+#if 1
+
+void AnimateEnvelope(int envelope_nr)
+{
+}
+
+void ShowEnvelope(int envelope_nr)
+{
+ int element = EL_ENVELOPE_1 + envelope_nr;
+ int graphic = IMG_GAME_ENVELOPE_1_BACKGROUND + envelope_nr;
+ int sound_opening = element_info[element].sound[ACTION_OPENING];
+ int sound_closing = element_info[element].sound[ACTION_CLOSING];
+ boolean draw_masked = graphic_info[graphic].draw_masked;
+ int anim_mode = graphic_info[graphic].anim_mode;
+ int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_ON_BACKGROUND);
+ int font_nr = FONT_TEXT_1 + envelope_nr;
+ int font_width = getFontWidth(font_nr);
+ int font_height = getFontHeight(font_nr);
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ unsigned long anim_delay = 0;
+ int anim_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (ffwd_delay ? 500 : 1000);
+ int start_pos_vertically = 0;
+ int i, x, y;
+
+ game.envelope_active = TRUE;
+
+ if (anim_mode != ANIM_NONE)
+ PlaySoundStereo(sound_opening, SOUND_MIDDLE);
+
+ if (anim_mode == ANIM_DEFAULT)
+ {
+ /* open envelope window horizontally */
+ for (i = 0; i <= level.envelope_xsize[envelope_nr]; i++)
+ {
+ int xsize = i + 2;
+ int ysize = 2;
+ int startx = (SXSIZE - xsize * font_width) / 2;
+ int starty = (SYSIZE - ysize * font_height) / 2;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
+ DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
+ font_nr);
+
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+ BackToFront();
+
+ WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
+ }
+ }
+
+ if (anim_mode == ANIM_NONE)
+ start_pos_vertically = level.envelope_ysize[envelope_nr];
+
+ /* open envelope window vertically */
+ for (i = start_pos_vertically; i <= level.envelope_ysize[envelope_nr]; i++)
+ {
+ int xsize = level.envelope_xsize[envelope_nr] + 2;
+ int ysize = i + 2;
+ int startx = (SXSIZE - xsize * font_width) / 2;
+ int starty = (SYSIZE - ysize * font_height) / 2;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
+ DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
+ font_nr);
+
+ DrawTextToTextArea(SX + startx + font_width, SY + starty + font_height,
+ level.envelope_text[envelope_nr], font_nr,
+ level.envelope_xsize[envelope_nr], i, mask_mode);
+
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+ BackToFront();
+
+ WaitUntilDelayReached(&anim_delay, anim_delay_value);
+ }
+
+ if (tape.playing)
+ Delay(wait_delay_value);
+ else
+ WaitForEventToContinue();
+
+ if (anim_mode != ANIM_NONE)
+ PlaySoundStereo(sound_closing, SOUND_MIDDLE);
+
+ if (anim_mode != ANIM_NONE)
+ {
+ /* close envelope window vertically */
+ for (i = level.envelope_ysize[envelope_nr]; i >= 0; i--)
+ {
+ int xsize = level.envelope_xsize[envelope_nr] + 2;
+ int ysize = i + 2;
+ int startx = (SXSIZE - xsize * font_width) / 2;
+ int starty = (SYSIZE - ysize * font_height) / 2;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
+ DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
+ font_nr);
+
+ DrawTextToTextArea(SX + startx + font_width, SY + starty + font_height,
+ level.envelope_text[envelope_nr], font_nr,
+ level.envelope_xsize[envelope_nr], i, mask_mode);
+
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+ BackToFront();
+
+ WaitUntilDelayReached(&anim_delay, anim_delay_value);
+ }
+ }
+
+ if (anim_mode == ANIM_DEFAULT)
+ {
+ /* close envelope window horizontally */
+ for (i = level.envelope_xsize[envelope_nr]; i >= 0; i--)
+ {
+ int xsize = i + 2;
+ int ysize = 2;
+ int startx = (SXSIZE - xsize * font_width) / 2;
+ int starty = (SYSIZE - ysize * font_height) / 2;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+ SetDrawtoField(DRAW_BACKBUFFER);
+
+ for (y=0; y < ysize; y++) for (x=0; x < xsize; x++)
+ DrawEnvelopeBackground(envelope_nr, startx, starty, x, y, xsize, ysize,
+ font_nr);
+
+ redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+ BackToFront();
+
+ WaitUntilDelayReached(&anim_delay, anim_delay_value / 2);
+ }
+ }
+
+ game.envelope_active = FALSE;
+
+ SetDrawtoField(DRAW_BUFFERED);
+
+ redraw_mask |= REDRAW_FIELD;
+ BackToFront();
+}
+
+#else
+