minor code cleanup
[rocksndiamonds.git] / src / game_bd / bd_graphics.c
index 73b38013f68edeab00ea082d9d0304ae9e00723c..7472782eab2d1d754c8f645409c0d4259b28a645 100644 (file)
@@ -341,22 +341,14 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
        if (game->element_buffer[y][x] & SKIPPED)
          continue;
 
-       /* if it needs to be redrawn */
-       SDL_Rect offset;
-
-       /* sdl_blitsurface destroys offset, so we have to set y here, too.
-          (ie. in every iteration) */
-       offset.y = y * cell_size - scroll_y_aligned;
-       offset.x = x * cell_size - scroll_x;
-
        /* now we have drawn it */
        game->gfx_buffer[y][x] = game->gfx_buffer[y][x] & ~GD_REDRAW;
 
+       int sx = x * cell_size - scroll_x;
+       int sy = y * cell_size - scroll_y_aligned;
        int tile = game->element_buffer[y][x];
        int frame = game->animcycle;
        struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
-       int width  = g->width  * TILESIZE_VAR / TILESIZE;
-       int height = g->height * TILESIZE_VAR / TILESIZE;
        boolean use_smooth_movements = TRUE;
 
        /* if game element is just moving, draw movement animation between two tiles */
@@ -365,11 +357,11 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
          if (!(game->last_element_buffer[y][x] & SKIPPED))
          {
            /* redraw previous game element on the cave field the new element is moving to */
-           int tile_old = game->last_element_buffer[y][x] & ~SKIPPED;
+           int tile_old = game->last_element_buffer[y][x];
            struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
 
-           blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, width, height,
-                       offset.x, offset.y);
+           blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size,
+                       sx, sy);
          }
 
          /* get cave field position the game element is moving from */
@@ -377,26 +369,27 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
          int dy = (dir == GD_MV_UP   ? +1 : dir == GD_MV_DOWN  ? -1 : 0);
          int old_x = cave->getx(cave, x + dx, y + dy);
          int old_y = cave->gety(cave, x + dx, y + dy);
-
-         if (old_x >= cave->x1 &&
-             old_x <= cave->x2 &&
-             old_y >= cave->y1 &&
-             old_y <= cave->y2)
+         int tile_from = game->element_buffer[old_y][old_x];
+         struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
+         boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
+         boolean old_is_visible = (old_x >= cave->x1 &&
+                                   old_x <= cave->x2 &&
+                                   old_y >= cave->y1 &&
+                                   old_y <= cave->y2);
+
+         if (old_is_visible)
          {
-           if (game->dir_buffer[old_y][old_x] == GD_MV_STILL)
+           if (!old_is_moving)
            {
              /* redraw game element on the cave field the element is moving from */
-             int tile_from = game->element_buffer[old_y][old_x];
-             struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0];
-
-             blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, width, height,
-                         offset.x + dx * cell_size, offset.y + dy * cell_size);
+             blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
+                         sx + dx * cell_size, sy + dy * cell_size);
 
              game->element_buffer[old_y][old_x] |= SKIPPED;
            }
            else
            {
-             /* if old tile also moving (like pushing player), do not redraw it again */
+             /* if old tile also moving (like pushing player), do not redraw tile background */
              game->last_element_buffer[old_y][old_x] |= SKIPPED;
            }
          }
@@ -405,11 +398,13 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
          int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
          int shift = cell_size * itercycle / game->itermax;
 
-         offset.x += dx * shift;
-         offset.y += dy * shift;
+         blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
+                     sx + dx * shift, sy + dy * shift);
+       }
+       else
+       {
+         blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
        }
-
-       blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, width, height, offset.x, offset.y);
 
 #if DO_GFX_SANITY_CHECK
        if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)