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/* GravityWars 1.1, (C) Sami Niemi -95 */
#include "memory.h"
/*------------------------------------------------------------------ animate */
void animate() {
static short obj,n,m,fr,adj,x,y,num_anim;
static uchar col,c1,c2,c3;
static uchar *blockadr;
static uchar *actionadr;
/* Fade the Red Door */
c1=51+(SIN[(col_frame>>1)&31]>>8);
pal[DOOR1COLOR*3]=c1;
pal[DOOR1COLOR*3+1]=15;
pal[DOOR1COLOR*3+2]=15;
palB[DOOR1COLOR*3]=c1;
palB[DOOR1COLOR*3+1]=15;
palB[DOOR1COLOR*3+2]=15;
p2[DOOR1COLOR*3]=48-c1;
p2[DOOR1COLOR*3+1]=48;
p2[DOOR1COLOR*3+2]=48;
p2B[DOOR1COLOR*3]=48-c1;
p2B[DOOR1COLOR*3+1]=48;
p2B[DOOR1COLOR*3+2]=48;
gl_setpalettecolor(DOOR1COLOR,c1,0,0);
col=42+((2048+SIN[(16+col_frame)&31])>>8);
c1=col>>1;
c2=63-col;
c3=col>>2;
pal[GREENCOLOR*3]=c1;
pal[GREENCOLOR*3+1]=c2;
pal[GREENCOLOR*3+2]=c3;
palB[GREENCOLOR*3]=c1;
palB[GREENCOLOR*3+1]=c2;
palB[GREENCOLOR*3+2]=c3;
p2[GREENCOLOR*3]=63-c1;
p2[GREENCOLOR*3+1]=63-c2;
p2[GREENCOLOR*3+2]=63-c3;
p2B[GREENCOLOR*3]=63-c1;
p2B[GREENCOLOR*3+1]=63-c2;
p2B[GREENCOLOR*3+2]=63-c3;
gl_setpalettecolor(GREENCOLOR,c1,c2,c3);
col_frame++;
/* Statical Animations */
num_anim=n_anim-1;
if (n_anim>0) {
obj=anim_frame & ANIMSPEED;
for(n=obj; n<=num_anim; n+=ANIMSTEP) {
fr=anim[n].frame;
if ( ( (anim[n].start ^ anim[n].frame) & 7)==0)
putbox(anim[n].x << 5, anim[n].y << 5, block[fr>>3]);
fr+=anim[n].speed;
if (fr>anim[n].stop) fr=anim[n].start;
anim[n].frame=fr;
}
anim_frame++;
}
/* Action Animations */
for(n=0; n<=N_ACTION; n++) {
if (action[n].state) {
blockadr=block[action[n].frame];
x=action[n].x-16;
y=action[n].y-16;
if(action[n].frame==action[n].start) {
getbox(x,y,actionback[n]);
actionadr=actionback[n];
for(m=0; m<=1023; m++) /* Plot the new ship before scrolling */
actionmix[m]=blockadr[m] ? blockadr[m] : actionadr[m];
putbox(x,y, actionmix);
action[n].frame++;
}
else
if (action[n].frame==action[n].stop) {
/* beep(20000);*/
if (action[n].delay>0)
action[n].delay--;
else {
putbox(action[n].x-16,action[n].y-16,actionback[n]);
action[n].state=FALSE;
}
}
else {
if (action[n].delay>0)
action[n].delay--;
else {
actionadr=actionback[n];
for(m=0; m<=1023; m++) /* Plot the new ship before scrolling */
actionmix[m]=blockadr[m] ? blockadr[m] : actionadr[m];
putbox(x,y, actionmix);
action[n].frame++;
action[n].delay=action[n].speed;
}
}
}
}
}
void AnimateAll() {
#ifdef ANIM
vga_waitretrace();
animate();
#endif
#ifdef SCORE
putscoreOnly(0,win_y);
#endif
}
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