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)
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++)
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 += part->viewport_x;
dst_y += part->viewport_y;
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
- boolean skip = FALSE;
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
anim->state = ANIM_STATE_RESTART;
anim->part_counter = 0;
anim->active_part_nr = 0;
- skip = TRUE;
break;
case ANIM_CONTINUE:
if (anim->state == ANIM_STATE_INACTIVE)
- skip = TRUE;
+ return;
break;
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
- skip = TRUE;
- break;
+ return;
default:
break;
case ANIM_START:
anim->state = ANIM_STATE_RUNNING;
part->state = ANIM_STATE_RESTART;
- skip = TRUE;
break;
case ANIM_CONTINUE:
if (part->state == ANIM_STATE_INACTIVE)
- skip = TRUE;
+ continue;
break;
case ANIM_STOP:
part->state = ANIM_STATE_INACTIVE;
- skip = TRUE;
- break;
+ continue;
default:
break;
}
- if (skip)
- continue;
-
part->state = HandleGlobalAnim_Part(part, part->state);
+
+ // 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;
}
- if (skip)
- return;
-
if (anim->state & ANIM_STATE_RESTART) // directly after restart
anim->active_part_nr = getGlobalAnimationPart(anim);
if (anim->state & ANIM_STATE_RESTART)
anim->part_counter++;
- if (anim->part_counter == anim->num_parts &&
- c->anim_mode & ANIM_ONCE)
+ // 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;
}