int step_xoffset, step_yoffset;
unsigned int initial_anim_sync_frame;
- unsigned int step_frames, step_frames_value;
unsigned int step_delay, step_delay_value;
unsigned int init_delay, init_delay_value;
part->control_info.x = ARG_UNDEFINED_VALUE;
part->control_info.y = ARG_UNDEFINED_VALUE;
- part->step_frames = 0;
- part->step_frames_value = graphic_info[control].step_frames;
-
part->step_delay = 0;
part->step_delay_value = graphic_info[control].step_delay;
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
- part->step_frames = 0;
- part->step_frames_value = graphic_info[control].step_frames;
-
part->step_delay = 0;
part->step_delay_value = graphic_info[control].step_delay;
int part_first, part_last;
int part_nr;
- if (anim->state != ANIM_STATE_RUNNING)
+ if (!(anim->state & ANIM_STATE_RUNNING))
continue;
part_first = part_last = anim->active_part_nr;
int sync_frame;
int frame;
- if (part->state != ANIM_STATE_RUNNING)
+ if (!(part->state & ANIM_STATE_RUNNING))
continue;
if (part->x < 0)
{
ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
- part->initial_anim_sync_frame = (g->anim_global_sync ? 0 : anim_sync_frame);
- part->step_frames = 0;
+ part->init_delay_value =
+ (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
+
+ part->anim_delay_value =
+ (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
+
+ part->initial_anim_sync_frame =
+ (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_value);
if (c->direction & MV_HORIZONTAL)
{
part->step_yoffset = c->step_yoffset;
}
+ if (part->init_delay_value > 0)
+ {
+ part->init_delay_value--;
+
+ return ANIM_STATE_WAITING;
+ }
+
if ((part->x <= -g->width && part->step_xoffset <= 0) ||
(part->x >= FULL_SXSIZE && part->step_xoffset >= 0) ||
(part->y <= -g->height && part->step_yoffset <= 0) ||
(part->y >= FULL_SYSIZE && part->step_yoffset >= 0))
return ANIM_STATE_RESTART;
- if (part->step_frames_value != ARG_UNDEFINED_VALUE &&
- part->step_frames >= part->step_frames_value)
- return ANIM_STATE_RESTART;
+ if (part->anim_delay_value > 0)
+ {
+ part->anim_delay_value--;
+
+ if (part->anim_delay_value == 0)
+ {
+ part->post_delay_value =
+ (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
+
+ if (part->post_delay_value > 0)
+ return ANIM_STATE_RUNNING;
+
+ return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
+ }
+ }
+
+ if (part->post_delay_value > 0)
+ {
+ part->post_delay_value--;
+
+ if (part->post_delay_value == 0)
+ return ANIM_STATE_RESTART;
+
+ return ANIM_STATE_WAITING;
+ }
if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
anim_sync_frame))
part->x += part->step_xoffset;
part->y += part->step_yoffset;
- part->step_frames++;
-
return ANIM_STATE_RUNNING;
}
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
- struct GraphicInfo *cp;
boolean skip = FALSE;
#if 0
for (i = 0; i < num_parts; i++)
{
part = &anim->part[i];
- cp = &part->control_info;
switch (action)
{
if (skip)
continue;
- if (part->state & ANIM_STATE_RESTART)
- {
-#if 0
- printf("::: RESTART %d.%d\n", part->anim_nr, part->nr);
-#endif
-
- if (!(part->state & ANIM_STATE_WAITING))
- {
-#if 0
- printf("::: WAITING %d.%d\n", part->anim_nr, part->nr);
-#endif
-
- ResetDelayCounterExt(&part->init_delay, anim_sync_frame);
-
- part->init_delay_value =
- (cp->init_delay_fixed + GetSimpleRandom(cp->init_delay_random));
-
- part->state |= ANIM_STATE_WAITING;
- }
-
- if (!DelayReachedExt(&part->init_delay, part->init_delay_value,
- anim_sync_frame))
- return;
-
-#if 0
- printf("::: RUNNING %d.%d\n", part->anim_nr, part->nr);
-#endif
-
- part->state = ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
- }
-
-#if 0
- printf("::: DO PART %d.%d [%d, %d, %d] [%d]\n", part->anim_nr, part->nr,
- part->restart, part->waiting, part->running,
- anim->running);
-#endif
-
part->state = HandleGlobalAnim_Part(part, part->state);
}
if (skip)
return;
- if (anim->state == ANIM_STATE_RESTART) // directly after restart
+ if (anim->state & ANIM_STATE_RESTART) // directly after restart
anim->active_part_nr = getGlobalAnimationPart(anim);
part = &anim->part[anim->active_part_nr];
- if (anim->state & ANIM_STATE_RESTART)
- {
- if (!(anim->state & ANIM_STATE_WAITING))
- {
- cp = &part->control_info;
-
- ResetDelayCounterExt(&part->init_delay, anim_sync_frame);
-
- part->init_delay_value =
- (cp->init_delay_fixed + GetSimpleRandom(cp->init_delay_random));
-
- anim->state |= ANIM_STATE_WAITING;
- }
-
- if (!DelayReachedExt(&part->init_delay, part->init_delay_value,
- anim_sync_frame))
- return;
-
- anim->state = ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
- }
-
part->state = ANIM_STATE_RUNNING;
anim->state = HandleGlobalAnim_Part(part, anim->state);
- if (anim->state == ANIM_STATE_RESTART)
+ if (anim->state & ANIM_STATE_RESTART)
anim->part_counter++;
}