From: Holger Schemel Date: Fri, 21 May 2010 00:21:18 +0000 (+0200) Subject: rnd-20100521-3-src X-Git-Tag: 3.3.0.0^2~1 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=f7cee51ad23b10be242545a6445fddf45accf65d;p=rocksndiamonds.git rnd-20100521-3-src --- diff --git a/Makefile b/Makefile index 0ab0dfc4..9c0fa9dc 100644 --- a/Makefile +++ b/Makefile @@ -46,7 +46,7 @@ CROSS_PATH_MSDOS = /usr/local/cross-msdos/i386-msdosdjgpp CROSS_PATH_WIN32 = /usr/local/cross-tools/i386-mingw32msvc # compile special edition of R'n'D instead of the normal (classic) version -# SPECIAL_EDITION = rnd_jue +SPECIAL_EDITION = rnd_jue # ----------------------------------------------------------------------------- diff --git a/src/conftime.h b/src/conftime.h index 64f6d5a3..22e46ecd 100644 --- a/src/conftime.h +++ b/src/conftime.h @@ -1 +1 @@ -#define COMPILE_DATE_STRING "2010-05-21 00:52" +#define COMPILE_DATE_STRING "2010-05-21 01:47" diff --git a/src/files.c b/src/files.c index d7ba3c93..6aa2cb76 100644 --- a/src/files.c +++ b/src/files.c @@ -9374,6 +9374,7 @@ static void setSetupInfoToDefaults(struct SetupInfo *si) si->options.verbose = FALSE; #if defined(CREATE_SPECIAL_EDITION_RND_JUE) + si->toons = FALSE; si->handicap = FALSE; si->fullscreen = TRUE; si->override_level_graphics = AUTO; diff --git a/src/game_sp/Zonk.c b/src/game_sp/Zonk.c index 8656bdc8..d8285345 100644 --- a/src/game_sp/Zonk.c +++ b/src/game_sp/Zonk.c @@ -4,6 +4,10 @@ #include "Zonk.h" + +void subCleanUpForZonksAbove(int si); + + // static char *VB_Name = "modZonk"; // --- Option Explicit @@ -12,10 +16,8 @@ // Animate Zonks (falling) // ========================================================================== -int subAnimateZonks(int si) +void subAnimateZonks(int si) { - int subAnimateZonks; - int tFld; // PseudoRegisters: @@ -26,12 +28,12 @@ int subAnimateZonks(int si) tFld = PlayField16[si]; if ((tFld & 0xFF) != fiZonk) - return subAnimateZonks; + return; if (tFld == fiZonk) { if (FreezeZonks == 2) // Do Zonks fall? (debug) - return subAnimateZonks; + return; ax = PlayField16[si + FieldWidth]; // select case playfield16(si+60) if (ax == 0) @@ -46,7 +48,7 @@ int subAnimateZonks(int si) if (ax == fiRAM) goto loc_g_0D35; - return subAnimateZonks; + return; loc_g_0D35: // Case fiZonk, fiInfotron, fiRAM ax = PlayField16[si + FieldWidth - 1]; @@ -58,7 +60,7 @@ loc_g_0D4C: if (ax == 0 || ax == 0x8888 || ax == 0xAAAA) goto loc_g_0D81; - return subAnimateZonks; + return; loc_g_0D64: // Case fiSpace MovHighByte(&PlayField16[si], 0x40); @@ -80,10 +82,10 @@ loc_g_0D81: // roll right? goto loc_g_0D98; if (PlayField16[si + 1] != 0x9999) // wow right is different from left! - return subAnimateZonks; + return; if (LowByte(PlayField16[si - FieldWidth + 1]) != 1) - return subAnimateZonks; + return; loc_g_0D98: MovHighByte(&PlayField16[si], 0x60); @@ -108,7 +110,7 @@ loc_g_0DA5: goto loc_g_0FE8; if (FreezeZonks == 2) - return subAnimateZonks; + return; if (al == 0x40) // zonk falls straight down goto loc_g_104D; @@ -122,7 +124,7 @@ loc_g_0DA5: if (al == 0x70) // intermediate state goto loc_g_1157; - return subAnimateZonks; + return; loc_g_0DE8: // zonk comes falling from above // To Do: draw zonk falling from above @@ -140,18 +142,18 @@ loc_g_0DE8: // zonk comes falling from above { MovHighByte(&PlayField16[si], bl); subCleanUpForZonksAbove(si - FieldWidth); - return subAnimateZonks; + return; } // loc_g_0E2B: if (bl < 0x18) { MovHighByte(&PlayField16[si], bl); - return subAnimateZonks; + return; } // loc_g_0E35: MovHighByte(&PlayField16[si], 0); // zonk arrived at the field if ((FreezeZonks & 0xFF) == 2) - return subAnimateZonks; + return; // loc_g_0E42: // now check if the zonk may go on falling somehow ax = PlayField16[si + FieldWidth]; @@ -187,7 +189,7 @@ loc_g_0DE8: // zonk comes falling from above #endif if (! (ax == fiZonk || ax == fiInfotron || ax == fiRAM)) - return subAnimateZonks; + return; // loc_g_0EAE: ' Zonk rolls somewhere ax = PlayField16[si + FieldWidth - 1]; @@ -198,12 +200,12 @@ loc_g_0DE8: // zonk comes falling from above if (ax == 0 || ax == 0x8888 || ax == 0xAAAA) // may roll right goto loc_g_0F00; - return subAnimateZonks; + return; loc_g_0EDD: // go on falling down? PlayField16[si] = 0x7001; // go into intermediate waitstate PlayField16[si + FieldWidth] = 0x9999; // mark as "zonk waiting to access" - return subAnimateZonks; + return; loc_g_0EEA: // test if zonk may roll left // This if(if true) jumps up far above @@ -213,23 +215,23 @@ loc_g_0EEA: // test if zonk may roll left MovHighByte(&PlayField16[si], 0x50); // zonk rolls left PlayField16[si - 1] = 0x8888; // mark as zonk accessing? - return subAnimateZonks; + return; loc_g_0F00: // test if zonk may roll right if (PlayField16[si + 1] != 0) // loc_g_0F08: - return subAnimateZonks; + return; MovHighByte(&PlayField16[si], 0x60); // zonk rolls right PlayField16[si + 1] = 0x8888; // mark as zonk accessing? - return subAnimateZonks; + return; loc_g_0F14: // Murphy dies, but not in any case bl = HighByte(PlayField16[si + FieldWidth]); if (bl == 0xE || bl == 0xF || bl == 0x28) - return subAnimateZonks; + return; if (bl == 0x29 || bl == 0x25 || bl == 0x26) - return subAnimateZonks; + return; loc_g_0F36: // ?? ax = LowByte(PlayField16[si + FieldWidth - 1]); @@ -254,12 +256,12 @@ loc_g_0F52: // ?? loc_g_0F6E: // someone dies/explodes si = si + FieldWidth; // 1 field down ExplodeFieldSP(si); // Explode - return subAnimateZonks; + return; loc_g_0F75: // OrangeDisk explodes next cycle si = si + FieldWidth; // 1 field down PlayField8[si] = fiHardWare; - return subAnimateZonks; + return; loc_g_0F83: // zonk comes rolling from right to left // To Do: draw zonk rolling from right @@ -292,7 +294,7 @@ loc_g_0F83: // zonk comes rolling from right to left PlayField16[si] = 0x1001; // convert rolling zonk to a falling zonk } - return subAnimateZonks; + return; loc_g_0FE8: // zonk comes rolling from left to right // To Do: draw zonk rolling from left @@ -325,7 +327,7 @@ loc_g_0FE8: // zonk comes rolling from