From: Holger Schemel Date: Sat, 17 Feb 2024 11:54:46 +0000 (+0100) Subject: minor code cleanup X-Git-Tag: 4.4.0.0-test-1~353 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=059193b746b5073a7288c5ce2e94f2f4afe38605;p=rocksndiamonds.git minor code cleanup --- diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 73b38013..b59057d8 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 */ @@ -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)