#include "tools.h"
+/* values for global toon animation definition */
+#define NUM_GLOBAL_TOON_ANIMS 1
+#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
+
+/* values for global animation definition (including toons) */
+#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
+ NUM_GLOBAL_TOON_ANIMS)
+#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;
+ int anim_nr;
+ int mode_nr;
+
+ int graphic;
+ struct GraphicInfo graphic_info;
+ struct GraphicInfo control_info;
+
+ int viewport_x;
+ int viewport_y;
+ int viewport_width;
+ int viewport_height;
+
+ int x, y;
+ int step_xoffset, step_yoffset;
+
+ unsigned int initial_anim_sync_frame;
+ unsigned int step_delay, step_delay_value;
+
+ int init_delay_counter;
+ int anim_delay_counter;
+ int post_delay_counter;
+
+ int drawing_stage;
+
+ int state;
+ int last_anim_status;
+};
+
+struct GlobalAnimMainControlInfo
+{
+ struct GlobalAnimPartControlInfo base;
+ struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
+
+ int nr;
+ int mode_nr;
+
+ struct GraphicInfo control_info;
+
+ int num_parts;
+ int part_counter;
+ int active_part_nr;
+
+ boolean has_base;
+
+ int init_delay_counter;
+
+ int state;
+};
+
+struct GlobalAnimControlInfo
+{
+ struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
+
+ int nr;
+ 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_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 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)
+{
+ struct GraphicInfo *c = &anim->control_info;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int part_nr;
+
+ gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
+
+ part_nr = getAnimationFrame(anim->num_parts, 1,
+ c->anim_mode, c->anim_start_frame,
+ anim->part_counter);
+
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ return part_nr;
+}
+
static void PrepareBackbuffer()
{
if (game_status != GAME_MODE_PLAYING)
GAME_FRAME_DELAY);
}
-void DrawGlobalAnim()
+static void InitToonControls()
+{
+ 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;
+ int num_toons = MAX_NUM_TOONS;
+ int i;
+
+ if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
+ num_toons = global.num_toons;
+
+ mode_nr = mode_nr_toons;
+ anim_nr = ctrl->num_anims;
+
+ anim->nr = anim_nr;
+ anim->mode_nr = mode_nr;
+ anim->control_info = graphic_info[control];
+
+ anim->num_parts = 0;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ anim->has_base = FALSE;
+
+ anim->init_delay_counter = 0;
+
+ anim->state = ANIM_STATE_INACTIVE;
+
+ part_nr = 0;
+
+ for (i = 0; i < num_toons; i++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ int graphic = IMG_TOON_1 + i;
+ int control = graphic;
+
+ part->nr = part_nr;
+ part->anim_nr = anim_nr;
+ part->mode_nr = mode_nr;
+ part->graphic = graphic;
+ part->graphic_info = graphic_info[graphic];
+ part->control_info = graphic_info[control];
+
+ part->graphic_info.anim_delay *= part->graphic_info.step_delay;
+
+ part->control_info.init_delay_fixed = 0;
+ part->control_info.init_delay_random = 150;
+
+ part->control_info.x = ARG_UNDEFINED_VALUE;
+ part->control_info.y = ARG_UNDEFINED_VALUE;
+
+ part->initial_anim_sync_frame = 0;
+
+ part->step_delay = 0;
+ part->step_delay_value = graphic_info[control].step_delay;
+
+ part->state = ANIM_STATE_INACTIVE;
+ part->last_anim_status = -1;
+
+ anim->num_parts++;
+ part_nr++;
+ }
+
+ ctrl->num_anims++;
+}
+
+void InitGlobalAnimControls()
+{
+ int i, m, a, p;
+ int mode_nr, anim_nr, part_nr;
+ int graphic, control;
+
+ anim_sync_frame = 0;
+
+ ResetDelayCounter(&anim_sync_frame_delay);
+
+ for (m = 0; m < NUM_GAME_MODES; m++)
+ {
+ mode_nr = m;
+
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+
+ ctrl->nr = mode_nr;
+ ctrl->num_anims = 0;
+
+ anim_nr = 0;
+
+ for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
+
