X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fcartoons.c;h=0563e1deb8bedc00986544772e06dcc774a6de47;hb=30bda8e769e79e4c9830ec769a38c0f73d274b72;hp=b2f2eb2b8f4ca5528a8d79f1a1b8b64f16c3a419;hpb=8ae535c1c76e1c33572afbcd4b2d3d9c3d7ba63e;p=rocksndiamonds.git diff --git a/src/cartoons.c b/src/cartoons.c index b2f2eb2b..0563e1de 100644 --- a/src/cartoons.c +++ b/src/cartoons.c @@ -24,6 +24,18 @@ #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \ NUM_GLOBAL_TOON_PARTS) +#define ANIM_CLASS_BIT_SUBMENU 0 +#define ANIM_CLASS_BIT_MENU 1 +#define ANIM_CLASS_BIT_TOONS 2 + +#define NUM_ANIM_CLASSES 3 + +#define ANIM_CLASS_NONE 0 +#define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU) +#define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU) +#define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS) + + struct GlobalAnimPartControlInfo { int nr; @@ -52,7 +64,7 @@ struct GlobalAnimPartControlInfo int drawing_stage; int state; - int last_game_status; + int last_anim_status; }; struct GlobalAnimMainControlInfo @@ -84,18 +96,51 @@ struct GlobalAnimControlInfo int num_anims; }; +struct GameModeAnimClass +{ + int game_mode; + int class; +} game_mode_anim_classes_list[] = +{ + { GAME_MODE_LEVELS, ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, + { GAME_MODE_LEVELNR,ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, + { GAME_MODE_INFO, ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, + { GAME_MODE_SETUP, ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, + { GAME_MODE_MAIN, ANIM_CLASS_TOONS | ANIM_CLASS_MENU }, + { GAME_MODE_SCORES, ANIM_CLASS_TOONS }, + + { -1, -1 } +}; + +struct AnimClassGameMode +{ + int class_bit; + int game_mode; +} anim_class_game_modes_list[] = +{ + { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU }, + { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU }, + { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS }, + + { -1, -1 } +}; /* forward declaration for internal use */ +static void HandleGlobalAnim(int, int); static void DoAnimationExt(void); -static struct GlobalAnimControlInfo global_anim_ctrl[NUM_SPECIAL_GFX_ARGS]; +static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES]; static struct ToonInfo toons[MAX_NUM_TOONS]; static unsigned int anim_sync_frame = 0; static unsigned int anim_sync_frame_delay = 0; static unsigned int anim_sync_frame_delay_value = GAME_FRAME_DELAY; -static boolean do_animations = FALSE; +static int game_mode_anim_classes[NUM_GAME_MODES]; +static int anim_class_game_modes[NUM_ANIM_CLASSES]; + +static int anim_status_last = GAME_MODE_DEFAULT; +static int anim_classes_last = ANIM_CLASS_NONE; static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim) @@ -170,7 +215,8 @@ void InitToons() static void InitToonControls() { - struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_DEFAULT]; + int mode_nr_toons = GAME_MODE_PSEUDO_TOONS; + struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons]; struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims]; int mode_nr, anim_nr, part_nr; int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT; @@ -180,7 +226,7 @@ static void InitToonControls() if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS) num_toons = global.num_toons; - mode_nr = GAME_MODE_DEFAULT; + mode_nr = mode_nr_toons; anim_nr = ctrl->num_anims; anim->nr = anim_nr; @@ -226,7 +272,7 @@ static void InitToonControls() part->step_delay_value = graphic_info[control].step_delay; part->state = ANIM_STATE_INACTIVE; - part->last_game_status = -1; + part->last_anim_status = -1; anim->num_parts++; part_nr++; @@ -237,7 +283,7 @@ static void InitToonControls() void InitGlobalAnimControls() { - int m, a, p; + int i, m, a, p; int mode_nr, anim_nr, part_nr; int graphic, control; @@ -245,7 +291,7 @@ void InitGlobalAnimControls() ResetDelayCounter(&anim_sync_frame_delay); - for (m = 0; m < NUM_SPECIAL_GFX_ARGS; m++) + for (m = 0; m < NUM_GAME_MODES; m++) { mode_nr = m; @@ -312,7 +358,7 @@ void InitGlobalAnimControls() part->step_delay_value = graphic_info[control].step_delay; part->state = ANIM_STATE_INACTIVE; - part->last_game_status = -1; + part->last_anim_status = -1; if (p < GLOBAL_ANIM_ID_PART_BASE) { @@ -335,29 +381,95 @@ void InitGlobalAnimControls() } InitToonControls(); + + for (i = 0; i < NUM_GAME_MODES; i++) + game_mode_anim_classes[i] = ANIM_CLASS_NONE; + for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++) + game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] = + game_mode_anim_classes_list[i].class; + + for (i = 0; i < NUM_ANIM_CLASSES; i++) + anim_class_game_modes[i] = GAME_MODE_DEFAULT; + for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++) + anim_class_game_modes[anim_class_game_modes_list[i].class_bit] = + anim_class_game_modes_list[i].game_mode; + + anim_status_last = GAME_MODE_LOADING; + anim_classes_last = ANIM_CLASS_NONE; +} + +void InitGlobalAnimations() +{ + InitGlobalAnimControls(); } void DrawGlobalAnimExt(int drawing_stage) { int mode_nr; - if (game_status == GAME_MODE_LOADING) - do_animations = FALSE; + if (global.anim_status != anim_status_last) + { + boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING); + boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING); + int anim_classes_next = game_mode_anim_classes[global.anim_status_next]; + int i; + + // ---------- part 1 ------------------------------------------------------ + // start or stop global animations by change of game mode + // (special handling of animations for "current screen" and "all screens") + + // stop