X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FBugsTerminals.c;h=f12a1a0b64ce5da8fa6633afc9216235045f0e10;hb=e85f102990a880fc2ec51e64a1f1ced4ad9e19df;hp=330b6f7a356eb65baceb9709d32c5ff891e34bd1;hpb=672811c21f07da548a4cdc5e9e14b459bcad1829;p=rocksndiamonds.git diff --git a/src/game_sp/BugsTerminals.c b/src/game_sp/BugsTerminals.c index 330b6f7a..f12a1a0b 100644 --- a/src/game_sp/BugsTerminals.c +++ b/src/game_sp/BugsTerminals.c @@ -28,16 +28,33 @@ int subAnimateBugs(int si) // int ax, bx, cx, dx, di; // int ah, bh, ch, dh, al, bl, cl, dl; - int cx; + // int cx; + int graphic, sync_frame; int bl; if (fiBug != LowByte(PlayField16[si])) return subAnimateBugs; +#if 0 if (0 != (TimerVar & 3)) return subAnimateBugs; +#endif bl = SgnHighByte(PlayField16[si]); // get and increment sequence# + +#if 1 + if ((TimerVar & 3) == 0) + { + bl = bl + 1; + if (bl >= 0xE) + { + bl = subGetRandomNumber(); // generate new random number + bl = -((bl & 0x3F) + 0x20); + } + + MovHighByte(&PlayField16[si], bl); // save sequence# + } +#else bl = bl + 1; if (bl >= 0xE) { @@ -46,9 +63,15 @@ int subAnimateBugs(int si) } MovHighByte(&PlayField16[si], bl); // save sequence# +#endif if (bl < 0) // bug sleeps / is inactive return subAnimateBugs; +#if 1 + if ((TimerVar & 3) != 0) + goto markDisplay; +#endif + // now the bug is active! Beware Murphy! if ((ByteMask && PlayField16[si - FieldWidth - 1]) == fiMurphy) goto markPlaySound; @@ -81,8 +104,32 @@ markPlaySound: markDisplay: // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - cx = aniBug[bl]; +#if 1 + +#if 1 + + graphic = (bl == 0 ? aniBugActivating : + bl == 12 ? aniBugDeactivating : + bl == 13 ? aniBug : aniBugActive); + sync_frame = (bl >= 1 && bl <= 11 ? (bl - 1) * 4 : 0) + (TimerVar & 3); + + // printf("::: %d [%d]\n", sync_frame, gfx.anim_random_frame); + + /* a general random frame treatment would be needed for _all_ animations */ + if (isRandomAnimation_SP(graphic) && + !isNextAnimationFrame_SP(graphic, sync_frame)) + return subAnimateBugs; + + subCopyAnimToScreen(si, graphic, sync_frame); + +#else + subCopyFieldToScreen(si, aniFramesBug[bl]); +#endif + +#else + cx = aniFramesBug[bl]; StretchedSprites.BltEx(GetStretchX(si), GetStretchY(si), cx); +#endif // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ return subAnimateBugs;