+ control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
+
+ // if no base animation parameters defined, use default values
+ if (control == IMG_UNDEFINED)
+ control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
+
+ anim->nr = anim_nr;
+ anim->mode_nr = mode_nr;
+ anim->control_info = graphic_info[control];
+
+ anim->num_parts = 0;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ anim->has_base = FALSE;
+
+ anim->init_delay_counter = 0;
+
+ anim->state = ANIM_STATE_INACTIVE;
+
+ part_nr = 0;
+
+ for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+
+ graphic = global_anim_info[a].graphic[p][m];
+ control = global_anim_info[ctrl_id].graphic[p][m];
+
+ if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
+ control == IMG_UNDEFINED)
+ continue;
+
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, control);
+#endif
+
+ part->nr = part_nr;
+ part->anim_nr = anim_nr;
+ part->mode_nr = mode_nr;
+ part->graphic = graphic;
+ part->graphic_info = graphic_info[graphic];
+ part->control_info = graphic_info[control];
+
+ part->initial_anim_sync_frame = 0;
+
+ part->step_delay = 0;
+ part->step_delay_value = graphic_info[control].step_delay;
+
+ part->state = ANIM_STATE_INACTIVE;
+ part->last_anim_status = -1;
+
+ if (p < GLOBAL_ANIM_ID_PART_BASE)
+ {
+ anim->num_parts++;
+ part_nr++;
+ }
+ else
+ {
+ anim->base = *part;
+ anim->has_base = TRUE;
+ }
+ }
+
+ if (anim->num_parts > 0 || anim->has_base)
+ {
+ ctrl->num_anims++;
+ anim_nr++;
+ }
+ }
+ }
+
+ 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 (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;
+
+ 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_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++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ struct GraphicInfo *c = &anim->control_info;
+ int part_first, part_last;
+ int part_nr;
+
+ if (!(anim->state & ANIM_STATE_RUNNING))
+ continue;
+
+ part_first = part_last = anim->active_part_nr;
+
+ if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+
+ part_first = 0;
+ part_last = num_parts - 1;
+ }
+
+ for (part_nr = part_first; part_nr <= part_last; part_nr++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ struct GraphicInfo *g = &part->graphic_info;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width = g->width;
+ int height = g->height;
+ int dst_x = part->x;
+ int dst_y = part->y;
+ int cut_x = 0;
+ int cut_y = 0;
+ int sync_frame;
+ int frame;
+
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
+
+ if (part->drawing_stage != drawing_stage)
+ continue;
+
+ if (part->x < 0)
+ {
+ dst_x = 0;
+ width += part->x;
+ cut_x = -part->x;
+ }
+ else if (part->x > part->viewport_width - g->width)
+ width -= (part->x - (part->viewport_width - g->width));
+
+ if (part->y < 0)
+ {
+ dst_y = 0;
+ height += part->y;
+ cut_y = -part->y;
+ }
+ else if (part->y > part->viewport_height - g->height)
+ height -= (part->y - (part->viewport_height - g->height));
+
+ dst_x += part->viewport_x;
+ dst_y += part->viewport_y;
+
+ sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+ frame = getAnimationFrame(g->anim_frames, g->anim_delay,
+ g->anim_mode, g->anim_start_frame,
+ sync_frame);
+
+ getFixedGraphicSource(part->graphic, frame, &src_bitmap,
+ &src_x, &src_y);
+
+ src_x += cut_x;
+ src_y += cut_y;
+
+ BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+ }
+}
+
+void DrawGlobalAnim(int drawing_stage)
+{
+ DrawGlobalAnimExt(drawing_stage);
+}
+
+boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
{
+ int viewport_x;
+ int viewport_y;
+ int viewport_width;
+ int viewport_height;
+ boolean changed = FALSE;
+
+ if (part->last_anim_status == global.anim_status)
+ return FALSE;
+
+ part->last_anim_status = global.anim_status;
+
+ part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
+
+ if (part->control_info.class == get_hash_from_key("window") ||
