#include "BugsTerminals.h"
-// static char *VB_Name = "modBugTerminal";
-// --- Option Explicit
+byte TerminalState[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
-long GetTickCount();
-
-byte *TerminalState;
int TerminalMaxCycles;
-#define aniTerminal (0x80)
+
// ==========================================================================
// SUBROUTINE
// Animate bugs
// ==========================================================================
-int subAnimateBugs(int si)
+void subAnimateBugs(int si)
{
- int subAnimateBugs;
-
- // int ax, bx, cx, dx, di;
- // int ah, bh, ch, dh, al, bl, cl, dl;
- int cx;
int bl;
if (fiBug != LowByte(PlayField16[si]))
- return subAnimateBugs;
+ return;
- if (0 != (TimerVar & 3))
- return subAnimateBugs;
+ bl = SgnHighByte(PlayField16[si]); // get and increment sequence number
- bl = SgnHighByte(PlayField16[si]); // get and increment sequence#
- bl = bl + 1;
- if (bl >= 0xE)
+ if ((TimerVar & 3) == 0)
{
- bl = subGetRandomNumber(); // generate new random number
- bl = -((bl & 0x3F) + 0x20);
+ bl = bl + 1;
+ if (bl >= 14) // bugs animation has 14 frames
+ {
+ bl = subGetRandomNumber(); // generate new random number
+ bl = -((bl & 0x3F) + 0x20);
+ }
+
+ MovHighByte(&PlayField16[si], bl); // save sequence number
}
- MovHighByte(&PlayField16[si], bl); // save sequence#
- if (bl < 0) // bug sleeps / is inactive
- return subAnimateBugs;
+ if (bl < 0) // bug sleeps / is inactive
+ return;
// now the bug is active! Beware Murphy!
- if ((ByteMask && PlayField16[si - FieldWidth - 1]) == fiMurphy)
- goto markPlaySound;
-
- if ((ByteMask && PlayField16[si - FieldWidth]) == fiMurphy)
- goto markPlaySound;
-
- if ((ByteMask && PlayField16[si - FieldWidth + 1]) == fiMurphy)
- goto markPlaySound;
-
- if ((ByteMask && PlayField16[si - 1]) == fiMurphy)
- goto markPlaySound;
-
- if ((ByteMask && PlayField16[si + 1]) == fiMurphy)
- goto markPlaySound;
-
- if ((ByteMask && PlayField16[si + FieldWidth - 1]) == fiMurphy)
- goto markPlaySound;
+ if ((TimerVar & 3) == 0 &&
+ (LowByte(PlayField16[si - FieldWidth - 1]) == fiMurphy ||
+ LowByte(PlayField16[si - FieldWidth]) == fiMurphy ||
+ LowByte(PlayField16[si - FieldWidth + 1]) == fiMurphy ||
+ LowByte(PlayField16[si - 1]) == fiMurphy ||
+ LowByte(PlayField16[si + 1]) == fiMurphy ||
+ LowByte(PlayField16[si + FieldWidth - 1]) == fiMurphy ||
+ LowByte(PlayField16[si + FieldWidth]) == fiMurphy ||
+ LowByte(PlayField16[si + FieldWidth + 1]) == fiMurphy))
+ subSoundFX(si, fiBug, actActive); // play dangerous sound
- if ((ByteMask && PlayField16[si + FieldWidth]) == fiMurphy)
- goto markPlaySound;
-
- if ((ByteMask && PlayField16[si + FieldWidth + 1]) == fiMurphy)
- goto markPlaySound;
-
- goto markDisplay;
-
-markPlaySound:
- subSoundFXBug(); // play dangerous sound
-
-markDisplay:
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- cx = aniBug[bl];
- StretchedSprites.BltEx(GetStretchX(si), GetStretchY(si), cx);
+ GfxGraphic[GetX(si)][GetY(si)] = (bl == 0 ? aniBugActivating :
+ bl == 12 ? aniBugDeactivating :
+ bl == 13 ? aniBug : aniBugActive);
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+}
- return subAnimateBugs;
-} // subAnimateBugs
// ==========================================================================
