#include "BugsTerminals.h"
-#if 1
byte TerminalState[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
-#else
-byte *TerminalState;
-#endif
int TerminalMaxCycles;
if (LowByte(PlayField16[si]) != fiTerminal)
return;
- /* use native frame handling (undo frame incrementation in main loop) */
+ // use native frame handling (undo frame incrementation in main loop)
if (game.use_native_sp_graphics_engine)
- GfxFrame[lx][ly]--;
+ GfxFrameSP[lx][ly]--;
- /* get last random animation delay */
+ // get last random animation delay
bl = SgnHighByte(PlayField16[si]);
bl = bl + 1;
- if (bl <= 0) /* return if random animation delay not yet reached */
+ if (bl <= 0) // return if random animation delay not yet reached
{
MovHighByte(&PlayField16[si], bl);
return;
}
- /* calculate new random animation delay */
+ // calculate new random animation delay
bl = -(subGetRandomNumber() & TerminalMaxCycles); // generate new random number
MovHighByte(&PlayField16[si], bl); // save new sequence number
- /* check terminal state (active or inactive) */
+ // check terminal state (active or inactive)
bl = TerminalState[si] + 1;
if (bl == 8)
bl = 0;
graphic = (bl < 8 ? aniTerminal : aniTerminalActive);
if (game.use_native_sp_graphics_engine)
- GfxFrame[lx][ly] += getGraphicInfo_Delay(graphic);
+ GfxFrameSP[lx][ly] += getGraphicInfo_Delay(graphic);
GfxGraphic[lx][ly] = (bl < 8 ? aniTerminal : aniTerminalActive);
// Randomize random number generator
// ==========================================================================
-void subRandomize()
+void subRandomize(void)
{
- long Tick = MyGetTickCount();
+ int Tick = MyGetTickCount();
RandomSeed = (Tick ^ (Tick >> 16)) & 0xFFFF;
}
// Generate new random number, first method (see also sub_g_8580)
// ==========================================================================
-int subGetRandomNumber()
+int subGetRandomNumber(void)
{
RandomSeed = (RandomSeed * 0x5E5 + 0x31) & 0xFFFF;