Tell me about it. :P Talk about overcomplication. The original uses this method to handle various combinations of transparency or not, bit depths, even weird options like writing directly to the screen versus a destination surface. I had some preliminary discussions with Strangerke regarding the possibility of merging some cases together, and have if checks inside the x/y loops, but undertaking it would require a lot of work to set up useful test cases for the various modes, to make sure we didn't break anything doing refactoring, since various parts of the game use various subsets of the drawing.

Overall, I consider simplifying the method something someone with time on their hands might want to undertake in the future, but not a short-term priority.