animations for last screen + HandleGlobalAnim(ANIM_STOP, anim_status_last); + + // start animations for current screen + HandleGlobalAnim(ANIM_START, global.anim_status); + + // start animations for all screens after loading new artwork set + if (anim_status_last == GAME_MODE_LOADING) + HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT); + + // ---------- part 2 ------------------------------------------------------ + // start or stop global animations by change of animation class + // (generic handling of animations for "class of screens") + + for (i = 0; i < NUM_ANIM_CLASSES; i++) + { + int anim_class_check = (1 << i); + int anim_class_game_mode = anim_class_game_modes[i]; + int anim_class_last = anim_classes_last & anim_class_check; + int anim_class_next = anim_classes_next & anim_class_check; + + // stop animations for changed screen class before fading to new screen + if (before_fading && anim_class_last && !anim_class_next) + HandleGlobalAnim(ANIM_STOP, anim_class_game_mode); + + // start animations for changed screen class after fading to new screen + if (after_fading && !anim_class_last && anim_class_next) + HandleGlobalAnim(ANIM_START, anim_class_game_mode); + } + + if (after_fading) + anim_classes_last = anim_classes_next; - if (!do_animations || !setup.toons) + anim_status_last = global.anim_status; + } + + if (!setup.toons || global.anim_status == GAME_MODE_LOADING) return; if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1) DoAnimationExt(); - for (mode_nr = 0; mode_nr < NUM_SPECIAL_GFX_ARGS; mode_nr++) + for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++) { struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr]; int anim_nr; +#if 0 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT && mode_nr != game_status) continue; +#endif for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++) { @@ -441,9 +553,6 @@ void DrawGlobalAnimExt(int drawing_stage) void DrawGlobalAnim(int drawing_stage) { - if (!do_animations || !setup.toons) - return; - DrawGlobalAnimExt(drawing_stage); } @@ -455,10 +564,10 @@ boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part) int viewport_height; boolean changed = FALSE; - if (part->last_game_status == game_status) + if (part->last_anim_status == global.anim_status) return FALSE; - part->last_game_status = game_status; + part->last_anim_status = global.anim_status; part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1; @@ -671,7 +780,6 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) { struct GlobalAnimPartControlInfo *part; struct GraphicInfo *c = &anim->control_info; - boolean skip = FALSE; #if 0 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n", @@ -697,21 +805,19 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) anim->state = ANIM_STATE_RESTART; anim->part_counter = 0; anim->active_part_nr = 0; - skip = TRUE; break; case ANIM_CONTINUE: if (anim->state == ANIM_STATE_INACTIVE) - skip = TRUE; + return; break; case ANIM_STOP: anim->state = ANIM_STATE_INACTIVE; - skip = TRUE; - break; + return; default: break; @@ -736,38 +842,35 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) case ANIM_START: anim->state = ANIM_STATE_RUNNING; part->state = ANIM_STATE_RESTART; - skip = TRUE; break; case ANIM_CONTINUE: if (part->state == ANIM_STATE_INACTIVE) - skip = TRUE; + continue; break; case ANIM_STOP: part->state = ANIM_STATE_INACTIVE; - skip = TRUE; - break; + continue; default: break; } - if (skip) - continue; - part->state = HandleGlobalAnim_Part(part, part->state); + + // when animation mode is "once", stop after animation was played once + if (c->anim_mode & ANIM_ONCE && + part->state & ANIM_STATE_RESTART) + part->state = ANIM_STATE_INACTIVE; } return; } - if (skip) - return; - if (anim->state & ANIM_STATE_RESTART) // directly after restart anim->active_part_nr = getGlobalAnimationPart(anim); @@ -779,6 +882,11 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) if (anim->state & ANIM_STATE_RESTART) anim->part_counter++; + + // when animation mode is "once", stop after all animations were played once + if (c->anim_mode & ANIM_ONCE && + anim->part_counter == anim->num_parts) + anim->state = ANIM_STATE_INACTIVE; } void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action) @@ -794,48 +902,27 @@ void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action) HandleGlobalAnim_Main(&ctrl->anim[i], action); } -void HandleGlobalAnim(int action) +static void HandleGlobalAnim(int action, int game_mode) { #if 0 printf("::: HandleGlobalAnim [mode == %d]\n", game_status); #endif - HandleGlobalAnim_Mode(&global_anim_ctrl[GAME_MODE_DEFAULT], action); - HandleGlobalAnim_Mode(&global_anim_ctrl[game_status], action); + HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action); } void InitAnimation() { - // HandleAnimation(ANIM_START); - -#if 0 - printf("::: InitAnimation\n"); -#endif - - // InitCounter(); - - InitGlobalAnimControls(); - - HandleGlobalAnim(ANIM_START); - - do_animations = TRUE; } void StopAnimation() { - // HandleAnimation(ANIM_STOP); - -#if 0 - printf("::: StopAnimation\n"); -#endif - - HandleGlobalAnim(ANIM_STOP); - - do_animations = FALSE; } static void DoAnimationExt() { + int i; + #if 0 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter()); #endif @@ -848,7 +935,8 @@ static void DoAnimationExt() anim_sync_frame++; #endif - HandleGlobalAnim(ANIM_CONTINUE); + for (i = 0; i < NUM_GAME_MODES; i++) + HandleGlobalAnim(ANIM_CONTINUE, i); #if 1 // force screen redraw in next frame to continue drawing global animations