X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=8938ab80d8c23444dd674846dce14e12d4047b28;hb=3cc8592ba5081ff394e42f1efa7b0b2409f845db;hp=34b34b39631d1ed37a0f0b8f7f2cef06d197a891;hpb=0f4ca4876cd7e3ac7f05620a6d048f5cd7dac294;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 34b34b39..8938ab80 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -294,18 +294,19 @@ static boolean use_native_bd_graphics_engine(void) int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { + GdCave *cave = game->cave; void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) = BlitBitmap; static int show_flash_count = 0; boolean show_flash = FALSE; boolean redraw_all = force_redraw; int scroll_y_aligned = scroll_y; - int x, y, xd, yd; + int x, y; /* force redraw if maximum number of cycles has changed (to redraw moving elements) */ if (game->itermax != game->itermax_last) redraw_all = TRUE; - if (!game->cave->gate_open_flash) + if (!cave->gate_open_flash) { show_flash_count = 0; } @@ -327,9 +328,9 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) /* here we draw all cells to be redrawn. we do not take scrolling area into consideration - sdl will do the clipping. */ - for (y = game->cave->y1, yd = 0; y <= game->cave->y2; y++, yd++) + for (y = cave->y1; y <= cave->y2; y++) { - for (x = game->cave->x1, xd = 0; x <= game->cave->x2; x++, xd++) + for (x = cave->x1; x <= cave->x2; x++) { /* potential movement direction of game element */ int dir = game->dir_buffer[y][x]; @@ -340,22 +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 */ @@ -364,23 +357,23 @@ 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 */ int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0); int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0); - int old_x = game->cave->getx(game->cave, x + dx, y + dy); - int old_y = game->cave->gety(game->cave, x + dx, y + dy); + int old_x = cave->getx(cave, x + dx, y + dy); + int old_y = cave->gety(cave, x + dx, y + dy); - if (old_x >= game->cave->x1 && - old_x <= game->cave->x2 && - old_y >= game->cave->y1 && - old_y <= game->cave->y2) + if (old_x >= cave->x1 && + old_x <= cave->x2 && + old_y >= cave->y1 && + old_y <= cave->y2) { if (game->dir_buffer[old_y][old_x] == GD_MV_STILL) { @@ -388,8 +381,8 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) 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; } @@ -404,11 +397,11 @@ 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; + sx += dx * shift; + sy += dy * shift; } - blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, width, height, offset.x, offset.y); + blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); #if DO_GFX_SANITY_CHECK if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)