1 // ----------------------------------------------------------------------------
3 // ----------------------------------------------------------------------------
5 #include "DoGameStuff.h"
8 static void CallAnimation(int si, byte bl);
9 static boolean IsToBeAnimated(int bl);
11 int AnimationPosTable[SP_MAX_PLAYFIELD_SIZE];
12 byte AnimationSubTable[SP_MAX_PLAYFIELD_SIZE];
15 // ==========================================================================
18 // ==========================================================================
20 void subDoGameStuff(void)
23 int InfotronsNeeded_last = InfotronsNeeded;
25 subAnimateMurphy(&MurphyPosIndex); // move Murphy in any direction
27 if (InfotronsNeeded != InfotronsNeeded_last)
28 game.snapshot.collected_item = TRUE;
30 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
31 // Build a database of locations and subs-to-call of animatable fields only:
32 // Make a snapshot from the field before the animation cycle starts.
33 // first and last line are not animated.
35 cx = LevelMax - 2 * FieldWidth - 1;
39 bl = LowByte(PlayField16[si]);
40 if (((bl & 0xD) != 0) && (bl < 0x20)) // all animatables have 1's in &H0D' above &H1F? (&H1F=explosion!)
42 if (IsToBeAnimated(bl))
44 AnimationPosTable[dx] = si;
45 AnimationSubTable[dx] = bl;
46 dx = dx + 1; // count database entries
50 si = si + 1; // next field
53 while (0 < cx); // locloop_g_2282' until all lines scanned(not top- and bottom edge)
55 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
56 // Now use the database to animate all animatables the fastest way.
57 // All the other fields are not checked anymore: those have no database entry.
58 // The field from before animation is frozen in the database in order not to
59 // do follow-up animations in the same loop.
60 if (dx != 0) // any database entries?
63 for (cx = 0; cx <= dx; cx++)
65 CallAnimation(AnimationPosTable[cx], AnimationSubTable[cx]);
66 } // loop locloop_g_22B8 ' until all animatables done
69 // All animations are done now
70 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
71 if (KillMurphyFlag == 1 || MurphyMoveCounter == 0)
73 if (LeadOutCounter == 0 &&
74 !game_sp.LevelSolved &&
77 KillMurphyFlag = 0; // no more "kill Murphy"
78 ExplodeFieldSP(MurphyExplodePos); // Explode
79 LeadOutCounter = 0x40; // quit: start lead-out
81 /* give Murphy some more time (LeadOutCounter) to reach the exit */
86 static boolean IsToBeAnimated(int bl)
88 static boolean IsToBeAnimated;
100 IsToBeAnimated = True;
104 IsToBeAnimated = False;
108 return IsToBeAnimated;
111 static void CallAnimation(int si, byte bl)
120 subAnimateInfotrons(si);
124 subAnimateOrangeDisks(si);
128 subAnimateSnikSnaks(si);
132 subAnimateTerminals(si);
136 subAnimateElectrons(si);
144 subAnimateExplosion(si);
148 // Debug.Assert(False);