minor code cleanup
authorHolger Schemel <info@artsoft.org>
Sat, 17 Feb 2024 11:54:46 +0000 (12:54 +0100)
committerHolger Schemel <info@artsoft.org>
Sun, 18 Feb 2024 15:17:00 +0000 (16:17 +0100)
src/game_bd/bd_graphics.c

index 73b38013f68edeab00ea082d9d0304ae9e00723c..b59057d83cb383e5b5d789160c6210a4d28c1154 100644 (file)
@@ -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 */
@@ -368,8 +360,8 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
            int tile_old = game->last_element_buffer[y][x] & ~SKIPPED;
            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 */
@@ -389,8 +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;
            }
@@ -405,11 +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)