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rnd-20100420-1-src
[rocksndiamonds.git]
/
src
/
game_sp
/
DDScrollBuffer.c
diff --git
a/src/game_sp/DDScrollBuffer.c
b/src/game_sp/DDScrollBuffer.c
index 0f1191ce1eb6153ba86abbba68070b6a6849179b..e8bd2fbce26221c29eb956408a597d7c962dd3d4 100644
(file)
--- a/
src/game_sp/DDScrollBuffer.c
+++ b/
src/game_sp/DDScrollBuffer.c
@@
-7,14
+7,16
@@
#include <math.h>
#include <math.h>
-long mWidth, mHeight;
-long mhWnd;
long mScrollX, mScrollY;
long mScrollX_last, mScrollY_last;
long mScrollX, mScrollY;
long mScrollX_last, mScrollY_last;
-long mDestXOff, mDestYOff;
+#if 1
+long ScreenBuffer[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
+boolean redraw[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
+#else
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];
+#endif
void RestorePlayfield()
void RestorePlayfield()
@@
-48,7
+50,7
@@
static void ScrollPlayfield(int dx, int dy)
int y2 = mScrollY_last / TILEY + (SCR_FIELDY - 1) + 2;
int x, y;
int y2 = mScrollY_last / TILEY + (SCR_FIELDY - 1) + 2;
int x, y;
- BlitBitmap(
screenBitmap, screenBitma
p,
+ BlitBitmap(
bitmap_db_field_sp, bitmap_db_field_s
p,
TILEX * (dx == -1),
TILEY * (dy == -1),
(MAX_BUF_XSIZE * TILEX) - TILEX * (dx != 0),
TILEX * (dx == -1),
TILEY * (dy == -1),
(MAX_BUF_XSIZE * TILEX) - TILEX * (dx != 0),
@@
-62,9
+64,7
@@
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++)
{
@@
-106,8
+106,13
@@
static void ScrollPlayfieldIfNeededExt(boolean reset)
if (mScrollX_last == -1 || mScrollY_last == -1)
{
if (mScrollX_last == -1 || mScrollY_last == -1)
{
+#if 1
+ mScrollX_last = (mScrollX / TILESIZE) * TILESIZE;
+ mScrollY_last = (mScrollY / TILESIZE) * TILESIZE;
+#else
mScrollX_last = mScrollX;
mScrollY_last = mScrollY;
mScrollX_last = mScrollX;
mScrollY_last = mScrollY;
+#endif
return;
}
return;
}
@@
-200,7
+205,7
@@
void UpdatePlayfield(boolean force_redraw)
printf("::: REDRAW (%d, %d): %d, %d\n", x, y, graphic, sync_frame);
#endif
printf("::: REDRAW (%d, %d): %d, %d\n", x, y, graphic, sync_frame);
#endif
-
StretchedSprites.
BltImg(sx, sy, graphic, sync_frame);
+
DDSpriteBuffer_
BltImg(sx, sy, graphic, sync_frame);
#if 1
num_redrawn++;
#if 1
num_redrawn++;
@@
-222,23
+227,38
@@
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
int sx, sy, sxsize, sysize;
int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
int sx, sy, sxsize, sysize;
+#if 0
+ printf("::: %d, %d / %d, %d / %ld, %ld (%ld, %ld) / %d, %d\n",
+ MurphyScreenXPos, MurphyScreenYPos,
+ ScreenScrollXPos, ScreenScrollYPos,
+ mScrollX, mScrollY,
+ mScrollX_last, mScrollY_last,
+ px, py);
+#endif
+
int xsize = SXSIZE;
int ysize = SYSIZE;
int xsize = SXSIZE;
int ysize = SYSIZE;
- int full_xsize = (FieldWidth - (menBorder
.Checked
? 0 : 1)) * TILEX;
- int full_ysize = (FieldHeight - (menBorder
.Checked
? 0 : 1)) * TILEY;
+ int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX;
+ int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY;
sxsize = (full_xsize < xsize ? full_xsize : xsize);
sysize = (full_ysize < ysize ? full_ysize : ysize);
sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
sxsize = (full_xsize < xsize ? full_xsize : xsize);
sysize = (full_ysize < ysize ? full_ysize : ysize);
sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
- if (!menBorder.Checked)
+ /* scroll correction for even number of visible tiles (half tile shifted) */
+ px += game_sp.scroll_xoffset;
+ py += game_sp.scroll_yoffset;
+
+#if 1
+ if (ExplosionShakeMurphy != 0)
{
{
- px += TILEX / 2;
- py += TILEY / 2;
+ px += TILEX / 2
- GetSimpleRandom(TILEX + 1)
;
+ py += TILEY / 2
- GetSimpleRandom(TILEX + 1)
;
}
}
+#endif
- BlitBitmap(
screenBitma
p, target_bitmap, px, py, sxsize, sysize, sx, sy);
+ BlitBitmap(
bitmap_db_field_s
p, target_bitmap, px, py, sxsize, sysize, sx, sy);
}
void BackToFront_SP(void)
}
void BackToFront_SP(void)
@@
-266,7
+286,7
@@
void BackToFront_SP(void)
int yy = (top + y) % MAX_BUF_YSIZE;
if (redraw[xx][yy])
int yy = (top + y) % MAX_BUF_YSIZE;
if (redraw[xx][yy])
- BlitBitmap(
screenBitma
p, window,
+ BlitBitmap(
bitmap_db_field_s
p, window,
xx * TILEX, yy * TILEY, TILEX, TILEY,
SX + x * TILEX, SY + y * TILEY);
}
xx * TILEX, yy * TILEY, TILEX, TILEY,
SX + x * TILEX, SY + y * TILEY);
}
@@
-283,26
+303,15
@@
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;
-#if 1
ScrollPlayfieldIfNeeded();
ScrollPlayfieldIfNeeded();
-#endif
}
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
}
void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
@@
-312,12
+321,11
@@
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;
+
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)
@@
-325,14
+333,10
@@
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;
-#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)
@@
-347,16
+351,14
@@
void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
return;
if (AlreadyRunning)
return;
if (AlreadyRunning)
- {
return;
return;
- }
AlreadyRunning = True;
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));
+
StepCount = FPS * (TimeMS / (double)1000);
if (StepCount > maxD)
StepCount = maxD;
StepCount = FPS * (TimeMS / (double)1000);
if (StepCount > maxD)
StepCount = maxD;
@@
-368,31
+370,17
@@
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)
{
for (T = (double)tStep; T <= (double)1; T += tStep)
{
- if (UserDragFlag)
- goto SoftScrollEH;
-
- mScrollX = oldX + T * dx;
- mScrollY = oldY + T * dY;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = oldX + T * dx;
+ ScrollY = mScrollY = oldY + T * dY;
}
}
- if (UserDragFlag)
-
goto SoftScrollEH
;
+ ScrollX = mScrollX = X;
+
ScrollY = mScrollY = Y
;
- mScrollX = X;
- mScrollY = Y;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
-
-SoftScrollEH:
AlreadyRunning = False;
AlreadyRunning = False;
-#if 1
ScrollPlayfieldIfNeeded();
ScrollPlayfieldIfNeeded();
-#endif
}
}