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rnd-20100317-1-src
[rocksndiamonds.git]
/
src
/
game_sp
/
DDScrollBuffer.c
diff --git
a/src/game_sp/DDScrollBuffer.c
b/src/game_sp/DDScrollBuffer.c
index 816127b4ed9952ddd08104a90bd0c1de08771b1b..48710acec62fece318298015fc374b6fdd14bdf5 100644
(file)
--- a/
src/game_sp/DDScrollBuffer.c
+++ b/
src/game_sp/DDScrollBuffer.c
@@
-7,10
+7,8
@@
#include <math.h>
#include <math.h>
-long mWidth, mHeight;
long mScrollX, mScrollY;
long mScrollX_last, mScrollY_last;
long mScrollX, mScrollY;
long mScrollX_last, mScrollY_last;
-long mDestXOff, mDestYOff;
long ScreenBuffer[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
long ScreenBuffer[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
@@
-280,22
+278,13
@@
void BackToFront_SP(void)
scrolling_last = scrolling;
}
scrolling_last = scrolling;
}
-void DDScrollBuffer_Blt()
-{
- BackToFront_SP();
-}
-
void DDScrollBuffer_ScrollTo(int X, int Y)
{
if (NoDisplayFlag)
return;
void DDScrollBuffer_ScrollTo(int X, int Y)
{
if (NoDisplayFlag)
return;
- X = X / Stretch;
- Y = Y / Stretch;
- mScrollX = X;
- mScrollY = Y;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = X;
+ ScrollY = mScrollY = Y;
ScrollPlayfieldIfNeeded();
}
ScrollPlayfieldIfNeeded();
}
@@
-307,8
+296,6
@@
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
if (NoDisplayFlag)
return;
if (NoDisplayFlag)
return;
- X = X / Stretch;
- Y = Y / Stretch;
dx = X - mScrollX;
dY = Y - mScrollY;
dx = X - mScrollX;
dY = Y - mScrollY;
@@
-321,10
+308,8
@@
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
else
r = 1;
else
r = 1;
- mScrollX = mScrollX + dx * r;
- mScrollY = mScrollY + dY * r;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = mScrollX + dx * r;
+ ScrollY = mScrollY = mScrollY + dY * r;
ScrollPlayfieldIfNeeded();
}
ScrollPlayfieldIfNeeded();
}
@@
-344,8
+329,7
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
return;
AlreadyRunning = True;
return;
AlreadyRunning = True;
- X = X / Stretch;
- Y = Y / Stretch;
+
dx = X - mScrollX;
dY = Y - mScrollY;
maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
dx = X - mScrollX;
dY = Y - mScrollY;
maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
@@
-364,16
+348,12
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
for (T = (double)tStep; T <= (double)1; T += tStep)
{
for (T = (double)tStep; T <= (double)1; T += tStep)
{
- mScrollX = oldX + T * dx;
- mScrollY = oldY + T * dY;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = oldX + T * dx;
+ ScrollY = mScrollY = oldY + T * dY;
}
}
- mScrollX = X;
- mScrollY = Y;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = X;
+ ScrollY = mScrollY = Y;
AlreadyRunning = False;
AlreadyRunning = False;