#include "tools.h"
-/* values for global animation definition */
-#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + 1)
+/* 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, \
- MAX_NUM_TOONS)
+ NUM_GLOBAL_TOON_PARTS)
+
+#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 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 viewport_x;
+ int viewport_y;
+ int viewport_width;
+ int viewport_height;
+
int x, y;
int step_xoffset, step_yoffset;
- boolean restart;
- boolean waiting;
- boolean running;
-
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;
- unsigned int anim_delay, anim_delay_value;
- unsigned int post_delay, post_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
boolean has_base;
- boolean restart;
- boolean waiting;
- boolean running;
+ int init_delay_counter;
- unsigned int init_delay, init_delay_value;
+ int state;
+
+ int last_state, last_active_part_nr;
};
struct GlobalAnimControlInfo
int num_anims;
};
+struct GameModeAnimClass
+{
+ int game_mode;
+ int class;
+} game_mode_anim_classes_list[] =
+{
+ { 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 class_bit;
+ int game_mode;
+} anim_class_game_modes_list[] =
+{
+ { 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 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)
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)
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;
anim->has_base = FALSE;
- anim->restart = FALSE;
- anim->waiting = FALSE;
- anim->running = FALSE;
+ anim->init_delay_counter = 0;
- anim->init_delay = 0;
- anim->init_delay_value = 0;
+ anim->state = ANIM_STATE_INACTIVE;
part_nr = 0;
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->control_info.x = ARG_UNDEFINED_VALUE;
part->control_info.y = ARG_UNDEFINED_VALUE;
- part->restart = FALSE;
- part->waiting = FALSE;
- part->running = FALSE;
-
- part->step_frames = 0;
- part->step_frames_value = graphic_info[control].step_frames;
+ 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++;
}
void InitGlobalAnimControls()
{
- int m, a, p;
+ int i, m, a, p;
int mode_nr, anim_nr, part_nr;
- int graphic, control;
+ int sound, graphic, control;
anim_sync_frame = 0;
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;
anim->has_base = FALSE;
- anim->restart = FALSE;
- anim->waiting = FALSE;
- anim->running = FALSE;
+ anim->init_delay_counter = 0;
- anim->init_delay = 0;
- anim->init_delay_value = 0;
+ anim->state = ANIM_STATE_INACTIVE;
part_nr = 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->restart = FALSE;
- part->waiting = FALSE;
- part->running = FALSE;
-
- part->step_frames = 0;
- part->step_frames_value = graphic_info[control].step_frames;
+ 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++;
}
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++)
+ 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);
- if (!do_animations || !setup.toons)
+ // 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;
- 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++)
{
int part_first, part_last;
int part_nr;
- if (!anim->running)
+ if (!(anim->state & ANIM_STATE_RUNNING))
continue;
part_first = part_last = anim->active_part_nr;
int sync_frame;
int frame;
- if (!part->running)
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
+
+ if (part->drawing_stage != drawing_stage)
continue;
if (part->x < 0)
width += part->x;
cut_x = -part->x;
}
- else if (part->x > FULL_SXSIZE - g->width)
- width -= (part->x - (FULL_SXSIZE - g->width));
+ else if (part->x > part->viewport_width - g->width)
+ width -= (part->x - (part->viewport_width - g->width));
if (part->y < 0)
{
height += part->y;
cut_y = -part->y;
}
- else if (part->y > FULL_SYSIZE - g->height)
- height -= (part->y - (FULL_SYSIZE - g->height));
+ 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 += REAL_SX;
- dst_y += REAL_SY;
+ 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,
}
}
-boolean HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
- boolean restart)
+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;
+}
+
+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;
struct GraphicInfo *c = &part->control_info;
+ boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+
+ if (viewport_changed)
+ state |= ANIM_STATE_RESTART;
- if (restart)
+ if (state & ANIM_STATE_RESTART)
{
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_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 = FULL_SYSIZE - g->height;
+ int pos_bottom = part->viewport_height - g->height;
if (c->position == POS_TOP)
part->y = 0;
else
{
part->step_xoffset = -c->step_offset;
- part->x = FULL_SXSIZE + part->step_xoffset;
