int sy2 = mScrollY + SYSIZE + TILEY;
int x1 = sx1 / TILEX;
int y1 = sy1 / TILEY;
+#if 0
int x2 = sx2 / TILEX;
int y2 = sy2 / TILEY;
+#endif
int sx = pX - x1 * TILEX;
int sy = pY - y1 * TILEY;
if (NoDisplayFlag)
return;
+#if 1
+ if (TEST_flag)
+ {
+ if (pX < sx1 || pX >= sx2 || pY < sy1 || pY >= sy2)
+ printf("::: DDSpriteBuffer.c: Blt(): %d, %d [%d..%d, %d..%d] (%d, %d) [SKIPPED]\n",
+ pX, pY, sx1, sx2, sy1, sy2, mScrollX, mScrollY);
+ else
+ printf("::: DDSpriteBuffer.c: Blt(): %d, %d [%d..%d, %d..%d] (%d, %d)\n",
+ pX, pY, sx1, sx2, sy1, sy2, mScrollX, mScrollY);
+ }
+#endif
+
/* do not draw fields that are outside the visible screen area */
if (pX < sx1 || pX >= sx2 || pY < sy1 || pY >= sy2)
return;
#endif
}
+#if 0
+
static void OLD_Blt(int pX, int pY, int SpriteX, int SpriteY)
{
RECT DR, SR;
#endif
}
+#endif
+
void DDSpriteBuffer_BltEx(int pX, int pY, int SpritePos)
{
int XPos, YPos;
XPos = (SpritePos % mXSpriteCount) + 1;
YPos = (SpritePos / mXSpriteCount) + 1;
+#if 0
+ if (TEST_flag)
+ printf("::: DDSpriteBuffer_BltEx(): %d, %d [%d]\n",
+ pX, pY, SpritePos);
+#endif
+
Blt(pX, pY, XPos, YPos);
}