#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_delay_counter;
int post_delay_counter;
+ int drawing_stage;
+
int state;
- int last_game_status;
+ int last_anim_status;
};
struct GlobalAnimMainControlInfo
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)
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;
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;
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++;
void InitGlobalAnimControls()
{
- int m, a, p;
+ int i, m, a, p;
int mode_nr, anim_nr, part_nr;
int graphic, control;
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;
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();
+
+ 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 DrawGlobalAnim()
+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;
+
+ anim_status_last = global.anim_status;
+ }
- if (!do_animations || !setup.toons)
+ if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
return;
- DoAnimationExt();
+ 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++)
{
if (!(part->state & ANIM_STATE_RUNNING))
continue;
+ if (part->drawing_stage != drawing_stage)
+ continue;
+
if (part->x < 0)
{
dst_x = 0;
}
}
+void DrawGlobalAnim(int drawing_stage)
+{
+ DrawGlobalAnimExt(drawing_stage);
+}
+
boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
{
int viewport_x;
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;
if (part->control_info.class == get_hash_from_key("window") ||
part->control_info.class == get_hash_from_key("border"))
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"))
{
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
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