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rnd-20091124-2-src
[rocksndiamonds.git]
/
src
/
game_sp
/
init.c
diff --git
a/src/game_sp/init.c
b/src/game_sp/init.c
index 953b9ec8256a570d6643cd6d956a45870c7bba2c..ee7034247ef27228fa77cc6e585a50d00b10412b 100644
(file)
--- a/
src/game_sp/init.c
+++ b/
src/game_sp/init.c
@@
-7,21
+7,9
@@
Bitmap *sp_objects;
Bitmap *screenBitmap;
Bitmap *screenBitmap;
-#if 0
-static void BlitScreenToBitmap_SP__Stage_Blt()
-{
- BlitScreenToBitmap_SP(window);
-}
-#endif
-
static void init_struct_functions()
{
static void init_struct_functions()
{
-#if 1
- Stage.Blt = &DDScrollBuffer_Blt;
-#else
- Stage.Blt = &BlitScreenToBitmap_SP__Stage_Blt;
-#endif
-
+ Stage.Blt = &DDScrollBuffer_Blt;
Stage.ScrollTo = &DDScrollBuffer_ScrollTo;
Stage.ScrollTowards = &DDScrollBuffer_ScrollTowards;
Stage.SoftScrollTo = &DDScrollBuffer_SoftScrollTo;
Stage.ScrollTo = &DDScrollBuffer_ScrollTo;
Stage.ScrollTowards = &DDScrollBuffer_ScrollTowards;
Stage.SoftScrollTo = &DDScrollBuffer_SoftScrollTo;
@@
-48,7
+36,10
@@
void sp_open_all()
SetBitmaps_SP(&sp_objects);
SetBitmaps_SP(&sp_objects);
-#if 1
+#if 0
+ /* too small for oversized levels, but too big for graphics performance */
+ /* (the whole playfield is drawn/updated, not only visible/scrolled area) */
+ /* !!! FIX THIS !!! */
screenBitmap = CreateBitmap(60 * TILEX, 24 * TILEY,
DEFAULT_DEPTH);
#else
screenBitmap = CreateBitmap(60 * TILEX, 24 * TILEY,
DEFAULT_DEPTH);
#else
@@
-67,6
+58,10
@@
unsigned int InitEngineRandom_SP(long seed)
{
if (seed == NEW_RANDOMIZE)
{
{
if (seed == NEW_RANDOMIZE)
{
+#if 0
+ printf("::: init.c: InitEngineRandom_SP(): subRandomize()\n");
+#endif
+
subRandomize();
seed = (long)RandomSeed;
subRandomize();
seed = (long)RandomSeed;
@@
-74,5
+69,9
@@
unsigned int InitEngineRandom_SP(long seed)
RandomSeed = (short)seed;
RandomSeed = (short)seed;
+#if 0
+ printf("::: init.c: InitEngineRandom_SP(): RandomSeed == %d\n", RandomSeed);
+#endif
+
return (unsigned int) seed;
}
return (unsigned int) seed;
}