+ part->control_info.class == get_hash_from_key("border"))
+ {
+ viewport_x = 0;
+ viewport_y = 0;
+ viewport_width = WIN_XSIZE;
+ viewport_height = WIN_YSIZE;
+
+ part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
+ }
+ else if (part->control_info.class == get_hash_from_key("door_1"))
+ {
+ viewport_x = DX;
+ viewport_y = DY;
+ viewport_width = DXSIZE;
+ viewport_height = DYSIZE;
+ }
+ else if (part->control_info.class == get_hash_from_key("door_2"))
+ {
+ viewport_x = VX;
+ viewport_y = VY;
+ viewport_width = VXSIZE;
+ viewport_height = VYSIZE;
+ }
+ else // default: "playfield"
+ {
+ viewport_x = REAL_SX;
+ viewport_y = REAL_SY;
+ viewport_width = FULL_SXSIZE;
+ viewport_height = FULL_SYSIZE;
+ }
+
+ if (viewport_x != part->viewport_x ||
+ viewport_y != part->viewport_y ||
+ viewport_width != part->viewport_width ||
+ viewport_height != part->viewport_height)
+ {
+ part->viewport_x = viewport_x;
+ part->viewport_y = viewport_y;
+ part->viewport_width = viewport_width;
+ part->viewport_height = viewport_height;
+
+ changed = TRUE;
+ }
+
+ return changed;
+}
+
+int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+{
+ struct GraphicInfo *g = &part->graphic_info;
+ struct GraphicInfo *c = &part->control_info;
+ boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+
+ if (viewport_changed)
+ state |= ANIM_STATE_RESTART;
+
+ if (state & ANIM_STATE_RESTART)
+ {
+ ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
+
+ part->init_delay_counter =
+ (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
+
+ part->anim_delay_counter =
+ (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_counter);
+
+ if (c->direction & MV_HORIZONTAL)
+ {
+ int pos_bottom = part->viewport_height - g->height;
+
+ if (c->position == POS_TOP)
+ part->y = 0;
+ else if (c->position == POS_UPPER)
+ part->y = GetSimpleRandom(pos_bottom / 2);
+ else if (c->position == POS_MIDDLE)
+ part->y = pos_bottom / 2;
+ else if (c->position == POS_LOWER)
+ part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
+ else if (c->position == POS_BOTTOM)
+ part->y = pos_bottom;
+ else
+ part->y = GetSimpleRandom(pos_bottom);
+
+ if (c->direction == MV_RIGHT)
+ {
+ part->step_xoffset = c->step_offset;
+ part->x = -g->width + part->step_xoffset;
+ }
+ else
+ {
+ part->step_xoffset = -c->step_offset;
+ part->x = part->viewport_width + part->step_xoffset;
+ }
+
+ part->step_yoffset = 0;
+ }
+ else if (c->direction & MV_VERTICAL)
+ {
+ int pos_right = part->viewport_width - g->width;
+
+ if (c->position == POS_LEFT)
+ part->x = 0;
+ else if (c->position == POS_RIGHT)
+ part->x = pos_right;
+ else
+ part->x = GetSimpleRandom(pos_right);
+
+ if (c->direction == MV_DOWN)
+ {
+ part->step_yoffset = c->step_offset;
+ part->y = -g->height + part->step_yoffset;
+ }
+ else
+ {
+ part->step_yoffset = -c->step_offset;
+ part->y = part->viewport_height + part->step_yoffset;
+ }
+
+ part->step_xoffset = 0;
+ }
+ else
+ {
+ part->x = 0;
+ part->y = 0;
+
+ part->step_xoffset = 0;
+ part->step_yoffset = 0;
+ }
+
+ if (c->x != ARG_UNDEFINED_VALUE)
+ part->x = c->x;
+ if (c->y != ARG_UNDEFINED_VALUE)
+ part->y = c->y;
+
+ if (c->step_xoffset != ARG_UNDEFINED_VALUE)
+ part->step_xoffset = c->step_xoffset;
+ if (c->step_yoffset != ARG_UNDEFINED_VALUE)
+ part->step_yoffset = c->step_yoffset;
+ }
+
+ if (part->init_delay_counter > 0)
+ {
+ part->init_delay_counter--;
+
+ return ANIM_STATE_WAITING;
+ }
+
+ if ((part->x <= -g->width && part->step_xoffset <= 0) ||
+ (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
+ (part->y <= -g->height && part->step_yoffset <= 0) ||
+ (part->y >= part->viewport_height && part->step_yoffset >= 0))
+ return ANIM_STATE_RESTART;
+
+ if (part->anim_delay_counter > 0)
+ {
+ part->anim_delay_counter--;
+
+ if (part->anim_delay_counter == 0)