// SUBROUTINE
// Animate terminals
// ==========================================================================
-int subAnimateTerminals(int si)
+
+void subAnimateTerminals(int si)
{
- int subAnimateTerminals;
+ int bl;
- // int bl, ax, al, X, Y;
- int bl, al, X, Y;
+ int lx = GetX(si);
+ int ly = GetY(si);
+ int graphic;
if (LowByte(PlayField16[si]) != fiTerminal)
- return subAnimateTerminals;
+ return;
- bl = HighByte(PlayField16[si]);
- if ((bl & 0x80) == 0x80)
- bl = (bl | 0xFF00);
+ // use native frame handling (undo frame incrementation in main loop)
+ if (game.use_native_sp_graphics_engine)
+ GfxFrame[lx][ly]--;
+
+ // get last random animation delay
+ bl = SgnHighByte(PlayField16[si]);
bl = bl + 1;
- if (bl <= 0)
+ if (bl <= 0) // return if random animation delay not yet reached
{
MovHighByte(&PlayField16[si], bl);
- return subAnimateTerminals;
+
+ return;
}
+ // calculate new random animation delay
bl = -(subGetRandomNumber() & TerminalMaxCycles); // generate new random number
- MovHighByte(&PlayField16[si], bl); // save new sequence#
+ MovHighByte(&PlayField16[si], bl); // save new sequence number
+
+ // check terminal state (active or inactive)
bl = TerminalState[si] + 1;
if (bl == 8)
- {
bl = 0;
- }
else if (15 < bl)
- {
bl = 8;
- }
TerminalState[si] = bl;
+
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- al = aniTerminal + bl;
- X = GetStretchX(si);
- Y = GetStretchY(si);
- StretchedSprites.BltEx(X, Y, al);
+
+ graphic = (bl < 8 ? aniTerminal : aniTerminalActive);
+
+ if (game.use_native_sp_graphics_engine)
+ GfxFrame[lx][ly] += getGraphicInfo_Delay(graphic);
+
+ GfxGraphic[lx][ly] = (bl < 8 ? aniTerminal : aniTerminalActive);
+
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+}
- return subAnimateTerminals;
-} // subAnimateElectrons
// ==========================================================================
// SUBROUTINE
// Randomize random number generator
// ==========================================================================
-int subRandomize()
+void subRandomize(void)
{
- int subRandomize;
-
- long Tick, Tmp;
-
- Tick = GetTickCount();
- Tmp = ((Tick ^ (long)(Tick / (1 << 16))) & 0xFFFF);
- RandomSeed = 0x7FFF & Tmp;
- if ((Tmp & 0x8000) != 0)
- RandomSeed = RandomSeed | 0x8000;
+ int Tick = MyGetTickCount();
- return subRandomize;
-} // subRandomize
+ RandomSeed = (Tick ^ (Tick >> 16)) & 0xFFFF;
+}
// ==========================================================================
// Generate new random number, first method (see also sub_g_8580)
// ==========================================================================
-int subGetRandomNumber()
+int subGetRandomNumber(void)
{
- int subGetRandomNumber;
+ RandomSeed = (RandomSeed * 0x5E5 + 0x31) & 0xFFFF;
- long Tmp, RSeed;
+ return (RandomSeed >> 1);
- RSeed = (long)(0x7FFF & RandomSeed);
- if (0x8000 == (RandomSeed & 0x8000))
- RSeed = RSeed | 0x8000;
-
- Tmp = 0xFFFF & (((0x5E5 * RandomSeed) & 0xFFFF) + 0x31);
- RandomSeed = 0x7FFF & Tmp;
- if ((Tmp & 0x8000) != 0)
- RandomSeed = RandomSeed | 0x8000;
-
- subGetRandomNumber = Tmp / 2;
// Mov ax, randomseed
// Mov bx, &H5E5
// mul bx ' dx:ax = reg * ax
// Add ax, &H31
// Mov randomseed, ax
// shr ax,1
-
- return subGetRandomNumber;
-} // subGetRandomNumber
-
+}