added support for separate animations for single title screens
[rocksndiamonds.git] / src / cartoons.c
index e6b622dc94d51197069b3437e868abcca1ddf046..c2072a2067c51cc279d018e135b2df5ac7c94524 100644 (file)
 #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 ANIM_CLASS_BIT_TITLE_INITIAL   0
+#define ANIM_CLASS_BIT_TITLE           1
+#define ANIM_CLASS_BIT_SUBMENU         2
+#define ANIM_CLASS_BIT_MENU            3
+#define ANIM_CLASS_BIT_TOONS           4
 
-#define NUM_ANIM_CLASSES               3
+#define NUM_ANIM_CLASSES               5
 
 #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_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          (ANIM_CLASS_TOONS |     \
+                                        ANIM_CLASS_MENU)
+
+#define ANIM_CLASS_TOONS_MENU_SUBMENU  (ANIM_CLASS_TOONS |     \
+                                        ANIM_CLASS_MENU  |     \
+                                        ANIM_CLASS_SUBMENU)
 
 struct GlobalAnimPartControlInfo
 {
@@ -86,6 +96,8 @@ struct GlobalAnimMainControlInfo
   int init_delay_counter;
 
   int state;
+
+  int last_state, last_active_part_nr;
 };
 
 struct GlobalAnimControlInfo
@@ -102,14 +114,24 @@ struct GameModeAnimClass
   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                                                      }
+  { 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_MAIN,                    ANIM_CLASS_TOONS_MENU           },
+  { GAME_MODE_SCORES,                  ANIM_CLASS_TOONS                },
+
+  { -1,                                        -1                              }
 };
 
 struct AnimClassGameMode
@@ -118,11 +140,13 @@ struct AnimClassGameMode
   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          },
+  { ANIM_CLASS_BIT_TITLE_INITIAL,      GAME_MODE_TITLE_INITIAL         },
+  { ANIM_CLASS_BIT_TITLE,              GAME_MODE_TITLE                 },
+  { 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                              }
+  { -1,                                        -1                              }
 };
 
 /* forward declaration for internal use */
@@ -778,11 +802,25 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
     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)
+    {
+      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;
+    }
+  }
 
   if (part->anim_delay_counter > 0)
   {
@@ -796,6 +834,7 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
       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;
     }
   }
@@ -836,6 +875,7 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
 {
   struct GlobalAnimPartControlInfo *part;
   struct GraphicInfo *c = &anim->control_info;
+  int state, active_part_nr;
 
 #if 0
   printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
@@ -858,9 +898,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
   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;
 
       break;
 
@@ -868,6 +908,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
       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:
@@ -924,6 +967,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
        part->state = ANIM_STATE_INACTIVE;
     }
 
+    anim->last_state = anim->state;
+    anim->last_active_part_nr = anim->active_part_nr;
+
     return;
   }
 
@@ -943,6 +989,31 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
   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)