+ {
+ part->post_delay_counter =
+ (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
+
+ if (part->post_delay_counter > 0)
+ return ANIM_STATE_RUNNING;
+
+ return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
+ }
+ }
+
+ if (part->post_delay_counter > 0)
+ {
+ part->post_delay_counter--;
+
+ if (part->post_delay_counter == 0)
+ return ANIM_STATE_RESTART;
+
+ return ANIM_STATE_WAITING;
+ }
+
+ if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
+ anim_sync_frame))
+ return ANIM_STATE_RUNNING;
+
+#if 0
+ {
+ static unsigned int last_counter = -1;
+ unsigned int counter = Counter();
+
+ printf("::: NEXT ANIM PART [%d, %d]\n",
+ anim_sync_frame, counter - last_counter);
+
+ last_counter = counter;
+ }
+#endif
+
+ part->x += part->step_xoffset;
+ part->y += part->step_yoffset;
+
+ return ANIM_STATE_RUNNING;
+}
+
+void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
+{
+ struct GlobalAnimPartControlInfo *part;
+ struct GraphicInfo *c = &anim->control_info;
+
+#if 0
+ printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+ anim->mode_nr, anim->nr, anim->num_parts);
+ printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
+#endif
+
+#if 0
+ printf("::: %s(%d): %d, %d, %d [%d]\n",
+ (action == ANIM_START ? "ANIM_START" :
+ action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
+ action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
+ anim->nr,
+ anim->state & ANIM_STATE_RESTART,
+ anim->state & ANIM_STATE_WAITING,
+ anim->state & ANIM_STATE_RUNNING,
+ anim->num_parts);
+#endif
+
+ switch (action)
+ {
+ case ANIM_START:
+ anim->state = ANIM_STATE_RESTART;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ break;
+
+ case ANIM_CONTINUE:
+ if (anim->state == ANIM_STATE_INACTIVE)
+ return;
+
+ break;
+
+ case ANIM_STOP:
+ anim->state = ANIM_STATE_INACTIVE;
+
+ return;
+
+ default:
+ break;
+ }
+
+ if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+ int i;
+
+#if 0
+ printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+ anim->mode_nr, anim->nr, num_parts);
+#endif
+
+ for (i = 0; i < num_parts; i++)
+ {
+ part = &anim->part[i];
+
+ switch (action)
+ {
+ case ANIM_START:
+ anim->state = ANIM_STATE_RUNNING;
+ part->state = ANIM_STATE_RESTART;
+
+ break;
+
+ case ANIM_CONTINUE:
+ if (part->state == ANIM_STATE_INACTIVE)
+ continue;
+
+ break;
+
+ case ANIM_STOP:
+ part->state = ANIM_STATE_INACTIVE;
+
+ continue;
+
+ default:
+ break;
+ }
+
+ 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 (anim->state & ANIM_STATE_RESTART) // directly after restart
+ anim->active_part_nr = getGlobalAnimationPart(anim);
+
+ part = &anim->part[anim->active_part_nr];
+
+ part->state = ANIM_STATE_RUNNING;
+
+ anim->state = HandleGlobalAnim_Part(part, anim->state);
+
+ 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)
+{
+ int i;
+
+#if 0
+ printf("::: HandleGlobalAnim_Mode: %d => %d\n",
+ ctrl->nr, ctrl->num_anims);
+#endif
+
+ for (i = 0; i < ctrl->num_anims; i++)
+ HandleGlobalAnim_Main(&ctrl->anim[i], 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], action);
}
void InitAnimation()
{
- HandleAnimation(ANIM_START);
}
void StopAnimation()
{
- HandleAnimation(ANIM_STOP);
+}
+
+static void DoAnimationExt()
+{
+ int i;
+
+#if 0
+ printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
+#endif
+
+#if 1
+ WaitUntilDelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value);
+ anim_sync_frame++;
+#else
+ if (DelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value))
+ anim_sync_frame++;
+#endif
+
+ 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
+ redraw_mask = REDRAW_ALL;
+#endif
}
void DoAnimation()
{
- HandleAnimation(ANIM_CONTINUE);
+ // HandleAnimation(ANIM_CONTINUE);
+
+#if 1
+ // force screen redraw in next frame to continue drawing global animations
+ redraw_mask = REDRAW_ALL;
+#endif
}