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Extend features of tiling. (separation of Cell size and Tile size / add offset position.)
authorDeskull <deskull@users.sourceforge.jp>
Sun, 16 Feb 2014 00:25:48 +0000 (09:25 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Sun, 16 Feb 2014 00:25:48 +0000 (09:25 +0900)
src/main-win.c

index 065048f..3e0233a 100644 (file)
@@ -1727,13 +1727,13 @@ static bool init_graphics(void)
                }
                else if (arg_graphics == GRAPHICS_HENGBAND)
                {
-                       wid = 32;
-                       hgt = 32;
+                       wid = 64;
+                       hgt = 64;
                        twid = 32;
                        thgt = 32;
-                       ox = 0;
-                       oy = 0;
-                       name = "32X32.BMP";
+                       ox = -16;
+                       oy = -24;
+                       name = "64X64.BMP";
 
                        ANGBAND_GRAF = "ne2";
                }
@@ -1787,7 +1787,7 @@ static bool init_graphics(void)
                if (arg_graphics == GRAPHICS_HENGBAND)
                {
                        /* Access the mask file */
-                       path_build(buf, sizeof(buf), ANGBAND_DIR_XTRA_GRAF, "mask32.bmp");
+                       path_build(buf, sizeof(buf), ANGBAND_DIR_XTRA_GRAF, "mask64.bmp");
 
                        /* Load the bitmap or quit */
                        if (!ReadDIB(data[0].w, buf, &infMask))
@@ -3160,7 +3160,9 @@ static errr Term_pict_win(int x, int y, int n, const byte *ap, const char *cp, c
                                SetStretchBltMode(hdc, COLORONCOLOR);
 
                                /* Copy the terrain picture from the bitmap to the window */
-                               StretchBlt(hdc, x2, y2, tw2, h2, hdcSrc, x3, y3, w1, h1, SRCCOPY);
+                               StretchBlt(hdc, x2, y2, tw2, h2, hdcMask, x3, y3, w1, h1, SRCAND);
+
+                               StretchBlt(hdc, x2, y2, tw2, h2, hdcSrc, x3, y3, w1, h1, SRCPAINT);
 
                                /* Only draw if terrain and overlay are different */
                                if ((x1 != x3) || (y1 != y3))