TILEX, SY + y * TILEY);
}
else if (player_is_moving && IS_ACCESSIBLE_UNDER(last_element))
DrawLevelFieldThruMask(last_jx, last_jy);
-#if 1
+#if 0
+ /* !!! I have forgotton what this should be good for !!! */
+ /* !!! causes player being visible when pushing from within tubes !!! */
if (!player->is_pushing)
#endif
{
SetMouseCursor(CURSOR_DEFAULT);
#endif
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* pause network game while waiting for request to answer */
if (options.network &&
game_status == GAME_MODE_PLAYING &&
if (!(req_state & REQ_STAY_CLOSED) && (old_door_state & DOOR_OPEN_1))
{
BlitBitmap(bitmap_db_door, bitmap_db_door,
- DOOR_GFX_PAGEX2,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
- DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
+ DOOR_GFX_PAGEX2, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
+ DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
OpenDoor(DOOR_OPEN_1);
}
}
SetDrawBackgroundMask(REDRAW_FIELD);
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
/* continue network game after request */
if (options.network &&
game_status == GAME_MODE_PLAYING &&