#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
NUM_GLOBAL_TOON_PARTS)
-#define ANIM_CLASS_BIT_MENU 0
-#define ANIM_CLASS_BIT_TOONS 1
+#define ANIM_CLASS_BIT_TITLE_INITIAL 0
+#define ANIM_CLASS_BIT_TITLE 1
+#define ANIM_CLASS_BIT_MAIN 2
+#define ANIM_CLASS_BIT_SUBMENU 3
+#define ANIM_CLASS_BIT_MENU 4
+#define ANIM_CLASS_BIT_TOONS 5
-#define NUM_ANIM_CLASSES 2
+#define NUM_ANIM_CLASSES 6
#define ANIM_CLASS_NONE 0
+#define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
+#define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
+#define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
+#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)
+#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_MAIN)
+
+#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_SUBMENU)
struct GlobalAnimPartControlInfo
{
int anim_nr;
int mode_nr;
+ int sound;
int graphic;
+
struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
int drawing_stage;
int state;
- int last_game_status;
+ int last_anim_status;
};
struct GlobalAnimMainControlInfo
int init_delay_counter;
int state;
+
+ int last_state, last_active_part_nr;
};
struct GlobalAnimControlInfo
int class;
} game_mode_anim_classes_list[] =
{
- { GAME_MODE_MAIN, ANIM_CLASS_TOONS | ANIM_CLASS_MENU },
- { GAME_MODE_LEVELS, ANIM_CLASS_TOONS | ANIM_CLASS_MENU },
- { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS | ANIM_CLASS_MENU },
- { GAME_MODE_INFO, ANIM_CLASS_TOONS | ANIM_CLASS_MENU },
- { GAME_MODE_SETUP, ANIM_CLASS_TOONS | ANIM_CLASS_MENU },
- { GAME_MODE_SCORES, ANIM_CLASS_TOONS },
-
- { -1, -1 }
+ { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
+ { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
+ { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
+ { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
+ { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
+ { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
+ { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
+ { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
+ { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
+ { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
+ { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
+ { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
+ { GAME_MODE_SCORES, ANIM_CLASS_TOONS },
+
+ { -1, -1 }
};
struct AnimClassGameMode
int game_mode;
} anim_class_game_modes_list[] =
{
- { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
- { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
-
- { -1, -1 }
+ { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
+ { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
+ { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
+ { 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 int game_mode_anim_classes[NUM_GAME_MODES];
static int anim_class_game_modes[NUM_ANIM_CLASSES];
-static int game_status_last = GAME_MODE_DEFAULT;
+static int anim_status_last = GAME_MODE_DEFAULT;
static int anim_classes_last = ANIM_CLASS_NONE;
return part_nr;
}
+static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
+{
+ const struct GlobalAnimPartControlInfo *o1 =
+ (struct GlobalAnimPartControlInfo *)obj1;
+ const struct GlobalAnimPartControlInfo *o2 =
+ (struct GlobalAnimPartControlInfo *)obj2;
+ int compare_result;
+
+ if (o1->control_info.draw_order != o2->control_info.draw_order)
+ compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
+ else
+ compare_result = o1->nr - o2->nr;
+
+ return compare_result;
+}
+
+static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
+{
+ const struct GlobalAnimMainControlInfo *o1 =
+ (struct GlobalAnimMainControlInfo *)obj1;
+ const struct GlobalAnimMainControlInfo *o2 =
+ (struct GlobalAnimMainControlInfo *)obj2;
+ int compare_result;
+
+ if (o1->control_info.draw_order != o2->control_info.draw_order)
+ compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
+ else
+ compare_result = o1->nr - o2->nr;
+
+ return compare_result;
+}
+
static void PrepareBackbuffer()
{
if (game_status != GAME_MODE_PLAYING)
for (i = 0; i < num_toons; i++)
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ int sound = SND_UNDEFINED;
int graphic = IMG_TOON_1 + i;
int control = graphic;
part->nr = part_nr;
part->anim_nr = anim_nr;
part->mode_nr = mode_nr;
+ part->sound = sound;
part->graphic = graphic;
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
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++;
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
- int graphic, control;
+ int sound, graphic, control;
anim_sync_frame = 0;
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ sound = global_anim_info[a].sound[p][m];
graphic = global_anim_info[a].graphic[p][m];
control = global_anim_info[ctrl_id].graphic[p][m];
m, a, p, mode_nr, anim_nr, part_nr, control);
#endif
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, sound);
+#endif
+
part->nr = part_nr;
part->anim_nr = anim_nr;
part->mode_nr = mode_nr;
+ part->sound = sound;
part->graphic = graphic;
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
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)
{
InitToonControls();
+ /* sort all animations according to draw_order and animation number */
+ for (m = 0; m < NUM_GAME_MODES; m++)
+ {
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
+
+ /* sort all main animations for this game mode */
+ qsort(ctrl->anim, ctrl->num_anims,
+ sizeof(struct GlobalAnimMainControlInfo),
+ compareGlobalAnimMainControlInfo);
+
+ for (a = 0; a < ctrl->num_anims; a++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
+
+ /* sort all animation parts for this main animation */
+ qsort(anim->part, anim->num_parts,
+ sizeof(struct GlobalAnimPartControlInfo),
+ compareGlobalAnimPartControlInfo);
+ }
+ }
+
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++)
anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
anim_class_game_modes_list[i].game_mode;
- game_status_last = GAME_MODE_LOADING;
+ anim_status_last = GAME_MODE_LOADING;
anim_classes_last = ANIM_CLASS_NONE;
}
void DrawGlobalAnimExt(int drawing_stage)
