X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=5e53a433708cac6e390b9000cb28266d5aa2d298;hb=931481fe085a820997fc0184263ced9d6475aea5;hp=455979ea932a8e43596930a79266f3caa0e78f2e;hpb=9c299f0c6d66d7d0a246bbecdf2669fe5db25547;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index 455979ea..5e53a433 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -71,6 +71,12 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) int full_xsize = lev.width * TILEX; int full_ysize = lev.height * TILEY; +#if 0 + printf("::: %d, %d\n", screenBitmap->width, screenBitmap->height); + printf("::: %d / %d, %d / %d\n", + MAX_BUF_XSIZE, MAX_BUF_YSIZE, SXSIZE, SYSIZE); +#endif + sxsize = (full_xsize < xsize ? full_xsize : xsize); sysize = (full_ysize < ysize ? full_ysize : ysize); sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0); @@ -201,14 +207,19 @@ void BackToFront_EM(void) boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY != 0); #endif - int sx, sy, sxsize, sysize; + int sx, sy; +#if 0 + int sxsize, sysize; +#endif int xsize = SXSIZE; int ysize = SYSIZE; int full_xsize = lev.width * TILEX; int full_ysize = lev.height * TILEY; +#if 0 sxsize = (full_xsize < xsize ? full_xsize : xsize); sysize = (full_ysize < ysize ? full_ysize : ysize); +#endif sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0); sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0); @@ -608,9 +619,9 @@ static void blitplayer(struct PLAYER *ply) int new_x = old_x + SIGN(dx); int new_y = old_y + SIGN(dy); int old_sx = old_x % MAX_BUF_XSIZE; - int old_sy = old_y % MAX_BUF_XSIZE; + int old_sy = old_y % MAX_BUF_YSIZE; int new_sx = new_x % MAX_BUF_XSIZE; - int new_sy = new_y % MAX_BUF_XSIZE; + int new_sy = new_y % MAX_BUF_YSIZE; #if 0 int old_crm = crumbled_state[old_sy][old_sx]; #endif @@ -1008,9 +1019,9 @@ void RedrawPlayfield_EM(boolean force_redraw) if (draw_new_player_location && !quick_relocation) { #if 1 - unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); + unsigned int game_frame_delay_value = getGameFrameDelay_EM(20); #else - unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); + unsigned int game_frame_delay_value = getGameFrameDelay_EM(25); #endif int wait_delay_value = game_frame_delay_value; int screen_xx = VALID_SCREEN_X(sx);