X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame_sp%2FDisplay.c;h=ac2ed31a5de35d764903f099b21b6d5336269052;hp=32923d6340f998538ee3aa0b184d3dce12418c30;hb=115ce6f2da1914d68b0fe0e5f9082973190dacdd;hpb=34e8c8894f9aa655a87577c946c31a3f9b6134c5 diff --git a/src/game_sp/Display.c b/src/game_sp/Display.c index 32923d63..ac2ed31a 100644 --- a/src/game_sp/Display.c +++ b/src/game_sp/Display.c @@ -7,15 +7,14 @@ 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; @@ -25,67 +24,45 @@ void subDisplayLevel() 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); }