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rnd-20100315-2-src
[rocksndiamonds.git]
/
src
/
game_sp
/
DDScrollBuffer.c
diff --git
a/src/game_sp/DDScrollBuffer.c
b/src/game_sp/DDScrollBuffer.c
index 0f1191ce1eb6153ba86abbba68070b6a6849179b..e74e4a7e1716136c1bca704a621530f5579ff28f 100644
(file)
--- a/
src/game_sp/DDScrollBuffer.c
+++ b/
src/game_sp/DDScrollBuffer.c
@@
-62,9
+62,7
@@
static void ScrollPlayfield(int dx, int dy)
redraw[x][y] = FALSE;
redraw_tiles = 0;
redraw[x][y] = FALSE;
redraw_tiles = 0;
-#if 1
DrawFrameIfNeeded();
DrawFrameIfNeeded();
-#endif
for (y = DisplayMinY; y <= DisplayMaxY; y++)
{
for (y = DisplayMinY; y <= DisplayMaxY; y++)
{
@@
-300,9
+298,7
@@
void DDScrollBuffer_ScrollTo(int X, int Y)
ScrollX = mScrollX;
ScrollY = mScrollY;
ScrollX = mScrollX;
ScrollY = mScrollY;
-#if 1
ScrollPlayfieldIfNeeded();
ScrollPlayfieldIfNeeded();
-#endif
}
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
}
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
@@
-316,8
+312,9
@@
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
Y = Y / Stretch;
dx = X - mScrollX;
dY = Y - mScrollY;
Y = Y / Stretch;
dx = X - mScrollX;
dY = Y - mScrollY;
+
r = Sqr(dx * dx + dY * dY);
r = Sqr(dx * dx + dY * dY);
- if (r == 0) // we are there already
+ if (r == 0)
// we are there already
return;
if (Step < r)
return;
if (Step < r)
@@
-330,9
+327,7
@@
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
ScrollX = mScrollX;
ScrollY = mScrollY;
ScrollX = mScrollX;
ScrollY = mScrollY;
-#if 1
ScrollPlayfieldIfNeeded();
ScrollPlayfieldIfNeeded();
-#endif
}
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
}
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
@@
-347,9
+342,7
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
return;
if (AlreadyRunning)
return;
if (AlreadyRunning)
- {
return;
return;
- }
AlreadyRunning = True;
X = X / Stretch;
AlreadyRunning = True;
X = X / Stretch;
@@
-357,6
+350,7
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
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));
+
StepCount = FPS * (TimeMS / (double)1000);
if (StepCount > maxD)
StepCount = maxD;
StepCount = FPS * (TimeMS / (double)1000);
if (StepCount > maxD)
StepCount = maxD;
@@
-368,8
+362,7
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
tStep = (double)1 / StepCount;
oldX = mScrollX;
oldY = mScrollY;
tStep = (double)1 / StepCount;
oldX = mScrollX;
oldY = mScrollY;
- // R = Sqr(dX * dX + dY * dY)
- // If R = 0 Then Exit Sub 'we are there already
+
for (T = (double)tStep; T <= (double)1; T += tStep)
{
if (UserDragFlag)
for (T = (double)tStep; T <= (double)1; T += tStep)
{
if (UserDragFlag)
@@
-392,7
+385,5
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
SoftScrollEH:
AlreadyRunning = False;
SoftScrollEH:
AlreadyRunning = False;
-#if 1
ScrollPlayfieldIfNeeded();
ScrollPlayfieldIfNeeded();
-#endif
}
}