X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=7472782eab2d1d754c8f645409c0d4259b28a645;hb=a5625f62fe0e6212c4526637f23fa029f32301e8;hp=73b38013f68edeab00ea082d9d0304ae9e00723c;hpb=c14ad49b74125ca9f908ad5d20d78922e9295ef5;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 73b38013..7472782e 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -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)