#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_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->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->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++)
{
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 > 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->anim_delay_value =
+ 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_value);
+ (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->anim_delay_value > 0)
+ if (part->anim_delay_counter > 0)
{
- part->anim_delay_value--;
+ part->anim_delay_counter--;
- if (part->anim_delay_value == 0)
+ if (part->anim_delay_counter == 0)
{
- part->post_delay_value =
+ part->post_delay_counter =
(c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
- if (part->post_delay_value > 0)
+ if (part->post_delay_counter > 0)
return ANIM_STATE_RUNNING;
return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
}
}
- if (part->post_delay_value > 0)
+ if (part->post_delay_counter > 0)
{
- part->post_delay_value--;
+ part->post_delay_counter--;
- if (part->post_delay_value == 0)
+ if (part->post_delay_counter == 0)
return ANIM_STATE_RESTART;
return ANIM_STATE_WAITING;