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added using single button for snap and drop when using native EM engine
[rocksndiamonds.git]
/
src
/
game_sp
/
BugsTerminals.c
diff --git
a/src/game_sp/BugsTerminals.c
b/src/game_sp/BugsTerminals.c
index ec4be1ea66feebb06629dd91ae7d23c4b8f881c2..afa7345e8bf40d7a843b5df8cdbf18667cecdd3f 100644
(file)
--- a/
src/game_sp/BugsTerminals.c
+++ b/
src/game_sp/BugsTerminals.c
@@
-5,7
+5,8
@@
#include "BugsTerminals.h"
#include "BugsTerminals.h"
-byte *TerminalState;
+byte TerminalState[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
+
int TerminalMaxCycles;
int TerminalMaxCycles;
@@
-26,7
+27,7
@@
void subAnimateBugs(int si)
if ((TimerVar & 3) == 0)
{
bl = bl + 1;
if ((TimerVar & 3) == 0)
{
bl = bl + 1;
- if (bl >=
0xE)
+ if (bl >=
14) // bugs animation has 14 frames
{
bl = subGetRandomNumber(); // generate new random number
bl = -((bl & 0x3F) + 0x20);
{
bl = subGetRandomNumber(); // generate new random number
bl = -((bl & 0x3F) + 0x20);
@@
-65,7
+66,7
@@
void subAnimateBugs(int si)
void subAnimateTerminals(int si)
{
void subAnimateTerminals(int si)
{
-
shor
t bl;
+
in
t bl;
int lx = GetX(si);
int ly = GetY(si);
int lx = GetX(si);
int ly = GetY(si);
@@
-79,9
+80,7
@@
void subAnimateTerminals(int si)
GfxFrame[lx][ly]--;
/* get last random animation delay */
GfxFrame[lx][ly]--;
/* get last random animation delay */
- bl = HighByte(PlayField16[si]);
- if ((bl & 0x80) == 0x80)
- bl = (bl | 0xFF00);
+ bl = SgnHighByte(PlayField16[si]);
bl = bl + 1;
if (bl <= 0) /* return if random animation delay not yet reached */
bl = bl + 1;
if (bl <= 0) /* return if random animation delay not yet reached */
@@
-124,7
+123,7
@@
void subAnimateTerminals(int si)
void subRandomize()
{
void subRandomize()
{
-
long
Tick = MyGetTickCount();
+
int
Tick = MyGetTickCount();
RandomSeed = (Tick ^ (Tick >> 16)) & 0xFFFF;
}
RandomSeed = (Tick ^ (Tick >> 16)) & 0xFFFF;
}