X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FDDScrollBuffer.c;h=80cddf0d7e745c733bec2879a954f0b29e3ba20a;hb=97fb6c2a140f361991541bcf5a5c1e5d18deaf74;hp=816127b4ed9952ddd08104a90bd0c1de08771b1b;hpb=4591885cdbcfec145d1ac0510fed1519af1eea1d;p=rocksndiamonds.git diff --git a/src/game_sp/DDScrollBuffer.c b/src/game_sp/DDScrollBuffer.c index 816127b4..80cddf0d 100644 --- a/src/game_sp/DDScrollBuffer.c +++ b/src/game_sp/DDScrollBuffer.c @@ -7,13 +7,16 @@ #include -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() @@ -47,7 +50,7 @@ static void ScrollPlayfield(int dx, int dy) 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), @@ -103,8 +106,13 @@ static void ScrollPlayfieldIfNeededExt(boolean reset) if (mScrollX_last == -1 || mScrollY_last == -1) { +#if 1 + mScrollX_last = (mScrollX / TILESIZE) * TILESIZE; + mScrollY_last = (mScrollY / TILESIZE) * TILESIZE; +#else mScrollX_last = mScrollX; mScrollY_last = mScrollY; +#endif return; } @@ -219,6 +227,15 @@ void BlitScreenToBitmap_SP(Bitmap *target_bitmap) int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY; int sx, sy, sxsize, sysize; +#if 1 + printf("::: %d, %d / %d, %d / %ld, %ld (%ld, %ld) / %d, %d\n", + MurphyScreenXPos, MurphyScreenYPos, + ScreenScrollXPos, ScreenScrollYPos, + mScrollX, mScrollY, + mScrollX_last, mScrollY_last, + px, py); +#endif + int xsize = SXSIZE; int ysize = SYSIZE; int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX; @@ -229,13 +246,42 @@ void BlitScreenToBitmap_SP(Bitmap *target_bitmap) sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0); sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0); +#if 1 +#if 1 + { + px += game_sp.scroll_xoffset; + py += game_sp.scroll_yoffset; + } +#else + if (1) + { + px += TILEX / 2; + py += TILEY / 2; + } +#endif +#else +#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 +#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) @@ -263,7 +309,7 @@ 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); } @@ -280,22 +326,13 @@ void BackToFront_SP(void) 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(); } @@ -307,8 +344,6 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) if (NoDisplayFlag) return; - X = X / Stretch; - Y = Y / Stretch; dx = X - mScrollX; dY = Y - mScrollY; @@ -321,10 +356,8 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) 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(); } @@ -344,8 +377,7 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) return; AlreadyRunning = True; - X = X / Stretch; - Y = Y / Stretch; + dx = X - mScrollX; dY = Y - mScrollY; maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx)); @@ -364,16 +396,12 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) 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;