int ScreenBuffer[2 + MAX_PLAYFIELD_WIDTH + 2][2 + MAX_PLAYFIELD_HEIGHT + 2];
+int getFieldbufferOffsetX_SP()
+{
+ int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
+
+ /* scroll correction for even number of visible tiles (half tile shifted) */
+ px += game_sp.scroll_xoffset;
+
+ if (ExplosionShakeMurphy != 0)
+ px += TILEX / 2 - GetSimpleRandom(TILEX + 1);
+
+ px = px * TILESIZE_VAR / TILESIZE;
+
+ return px;
+}
+
+int getFieldbufferOffsetY_SP()
+{
+ int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
+
+ /* scroll correction for even number of visible tiles (half tile shifted) */
+ py += game_sp.scroll_yoffset;
+
+ if (ExplosionShakeMurphy != 0)
+ py += TILEY / 2 - GetSimpleRandom(TILEX + 1);
+
+ py = py * TILESIZE_VAR / TILESIZE;
+
+ return py;
+}
+
void RestorePlayfield()
{
int x1 = mScrollX / TILEX - 2;
{
/* copy playfield buffer to target bitmap at scroll position */
- int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
- int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
+ int px = getFieldbufferOffsetX_SP();
+ int py = getFieldbufferOffsetY_SP();
int sx, sy, sxsize, sysize;
int xsize = SXSIZE;
int ysize = SYSIZE;
sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
- /* scroll correction for even number of visible tiles (half tile shifted) */
- px += game_sp.scroll_xoffset;
- py += game_sp.scroll_yoffset;
-
- if (ExplosionShakeMurphy != 0)
- {
- px += TILEX / 2 - GetSimpleRandom(TILEX + 1);
- py += TILEY / 2 - GetSimpleRandom(TILEX + 1);
- }
-
- px = px * TILESIZE_VAR / TILESIZE;
- py = py * TILESIZE_VAR / TILESIZE;
-
BlitBitmap(bitmap_db_field_sp, target_bitmap, px, py, sxsize, sysize, sx, sy);
}