projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
removed unneeded statement
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_graphics.c
diff --git
a/src/game_bd/bd_graphics.c
b/src/game_bd/bd_graphics.c
index 96421d4a090af325e798316e98564aca33f75c1b..8938ab80d8c23444dd674846dce14e12d4047b28 100644
(file)
--- a/
src/game_bd/bd_graphics.c
+++ b/
src/game_bd/bd_graphics.c
@@
-300,7
+300,7
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
boolean show_flash = FALSE;
boolean redraw_all = force_redraw;
int scroll_y_aligned = scroll_y;
boolean show_flash = FALSE;
boolean redraw_all = force_redraw;
int scroll_y_aligned = scroll_y;
- int x, y
, xd, yd
;
+ int x, y;
/* force redraw if maximum number of cycles has changed (to redraw moving elements) */
if (game->itermax != game->itermax_last)
/* force redraw if maximum number of cycles has changed (to redraw moving elements) */
if (game->itermax != game->itermax_last)
@@
-328,9
+328,9
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
/* here we draw all cells to be redrawn. we do not take scrolling area into
consideration - sdl will do the clipping. */
/* here we draw all cells to be redrawn. we do not take scrolling area into
consideration - sdl will do the clipping. */
- for (y = cave->y1
, yd = 0; y <= cave->y2; y++, yd
++)
+ for (y = cave->y1
; y <= cave->y2; y
++)
{
{
- for (x = cave->x1
, xd = 0; x <= cave->x2; x++, xd
++)
+ for (x = cave->x1
; x <= cave->x2; x
++)
{
/* potential movement direction of game element */
int dir = game->dir_buffer[y][x];
{
/* potential movement direction of game element */
int dir = game->dir_buffer[y][x];
@@
-341,22
+341,14
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
if (game->element_buffer[y][x] & SKIPPED)
continue;
if (game->element_buffer[y][x] & SKIPPED)
continue;
- /* if it needs to be redrawn */
- SDL_Rect offset;
-
- /* sdl_blitsurface destroys offset, so we have to set y here, too.
- (ie. in every iteration) */
- offset.y = y * cell_size - scroll_y_aligned;
- offset.x = x * cell_size - scroll_x;
-
/* now we have drawn it */
game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
/* now we have drawn it */
game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
+ int sx = x * cell_size - scroll_x;
+ int sy = y * cell_size - scroll_y_aligned;
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
- int width = g->width * TILESIZE_VAR / TILESIZE;
- int height = g->height * TILESIZE_VAR / TILESIZE;
boolean use_smooth_movements = TRUE;
/* if game element is just moving, draw movement animation between two tiles */
boolean use_smooth_movements = TRUE;
/* if game element is just moving, draw movement animation between two tiles */
@@
-365,11
+357,11
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
if (!(game->last_element_buffer[y][x] & SKIPPED))
{
/* redraw previous game element on the cave field the new element is moving to */
if (!(game->last_element_buffer[y][x] & SKIPPED))
{
/* redraw previous game element on the cave field the new element is moving to */
- int tile_old = game->last_element_buffer[y][x]
& ~SKIPPED
;
+ int tile_old = game->last_element_buffer[y][x];
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
- blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y,
width, height
,
-
offset.x, offset.
y);
+ blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y,
cell_size, cell_size
,
+
sx, s
y);
}
/* get cave field position the game element is moving from */
}
/* get cave field position the game element is moving from */
@@
-389,8
+381,8
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
int tile_from = game->element_buffer[old_y][old_x];
struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0];
int tile_from = game->element_buffer[old_y][old_x];
struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0];
- blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y,
width, height
,
-
offset.x + dx * cell_size, offset.
y + dy * cell_size);
+ blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y,
cell_size, cell_size
,
+
sx + dx * cell_size, s
y + dy * cell_size);
game->element_buffer[old_y][old_x] |= SKIPPED;
}
game->element_buffer[old_y][old_x] |= SKIPPED;
}
@@
-405,11
+397,11
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
-
offset.
x += dx * shift;
-
offset.
y += dy * shift;
+
s
x += dx * shift;
+
s
y += dy * shift;
}
}
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y,
width, height, offset.x, offset.
y);
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y,
cell_size, cell_size, sx, s
y);
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)