+ part->x = part->viewport_width + part->step_xoffset;
}
part->step_yoffset = 0;
}
else if (c->direction & MV_VERTICAL)
{
- int pos_right = FULL_SXSIZE - g->width;
+ int pos_right = part->viewport_width - g->width;
if (c->position == POS_LEFT)
part->x = 0;
else
{
part->step_yoffset = -c->step_offset;
- part->y = FULL_SYSIZE + part->step_yoffset;
+ part->y = part->viewport_height + part->step_yoffset;
}
part->step_xoffset = 0;
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->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 TRUE;
+ 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))
+ {
+ // 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)
+ {
+ part->anim_delay_counter--;
+
+ if (part->anim_delay_counter == 0)
+ {
+ StopGlobalAnimSound(part);
+
+ part->post_delay_counter =
+ (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
- if (part->step_frames_value != ARG_UNDEFINED_VALUE &&
- part->step_frames >= part->step_frames_value)
- return TRUE;
+ 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;
+ }
+ }
+
+ 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 FALSE;
+ return ANIM_STATE_RUNNING;
#if 0
{
part->x += part->step_xoffset;
part->y += part->step_yoffset;
- part->step_frames++;
-
- return FALSE;
+ return ANIM_STATE_RUNNING;
}
void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
- struct GraphicInfo *cp;
- boolean skip = FALSE;
+ int state, active_part_nr;
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
anim->nr,
- anim->restart, anim->waiting, anim->running,
+ 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->restart = TRUE;
- anim->waiting = FALSE;
- anim->running = FALSE;
+ 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->restart &&
- !anim->waiting &&
- !anim->running)
- skip = TRUE;
+ if (anim->state == ANIM_STATE_INACTIVE)
+ return;
+
+ anim->state = anim->last_state;
+ anim->active_part_nr = anim->last_active_part_nr;
break;
case ANIM_STOP:
- anim->restart = FALSE;
- anim->waiting = FALSE;
- anim->running = FALSE;
- skip = TRUE;
+ anim->state = ANIM_STATE_INACTIVE;
- 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;
for (i = 0; i < num_parts; i++)
{
part = &anim->part[i];
- cp = &part->control_info;
switch (action)
{
case ANIM_START:
- anim->running = TRUE;
-
- part->restart = TRUE;
- part->waiting = FALSE;
- part->running = FALSE;
- skip = TRUE;
+ anim->state = ANIM_STATE_RUNNING;
+ part->state = ANIM_STATE_RESTART;
break;
case ANIM_CONTINUE:
- if (!part->restart &&
- !part->waiting &&
- !part->running)
- skip = TRUE;
+ if (part->state == ANIM_STATE_INACTIVE)
+ continue;
break;
case ANIM_STOP:
- part->restart = FALSE;
- part->waiting = FALSE;
- part->running = FALSE;
- skip = TRUE;
+ part->state = ANIM_STATE_INACTIVE;
- break;
+ continue;
default:
break;
}
- if (skip)
- continue;
-
- if (part->restart)
- {
-#if 0
- printf("::: RESTART %d.%d\n", part->anim_nr, part->nr);
-#endif
-
- if (!part->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->waiting = TRUE;
- }
-
- 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->waiting = FALSE;
- part->running = TRUE;
- }
-
-#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);
- part->restart = HandleGlobalAnim_Part(part, part->restart);
-
- if (part->restart)
- part->running = FALSE;
+ // 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->restart && !anim->waiting) // 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->restart)
- {
- if (!anim->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));
+ part->state = ANIM_STATE_RUNNING;
- anim->waiting = TRUE;
- }
+ anim->state = HandleGlobalAnim_Part(part, anim->state);
- if (!DelayReachedExt(&part->init_delay, part->init_delay_value,
- anim_sync_frame))
- return;
-
- anim->waiting = FALSE;
- anim->running = TRUE;
- }
+ if (anim->state & ANIM_STATE_RESTART)
+ anim->part_counter++;
- part->running = TRUE;
+ // 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;
- anim->restart = HandleGlobalAnim_Part(part, anim->restart);
+ state = anim->state;
+ active_part_nr = anim->active_part_nr;
- if (anim->restart)
+ // 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)
{
- anim->running = FALSE;
+ 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];
- anim->part_counter++;
+ 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)
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
-#if 1
- WaitUntilDelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value);
+ // global animations now synchronized with frame delay of screen update
anim_sync_frame++;
-#else
- if (DelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value))
- 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