1 // ----------------------------------------------------------------------------
3 // ----------------------------------------------------------------------------
5 #include "BugsTerminals.h"
7 // static char *VB_Name = "modBugTerminal";
14 int TerminalMaxCycles;
15 #define aniTerminal (0x80)
17 // ==========================================================================
20 // ==========================================================================
22 int subAnimateBugs(int si)
26 // int ax, bx, cx, dx, di;
27 // int ah, bh, ch, dh, al, bl, cl, dl;
31 if (fiBug != LowByte(PlayField16[si]))
32 return subAnimateBugs;
34 if (0 != (TimerVar & 3))
35 return subAnimateBugs;
37 bl = SgnHighByte(PlayField16[si]); // get and increment sequence#
41 bl = subGetRandomNumber(); // generate new random number
42 bl = -((bl & 0x3F) + 0x20);
45 MovHighByte(&PlayField16[si], bl); // save sequence#
46 if (bl < 0) // bug sleeps / is inactive
47 return subAnimateBugs;
49 // now the bug is active! Beware Murphy!
50 if ((ByteMask && PlayField16[si - FieldWidth - 1]) == fiMurphy)
53 if ((ByteMask && PlayField16[si - FieldWidth]) == fiMurphy)
56 if ((ByteMask && PlayField16[si - FieldWidth + 1]) == fiMurphy)
59 if ((ByteMask && PlayField16[si - 1]) == fiMurphy)
62 if ((ByteMask && PlayField16[si + 1]) == fiMurphy)
65 if ((ByteMask && PlayField16[si + FieldWidth - 1]) == fiMurphy)
68 if ((ByteMask && PlayField16[si + FieldWidth]) == fiMurphy)
71 if ((ByteMask && PlayField16[si + FieldWidth + 1]) == fiMurphy)
77 subSoundFXBug(); // play dangerous sound
80 // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
82 StretchedSprites.BltEx(GetStretchX(si), GetStretchY(si), cx);
83 // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
85 return subAnimateBugs;
88 // ==========================================================================
91 // ==========================================================================
92 int subAnimateTerminals(int si)
94 int subAnimateTerminals;
96 // int bl, ax, al, X, Y;
99 if (LowByte(PlayField16[si]) != fiTerminal)
100 return subAnimateTerminals;
102 bl = HighByte(PlayField16[si]);
103 if ((bl & 0x80) == 0x80)
109 MovHighByte(&PlayField16[si], bl);
110 return subAnimateTerminals;
113 bl = -(subGetRandomNumber() & TerminalMaxCycles); // generate new random number
114 MovHighByte(&PlayField16[si], bl); // save new sequence#
115 bl = TerminalState[si] + 1;
125 TerminalState[si] = bl;
126 // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
127 al = aniTerminal + bl;
130 StretchedSprites.BltEx(X, Y, al);
131 // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
133 return subAnimateTerminals;
134 } // subAnimateElectrons
136 // ==========================================================================
138 // Randomize random number generator
139 // ==========================================================================
147 Tick = GetTickCount();
148 Tmp = ((Tick ^ (long)(Tick / (1 << 16))) & 0xFFFF);
149 RandomSeed = 0x7FFF & Tmp;
150 if ((Tmp & 0x8000) != 0)
151 RandomSeed = RandomSeed | 0x8000;
157 for (i = 0; i < 10; i++)
158 printf("::: TEST random number: %d\n", subGetRandomNumber());
166 // ==========================================================================
168 // Generate new random number, first method (see also sub_g_8580)
169 // ==========================================================================
171 int subGetRandomNumber()
173 int subGetRandomNumber;
177 RSeed = (long)(0x7FFF & RandomSeed);
178 if (0x8000 == (RandomSeed & 0x8000))
179 RSeed = RSeed | 0x8000;
181 Tmp = 0xFFFF & (((0x5E5 * RandomSeed) & 0xFFFF) + 0x31);
182 RandomSeed = 0x7FFF & Tmp;
183 if ((Tmp & 0x8000) != 0)
184 RandomSeed = RandomSeed | 0x8000;
186 subGetRandomNumber = Tmp / 2;
188 // Mov ax, randomseed
190 // mul bx ' dx:ax = reg * ax
192 // Mov randomseed, ax
195 return subGetRandomNumber;
196 } // subGetRandomNumber