{
- int anim_classes = game_mode_anim_classes[game_status];
int mode_nr;
- int i;
- // start or stop global animations by change of game mode
- // (special handling of animations for "current screen" and "all screens")
- if (game_status != game_status_last)
+ 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, game_status_last);
+ HandleGlobalAnim(ANIM_STOP, anim_status_last);
// start animations for current screen
- HandleGlobalAnim(ANIM_START, game_status);
+ HandleGlobalAnim(ANIM_START, global.anim_status);
// start animations for all screens after loading new artwork set
- if (game_status_last == GAME_MODE_LOADING)
+ if (anim_status_last == GAME_MODE_LOADING)
HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
- game_status_last = game_status;
- }
+ // ---------- part 2 ------------------------------------------------------
+ // start or stop global animations by change of animation class
+ // (generic handling of animations for "class of screens")
- // start or stop global animations by change of animation class
- // (generic handling of animations for "class of screens")
- if (anim_classes != anim_classes_last)
- {
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 = anim_classes & anim_class_check;
+ int anim_class_next = anim_classes_next & anim_class_check;
- if (anim_class_last && !anim_class)
+ // 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);
- else if (!anim_class_last && anim_class)
+
+ // 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);
}
- anim_classes_last = anim_classes;
+ if (after_fading)
+ anim_classes_last = anim_classes_next;
+
+ anim_status_last = global.anim_status;
}
- if (!setup.toons || game_status == GAME_MODE_LOADING)
+ if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
return;
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
else if (part->y > part->viewport_height - g->height)
height -= (part->y - (part->viewport_height - g->height));
+ if (width <= 0 || height <= 0)
+ continue;
+
dst_x += part->viewport_x;
dst_y += part->viewport_y;
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;
return changed;
}
+void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+ int sound = part->sound;
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+ return;
+
+ // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
+ if (IS_LOOP_SOUND(sound))
+ PlaySoundLoop(sound);
+ else
+ PlaySound(sound);
+
+#if 0
+ printf("::: PLAY %d.%d.%d: %d\n",
+ part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
+void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+ int sound = part->sound;
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ StopSound(sound);
+
+#if 0
+ printf("::: STOP %d.%d.%d: %d\n",
+ part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
{
struct GraphicInfo *g = &part->graphic_info;
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)
+ PlayGlobalAnimSound(part);
}
if (part->init_delay_counter > 0)
{
part->init_delay_counter--;
+ if (part->init_delay_counter == 0)
+ PlayGlobalAnimSound(part);
+
return ANIM_STATE_WAITING;
}
+ // check if moving animation has left the visible screen area
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;
+ {
+ // do not stop animation before "anim" or "post" counter are finished
+ if (part->anim_delay_counter == 0 &&
+ part->post_delay_counter == 0)
+ {
+ StopGlobalAnimSound(part);
+
+ part->post_delay_counter =
+ (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
+
+ if (part->post_delay_counter > 0)
+ return ANIM_STATE_RUNNING;
+
+ // drawing last frame not needed here -- animation not visible anymore
+ return ANIM_STATE_RESTART;
+ }
+ }
if (part->anim_delay_counter > 0)
{
if (part->anim_delay_counter == 0)
{
+ StopGlobalAnimSound(part);
+
part->post_delay_counter =
(c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
if (part->post_delay_counter > 0)
return ANIM_STATE_RUNNING;
+ // additional state "RUNNING" required to not skip drawing last frame
return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
}
}
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
- boolean skip = FALSE;
+ int state, active_part_nr;
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
switch (action)
{
case ANIM_START:
- anim->state = ANIM_STATE_RESTART;
+ anim->state = anim->last_state = ANIM_STATE_RESTART;
+ anim->active_part_nr = anim->last_active_part_nr = 0;
anim->part_counter = 0;
- anim->active_part_nr = 0;
- skip = TRUE;
break;
case ANIM_CONTINUE:
if (anim->state == ANIM_STATE_INACTIVE)
- skip = TRUE;
+ return;
+
+ anim->state = anim->last_state;
+ anim->active_part_nr = anim->last_active_part_nr;
break;
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
- skip = TRUE;
- break;
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+ int i;
+
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSound(&anim->part[i]);
+ }
+
+ return;
default:
break;
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;
- }
+ anim->last_state = anim->state;
+ anim->last_active_part_nr = anim->active_part_nr;
- if (skip)
return;
+ }
if (anim->state & ANIM_STATE_RESTART) // directly after restart
anim->active_part_nr = getGlobalAnimationPart(anim);
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;
+
+ state = anim->state;
+ active_part_nr = anim->active_part_nr;
+
+ // while the animation parts are pausing (waiting or inactive), play the base
+ // (main) animation; this corresponds to the "boring player animation" logic
+ // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
+ if (anim->has_base)
+ {
+ if (anim->state == ANIM_STATE_WAITING ||
+ anim->state == ANIM_STATE_INACTIVE)
+ {
+ anim->active_part_nr = anim->num_parts; // part nr of base animation
+ part = &anim->part[anim->active_part_nr];
+
+ if (anim->state != anim->last_state)
+ part->state = ANIM_STATE_RESTART;
+
+ anim->state = ANIM_STATE_RUNNING;
+ part->state = HandleGlobalAnim_Part(part, part->state);
+ }
+ }
+
+ anim->last_state = state;
+ anim->last_active_part_nr = active_part_nr;
}
void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)