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moved gravity compatibility settings to gravity switch properties page
[rocksndiamonds.git]
/
src
/
game_sp
/
DDScrollBuffer.c
diff --git
a/src/game_sp/DDScrollBuffer.c
b/src/game_sp/DDScrollBuffer.c
index 62257d0314c403d026e83152cec72c5999d31e95..6976f939b875f2fda62338796de4e22e17c3ef5a 100644
(file)
--- a/
src/game_sp/DDScrollBuffer.c
+++ b/
src/game_sp/DDScrollBuffer.c
@@
-17,7
+17,7
@@
int getFieldbufferOffsetX_SP(void)
{
int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
{
int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
- /
* scroll correction for even number of visible tiles (half tile shifted) */
+ /
/ scroll correction for even number of visible tiles (half tile shifted)
px += game_sp.scroll_xoffset;
if (ExplosionShakeMurphy != 0)
px += game_sp.scroll_xoffset;
if (ExplosionShakeMurphy != 0)
@@
-32,7
+32,7
@@
int getFieldbufferOffsetY_SP(void)
{
int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
{
int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
- /
* scroll correction for even number of visible tiles (half tile shifted) */
+ /
/ scroll correction for even number of visible tiles (half tile shifted)
py += game_sp.scroll_yoffset;
if (ExplosionShakeMurphy != 0)
py += game_sp.scroll_yoffset;
if (ExplosionShakeMurphy != 0)
@@
-130,7
+130,7
@@
static void ScrollPlayfieldIfNeededExt(boolean reset)
return;
}
return;
}
- /
* check if scrolling the playfield requires redrawing the viewport bitmap */
+ /
/ check if scrolling the playfield requires redrawing the viewport bitmap
if ((mScrollX != mScrollX_last ||
mScrollY != mScrollY_last) &&
(ABS(mScrollX - mScrollX_last) >= TILEX ||
if ((mScrollX != mScrollX_last ||
mScrollY != mScrollY_last) &&
(ABS(mScrollX - mScrollX_last) >= TILEX ||
@@
-185,7
+185,7
@@
void UpdatePlayfield(boolean force_redraw)
{
int element = LowByte(PlayField16[GetSI(x, y)]);
int graphic = GfxGraphic[x][y];
{
int element = LowByte(PlayField16[GetSI(x, y)]);
int graphic = GfxGraphic[x][y];
- int sync_frame = GfxFrame[x][y];
+ int sync_frame = GfxFrame
SP
[x][y];
boolean redraw = force_redraw;
if (graphic < 0)
boolean redraw = force_redraw;
if (graphic < 0)
@@
-198,7
+198,7
@@
void UpdatePlayfield(boolean force_redraw)
if (element != GfxElementLast[x][y] &&
graphic == GfxGraphicLast[x][y])
{
if (element != GfxElementLast[x][y] &&
graphic == GfxGraphicLast[x][y])
{
- /
* element changed, but not graphic => disable updating graphic */
+ /
/ element changed, but not graphic => disable updating graphic
GfxElementLast[x][y] = element;
GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1;
GfxElementLast[x][y] = element;
GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1;
@@
-212,7
+212,7
@@
void UpdatePlayfield(boolean force_redraw)
GfxElementLast[x][y] = element;
GfxGraphicLast[x][y] = GfxGraphic[x][y];
GfxElementLast[x][y] = element;
GfxGraphicLast[x][y] = GfxGraphic[x][y];
- sync_frame = GfxFrame[x][y] = 0;
+ sync_frame = GfxFrame
SP
[x][y] = 0;
}
else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame
{
}
else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame
{
@@
-234,13
+234,13
@@
void UpdatePlayfield(boolean force_redraw)
}
#if DEBUG_REDRAW
}
#if DEBUG_REDRAW
-
printf("::: FRAME %d: %d redrawn\
n", FrameCounter, num_redrawn);
+
Debug("game:playing:SP", "FRAME %d: %d redraw
n", FrameCounter, num_redrawn);
#endif
}
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
{
#endif
}
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
{
- /
* copy playfield buffer to target bitmap at scroll position */
+ /
/ copy playfield buffer to target bitmap at scroll position
int px = getFieldbufferOffsetX_SP();
int py = getFieldbufferOffsetY_SP();
int px = getFieldbufferOffsetX_SP();
int py = getFieldbufferOffsetY_SP();