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added single-step mode (well, sort of) to MM game engine
[rocksndiamonds.git]
/
src
/
game_sp
/
Infotrons.c
diff --git
a/src/game_sp/Infotrons.c
b/src/game_sp/Infotrons.c
index 08a166620ab22a7f7a1af14b6f92dc76f5f18ebd..ecf29af4889bf3170abfd605dcf6b82f1f133390 100644
(file)
--- a/
src/game_sp/Infotrons.c
+++ b/
src/game_sp/Infotrons.c
@@
-115,8
+115,8
@@
loc_g_1242: // infotron comes falling from above
X = GetStretchX(si);
Y = GetStretchY(si - FieldWidth);
dx = bl & 0x7;
X = GetStretchX(si);
Y = GetStretchY(si - FieldWidth);
dx = bl & 0x7;
-
StretchedSprites.
BltImg(X, Y, aniSpace, 0);
-
StretchedSprites.
BltImg(X, Y + TwoPixels * (dx + 1), aniInfotron, dx);
+
DDSpriteBuffer_
BltImg(X, Y, aniSpace, 0);
+
DDSpriteBuffer_
BltImg(X, Y + TwoPixels * (dx + 1), aniInfotron, dx);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
@@
-164,19
+164,8
@@
loc_g_1242: // infotron comes falling from above
if (ax == fiOrangeDisk) // orange disk hit
goto loc_g_1386;
if (ax == fiOrangeDisk) // orange disk hit
goto loc_g_1386;
-#if 1
-
-#if 1
// play the infotron sound, 'cause infotron hits something "hard"
subSoundFX(si, fiInfotron, actImpact);
// play the infotron sound, 'cause infotron hits something "hard"
subSoundFX(si, fiInfotron, actImpact);
-#else
- // play the zonk sound, 'cause zonk hits something "hard"
- subSoundFX(si, fiZonk, actImpact);
-#endif
-
-#else
- subSoundFXZonk(); // play the zonk sound,'cause zonk hits something "hard"
-#endif
if (! (ax == fiZonk || ax == fiInfotron || ax == fiRAM))
return;
if (! (ax == fiZonk || ax == fiInfotron || ax == fiRAM))
return;
@@
-239,8
+228,8
@@
loc_g_138D: // infotron comes rolling from right to left
X = GetStretchX(si + 1);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
X = GetStretchX(si + 1);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
-
StretchedSprites.
BltImg(X, Y, aniSpace, 0);
-
StretchedSprites.
BltImg(X - (TwoPixels * dx), Y, aniInfotronRollLeft, dx - 1);
+
DDSpriteBuffer_
BltImg(X, Y, aniSpace, 0);
+
DDSpriteBuffer_
BltImg(X - (TwoPixels * dx), Y, aniInfotronRollLeft, dx - 1);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // get and increment sequence#
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // get and increment sequence#
@@
-270,8
+259,8
@@
loc_g_13E9: // infotron comes rolling from left to right
X = GetStretchX(si - 1);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
X = GetStretchX(si - 1);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
-
StretchedSprites.
BltImg(X, Y, aniSpace, 0);
-
StretchedSprites.
BltImg(X + (TwoPixels * dx), Y, aniInfotronRollRight, dx - 1);
+
DDSpriteBuffer_
BltImg(X, Y, aniSpace, 0);
+
DDSpriteBuffer_
BltImg(X + (TwoPixels * dx), Y, aniInfotronRollRight, dx - 1);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
@@
-321,8
+310,8
@@
loc_g_1472: // infotron rolls left
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0xF) + 1;
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0xF) + 1;
-
StretchedSprites.
BltImg(X, Y, aniSpace, 0);
-
StretchedSprites.
BltImg(X - (TwoPixels * dx), Y, aniInfotronRollLeft, dx - 1);
+
DDSpriteBuffer_
BltImg(X, Y, aniSpace, 0);
+
DDSpriteBuffer_
BltImg(X - (TwoPixels * dx), Y, aniInfotronRollLeft, dx - 1);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // retrieve and increment sequence#
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // retrieve and increment sequence#
@@
-362,8
+351,8
@@
loc_g_14E0: // infotron rolls right
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
-
StretchedSprites.
BltImg(X, Y, aniSpace, 0);
-
StretchedSprites.
BltImg(X + (TwoPixels * dx), Y, aniInfotronRollRight, dx - 1);
+
DDSpriteBuffer_
BltImg(X, Y, aniSpace, 0);
+
DDSpriteBuffer_
BltImg(X + (TwoPixels * dx), Y, aniInfotronRollRight, dx - 1);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;