left to right PlayField16[si] = 0x1001; // convert rolling zonk to a falling zonk } - return subAnimateZonks; + return; loc_g_104D: // zonk falls straight down bl = bl + 1; @@ -345,7 +347,7 @@ loc_g_104D: // zonk falls straight down PlayField16[si] = 0x1001; // go falling } - return subAnimateZonks; + return; loc_g_107B: // zonk rolls left // To Do: draw zonk rolling to left @@ -362,7 +364,7 @@ loc_g_107B: // zonk rolls left if (bl < 0x52) { MovHighByte(&PlayField16[si], bl); - return subAnimateZonks; + return; } if (PlayField16[si + FieldWidth - 1] != 0) @@ -378,12 +380,12 @@ loc_g_107B: // zonk rolls left si = si - 1; // 1 field left PlayField16[si] = 0x2201; PlayField16[si + FieldWidth] = 0xFFFF; - return subAnimateZonks; + return; loc_g_10E2: // stay waiting bl = bl - 1; MovHighByte(&PlayField16[si], bl); - return subAnimateZonks; + return; loc_g_10E9: // zonk rolls right // To Do: draw zonk rolling to right @@ -400,7 +402,7 @@ loc_g_10E9: // zonk rolls right if (bl < 0x62) { MovHighByte(&PlayField16[si], bl); - return subAnimateZonks; + return; } if (PlayField16[si + FieldWidth + 1] != 0) @@ -416,12 +418,12 @@ loc_g_10E9: // zonk rolls right si = si + 1; PlayField16[si] = 0x3201; PlayField16[si + FieldWidth] = 0xFFFF; - return subAnimateZonks; + return; loc_g_1150: // stay waiting bl = bl - 1; MovHighByte(&PlayField16[si], bl); - return subAnimateZonks; + return; loc_g_1157: // intermediate state ax = PlayField16[si + FieldWidth]; @@ -433,13 +435,11 @@ loc_g_1157: // intermediate state goto loc_g_0DE8; } - return subAnimateZonks; + return; } // subAnimateZonks endp -int subCleanUpForZonksAbove(int si) +void subCleanUpForZonksAbove(int si) { - int subCleanUpForZonksAbove; - int ax; if (LowByte(PlayField16[si]) != fiExplosion) @@ -448,16 +448,16 @@ int subCleanUpForZonksAbove(int si) if (PlayField16[si - FieldWidth] != 0) { if (PlayField16[si - FieldWidth] != 0x9999) - return subCleanUpForZonksAbove; + return; if (LowByte(PlayField16[si - 2 * FieldWidth]) != fiInfotron) - return subCleanUpForZonksAbove; + return; } // loc_g_1674: if (PlayField16[si - FieldWidth - 1] != fiZonk) { if (PlayField16[si - FieldWidth + 1] != fiZonk) - return subCleanUpForZonksAbove; + return; goto loc_g_16A7; } @@ -467,11 +467,11 @@ int subCleanUpForZonksAbove(int si) { PlayField16[si - FieldWidth - 1] = 0x6001; PlayField16[si - FieldWidth] = 0x8888; - return subCleanUpForZonksAbove; + return; } if (PlayField16[si - FieldWidth + 1] != fiZonk) - return subCleanUpForZonksAbove; + return; loc_g_16A7: ax = PlayField16[si + 1]; @@ -481,5 +481,5 @@ loc_g_16A7: PlayField16[si - FieldWidth] = 0x8888; } - return subCleanUpForZonksAbove; + return; } // subCleanUpForZonksAbove diff --git a/src/game_sp/Zonk.h b/src/game_sp/Zonk.h index 9bd3f770..e99ab018 100644 --- a/src/game_sp/Zonk.h +++ b/src/game_sp/Zonk.h @@ -7,7 +7,6 @@ #include "global.h" -extern int subAnimateZonks(int si); -extern int subCleanUpForZonksAbove(int si); +extern void subAnimateZonks(int si); #endif /* ZONK_H */