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rnd-20100303-1-src
[rocksndiamonds.git]
/
src
/
game_sp
/
Zonk.c
diff --git
a/src/game_sp/Zonk.c
b/src/game_sp/Zonk.c
index fc6f5d96129c0b35e1311d535e66f613d4112648..b19c003346c0b898e09bf6f28924279e7b8e1326 100644
(file)
--- a/
src/game_sp/Zonk.c
+++ b/
src/game_sp/Zonk.c
@@
-131,8
+131,13
@@
loc_g_0DE8: // zonk comes falling from above
X = GetStretchX(si);
Y = GetStretchY(si - FieldWidth);
dx = bl & 0x7;
X = GetStretchX(si);
Y = GetStretchY(si - FieldWidth);
dx = bl & 0x7;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X, Y + TwoPixels * (dx + 1), aniZonk, dx);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y + TwoPixels * (dx + 1), fiZonk);
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y + TwoPixels * (dx + 1), fiZonk);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl == 0x16)
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl == 0x16)
@@
-262,8
+267,13
@@
loc_g_0F83: // zonk 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;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X - (TwoPixels * dx), Y, aniZonkRollLeft, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y, 0);
- StretchedSprites.BltEx(X - (TwoPixels * dx), Y, aniZonkRollLeft[dx - 1]);
+ StretchedSprites.BltEx(X - (TwoPixels * dx), Y, aniFramesZonkRollLeft[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // get and increment sequence#
if (bl == 0x24)
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // get and increment sequence#
if (bl == 0x24)
@@
-294,8
+304,13
@@
loc_g_0FE8: // zonk 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;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X + (TwoPixels * dx), Y, aniZonkRollRight, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y, 0);
- StretchedSprites.BltEx(X + (TwoPixels * dx), Y, aniZonkRollRight[dx - 1]);
+ StretchedSprites.BltEx(X + (TwoPixels * dx), Y, aniFramesZonkRollRight[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl == 0x34)
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl == 0x34)
@@
-346,8
+361,13
@@
loc_g_107B: // zonk rolls left
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0xF) + 1;
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0xF) + 1;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X - (TwoPixels * dx), Y, aniZonkRollLeft, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y, 0);
- StretchedSprites.BltEx(X - (TwoPixels * dx), Y, aniZonkRollLeft[dx - 1]);
+ StretchedSprites.BltEx(X - (TwoPixels * dx), Y, aniFramesZonkRollLeft[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // retrieve and increment sequence#
if (bl < 0x52)
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // retrieve and increment sequence#
if (bl < 0x52)
@@
-383,8
+403,13
@@
loc_g_10E9: // zonk rolls right
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X + (TwoPixels * dx), Y, aniZonkRollRight, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y, 0);
- StretchedSprites.BltEx(X + (TwoPixels * dx), Y, aniZonkRollRight[dx - 1]);
+ StretchedSprites.BltEx(X + (TwoPixels * dx), Y, aniFramesZonkRollRight[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl < 0x62)
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl < 0x62)
@@
-473,4
+498,3
@@
loc_g_16A7:
return subCleanUpForZonksAbove;
} // subCleanUpForZonksAbove
return subCleanUpForZonksAbove;
} // subCleanUpForZonksAbove
-