byte *TerminalState;
int TerminalMaxCycles;
+
+#if 0
#define aniTerminal (0x80)
+#endif
// ==========================================================================
// SUBROUTINE
markDisplay:
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- cx = aniBug[bl];
+ cx = aniFramesBug[bl];
StretchedSprites.BltEx(GetStretchX(si), GetStretchY(si), cx);
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// int bl, ax, al, X, Y;
#if 1
- short bl, al, X, Y;
+ short bl;
#else
int bl, al, X, Y;
#endif
if (game.use_native_sp_graphics_engine)
GfxFrame[lx][ly]--;
+ /* get last random animation delay */
bl = HighByte(PlayField16[si]);
if ((bl & 0x80) == 0x80)
bl = (bl | 0xFF00);
bl = bl + 1;
- if (bl <= 0)
+ if (bl <= 0) /* return if random animation delay not yet reached */
{
MovHighByte(&PlayField16[si], bl);
#endif
}
+ /* calculate new random animation delay */
bl = -(subGetRandomNumber() & TerminalMaxCycles); // generate new random number
MovHighByte(&PlayField16[si], bl); // save new sequence#
+
+ /* check terminal state (active or inactive) */
bl = TerminalState[si] + 1;
if (bl == 8)
{
bl = 8;
}
+ TerminalState[si] = bl;
+
+ // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#if 1
- graphic = (bl < 8 ? IMG_SP_TERMINAL : IMG_SP_TERMINAL_ACTIVE);
+
+ graphic = (bl < 8 ? aniTerminal : aniTerminalActive);
if (game.use_native_sp_graphics_engine)
GfxFrame[lx][ly] += getGraphicInfo_Delay(graphic);
-#endif
- TerminalState[si] = bl;
- // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- al = aniTerminal + bl;
+#if 1
+ subCopyAnimToScreen(si, graphic, GfxFrame[lx][ly]);
+#else
X = GetStretchX(si);
Y = GetStretchY(si);
-#if 1
StretchedSprites.BltImg(X, Y, graphic, GfxFrame[lx][ly]);
+#endif
+
#else
+
+ al = aniTerminal + bl;
+
+#if 1
+ subCopyFieldToScreen(si, al);
+#else
+ X = GetStretchX(si);
+ Y = GetStretchY(si);
StretchedSprites.BltEx(X, Y, al);
+#endif
+
#endif
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++