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added description for BD style explosion
[rocksndiamonds.git]
/
src
/
game_sp
/
Display.c
diff --git
a/src/game_sp/Display.c
b/src/game_sp/Display.c
index ceaf64423d5a6673bfe9e233485ba5982d2598bb..ac2ed31a5de35d764903f099b21b6d5336269052 100644
(file)
--- a/
src/game_sp/Display.c
+++ b/
src/game_sp/Display.c
@@
-6,17
+6,15
@@
int ScreenScrollXPos, ScreenScrollYPos;
int ScreenScrollXPos, ScreenScrollYPos;
-int ScreenPosition;
-int ShowPanel;
-int ExplosionShake;
+int ExplosionShake, ExplosionShakeMurphy;
boolean NoDisplayFlag;
boolean NoDisplayFlag;
-
long DisplayMinX, DisplayMaxX, DisplayWidth
;
-
long DisplayMinY, DisplayMaxY, DisplayHeight
;
+
int DisplayMinX, DisplayMaxX
;
+
int DisplayMinY, DisplayMaxY
;
-void subDisplayLevel()
+void subDisplayLevel(
void
)
{
if (NoDisplayFlag || ! LevelLoaded)
return;
{
if (NoDisplayFlag || ! LevelLoaded)
return;
@@
-26,67
+24,45
@@
void subDisplayLevel()
void ScrollTo(int X, int Y)
{
void ScrollTo(int X, int Y)
{
- long oldX, oldY;
-
-#if 0
- printf("::: Display.c: ScrollTo(): %d, %d\n", X, Y);
-#endif
-
if (NoDisplayFlag)
return;
if (NoDisplayFlag)
return;
- oldX = ScrollX;
- oldY = ScrollY;
X = ScrollDelta * (X / ScrollDelta);
X = Max(X, ScrollMinX);
X = Min(X, ScrollMaxX);
Y = ScrollDelta * (Y / ScrollDelta);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
X = ScrollDelta * (X / ScrollDelta);
X = Max(X, ScrollMinX);
X = Min(X, ScrollMaxX);
Y = ScrollDelta * (Y / ScrollDelta);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
- // ScrollX = X
- // ScrollY = Y
-
Stage.
ScrollTo(X, Y);
+
DDScrollBuffer_
ScrollTo(X, Y);
}
void ScrollTowards(int X, int Y)
{
}
void ScrollTowards(int X, int Y)
{
- long oldX, oldY;
-
if (NoDisplayFlag)
return;
if (NoDisplayFlag)
return;
- oldX = ScrollX;
- oldY = ScrollY;
X = ScrollDelta * (X / ScrollDelta);
X = Max(X, ScrollMinX);
X = Min(X, ScrollMaxX);
Y = ScrollDelta * (Y / ScrollDelta);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
X = ScrollDelta * (X / ScrollDelta);
X = Max(X, ScrollMinX);
X = Min(X, ScrollMaxX);
Y = ScrollDelta * (Y / ScrollDelta);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
- // ScrollX = X
- // ScrollY = Y
-
Stage.ScrollTowards(X, Y, 2 * Stretch
* ZoomFactor);
+
DDScrollBuffer_ScrollTowards(X, Y, 2
* ZoomFactor);
}
}
-void SoftScrollTo(int X, int Y,
long
TimeMS, int FPS)
+void SoftScrollTo(int X, int Y,
int
TimeMS, int FPS)
{
{
- long oldX, oldY;
-
if (NoDisplayFlag)
return;
if (NoDisplayFlag)
return;
- oldX = ScrollX;
- oldY = ScrollY;
X = ScrollDelta * (X / ScrollDelta);
X = Max(X, ScrollMinX);
X = Min(X, ScrollMaxX);
Y = ScrollDelta * (Y / ScrollDelta);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
X = ScrollDelta * (X / ScrollDelta);
X = Max(X, ScrollMinX);
X = Min(X, ScrollMaxX);
Y = ScrollDelta * (Y / ScrollDelta);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
- // ScrollX = X
- // ScrollY = Y
-
Stage.
SoftScrollTo(X, Y, TimeMS, FPS);
+
DDScrollBuffer_
SoftScrollTo(X, Y, TimeMS, FPS);
}
}