int ScreenScrollXPos, ScreenScrollYPos;
-int ShowPanel;
-int ExplosionShake;
+int ExplosionShake, ExplosionShakeMurphy;
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;
void ScrollTo(int X, int Y)
{
- long oldX, oldY;
-
-#if 0
- printf("::: Display.c: ScrollTo(): %d, %d\n", X, Y);
-#endif
-
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);
- // ScrollX = X
- // ScrollY = Y
- Stage.ScrollTo(X, Y);
+ DDScrollBuffer_ScrollTo(X, Y);
}
void ScrollTowards(int X, int Y)
{
- long oldX, oldY;
-
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);
- // 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;
- 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);
- // ScrollX = X
- // ScrollY = Y
- Stage.SoftScrollTo(X, Y, TimeMS, FPS);
+ DDScrollBuffer_SoftScrollTo(X, Y, TimeMS, FPS);
}