#include <math.h>
-long mWidth, mHeight;
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];
+#endif
void RestorePlayfield()
int y2 = mScrollY_last / TILEY + (SCR_FIELDY - 1) + 2;
int x, y;
- BlitBitmap(screenBitmap, screenBitmap,
+ BlitBitmap(bitmap_db_field_sp, bitmap_db_field_sp,
TILEX * (dx == -1),
TILEY * (dy == -1),
(MAX_BUF_XSIZE * TILEX) - TILEX * (dx != 0),
int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
int sx, sy, sxsize, sysize;
+#if 1
+ printf("::: %d, %d - %d, %d - %ld, %ld\n",
+ MurphyScreenXPos, MurphyScreenYPos,
+ ScreenScrollXPos, ScreenScrollYPos,
+ mScrollX, mScrollY);
+#endif
+
int xsize = SXSIZE;
int ysize = SYSIZE;
int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX;
sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
+#if 1
+ if (0 && !menBorder)
+ {
+ if (mScrollX < ScrollMinX + TILEX / 2)
+ px += ScrollMinX + TILEX / 2 - mScrollX;
+ else if (mScrollX > ScrollMaxX - TILEX / 2)
+ px -= mScrollX - (ScrollMaxX - TILEX / 2);
+ if (mScrollY < ScrollMinY + TILEY / 2)
+ py += ScrollMinY + TILEY / 2 - mScrollY;
+ else if (mScrollY > ScrollMaxY - TILEY / 2)
+ py -= mScrollY - (ScrollMaxY - TILEY / 2);
+ }
+#else
if (!menBorder)
{
px += TILEX / 2;
py += TILEY / 2;
}
+#endif
- BlitBitmap(screenBitmap, target_bitmap, px, py, sxsize, sysize, sx, sy);
+ BlitBitmap(bitmap_db_field_sp, target_bitmap, px, py, sxsize, sysize, sx, sy);
}
void BackToFront_SP(void)
int yy = (top + y) % MAX_BUF_YSIZE;
if (redraw[xx][yy])
- BlitBitmap(screenBitmap, window,
+ BlitBitmap(bitmap_db_field_sp, window,
xx * TILEX, yy * TILEY, TILEX, TILEY,
SX + x * TILEX, SY + y * TILEY);
}
scrolling_last = scrolling;
}
-void DDScrollBuffer_Blt()
-{
- BackToFront_SP();
-}
-
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;
ScrollPlayfieldIfNeeded();
}
if (NoDisplayFlag)
return;
- X = X / Stretch;
- Y = Y / Stretch;
dx = X - mScrollX;
dY = Y - mScrollY;
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;
ScrollPlayfieldIfNeeded();
}
return;
AlreadyRunning = True;
- X = X / Stretch;
- Y = Y / Stretch;
+
dx = X - mScrollX;
dY = Y - mScrollY;
maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
for (T = (double)tStep; T <= (double)1; T += tStep)
{
- mScrollX = oldX + T * dx;
- mScrollY = oldY + T * dY;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = oldX + T * dx;
+ ScrollY = mScrollY = oldY + T * dY;
}
- mScrollX = X;
- mScrollY = Y;
- ScrollX = mScrollX;
- ScrollY = mScrollY;
+ ScrollX = mScrollX = X;
+ ScrollY = mScrollY = Y;
AlreadyRunning = False;