#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)
struct GlobalAnimPartControlInfo
{
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_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_game_status;
};
struct GlobalAnimMainControlInfo
boolean has_base;
- unsigned int init_delay, init_delay_value;
+ int init_delay_counter;
int state;
};
anim->has_base = FALSE;
- anim->init_delay = 0;
- anim->init_delay_value = 0;
+ anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
part->control_info.x = ARG_UNDEFINED_VALUE;
part->control_info.y = ARG_UNDEFINED_VALUE;
- 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_game_status = -1;
anim->num_parts++;
part_nr++;
anim->has_base = FALSE;
- anim->init_delay = 0;
- anim->init_delay_value = 0;
+ anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
- 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_game_status = -1;
if (p < GLOBAL_ANIM_ID_PART_BASE)
{
InitToonControls();
}
-void DrawGlobalAnim()
+void DrawGlobalAnimExt(int drawing_stage)
{
int mode_nr;
if (!do_animations || !setup.toons)
return;
- DoAnimationExt();
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
+ DoAnimationExt();
for (mode_nr = 0; mode_nr < NUM_SPECIAL_GFX_ARGS; mode_nr++)
{
int part_first, part_last;
int part_nr;
- if (anim->state != ANIM_STATE_RUNNING)
+ if (!(anim->state & ANIM_STATE_RUNNING))
continue;
part_first = part_last = anim->active_part_nr;
int sync_frame;
int frame;
- if (part->state != ANIM_STATE_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));
- 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,
}
}
+void DrawGlobalAnim(int drawing_stage)
+{
+ if (!do_animations || !setup.toons)
+ return;
+
+ 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_game_status == game_status)
+ return FALSE;
+
+ part->last_game_status = game_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_value =
+ part->init_delay_counter =
(c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
- part->initial_anim_sync_frame =
- (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_value);
+ part->anim_delay_counter =
+ (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
- part->step_frames = 0;
+ 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_yoffset = c->step_yoffset;
}
- if (part->init_delay_value > 0)
+ if (part->init_delay_counter > 0)
{
- part->init_delay_value--;
+ part->init_delay_counter--;
return ANIM_STATE_WAITING;
}
- 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))
+ 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->step_frames_value != ARG_UNDEFINED_VALUE &&
- part->step_frames >= part->step_frames_value)
- 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))
part->x += part->step_xoffset;
part->y += part->step_yoffset;
- part->step_frames++;
-
return ANIM_STATE_RUNNING;
}
break;
}
-#if 0
- printf("::: LOOPING ...\n");
-#endif
-
if (skip)
continue;
-#if 0
- printf("::: DO PART (1) %d.%d [%d, %d, %d] [%d] [%d / %d]\n",
- part->anim_nr, part->nr,
- part->state & ANIM_STATE_RESTART,
- part->state & ANIM_STATE_WAITING,
- part->state & ANIM_STATE_RUNNING,
- anim->state & ANIM_STATE_RUNNING,
- part->step_frames, part->step_frames_value);
-#endif
-
part->state = HandleGlobalAnim_Part(part, part->state);
-
-#if 0
- printf("::: DO PART (2) %d.%d [%d, %d, %d] [%d] [%d / %d]\n",
- part->anim_nr, part->nr,
- part->state & ANIM_STATE_RESTART,
- part->state & ANIM_STATE_WAITING,
- part->state & ANIM_STATE_RUNNING,
- anim->state & ANIM_STATE_RUNNING,
- part->step_frames, part->step_frames_value);
-#endif
}
return;
if (skip)
return;
- if (anim->state == ANIM_STATE_RESTART) // 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];
anim->state = HandleGlobalAnim_Part(part, anim->state);
- if (anim->state == ANIM_STATE_RESTART)
+ if (anim->state & ANIM_STATE_RESTART)
anim->part_counter++;
}