}
else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
{
+#if 1
+ int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
+#else
int max_anim_frames = 2 * num_frames - 2;
+#endif
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame);
{
/* note: expect different frames for the same delay cycle! */
- if (anim.random_frame < 0)
+ if (gfx.anim_random_frame < 0)
frame = SimpleRND(num_frames);
else
- frame = anim.random_frame % num_frames;
+ frame = gfx.anim_random_frame % num_frames;
}
if (mode & ANIM_REVERSE) /* use reverse animation direction */
/* toon animation functions */
/* ========================================================================= */
-static int get_toon_direction(char *direction_raw)
+static int get_toon_direction(char *direction_string_raw)
{
- static char *direction = NULL;
+ char *direction_string = getStringToLower(direction_string_raw);
+ int direction = (strcmp(direction_string, "left") == 0 ? MV_LEFT :
+ strcmp(direction_string, "right") == 0 ? MV_RIGHT :
+ strcmp(direction_string, "up") == 0 ? MV_UP :
+ strcmp(direction_string, "down") == 0 ? MV_DOWN :
+ MV_NO_MOVING);
- setString(&direction, getStringToLower(direction_raw));
+ free(direction_string);
- return (strcmp(direction, "left") == 0 ? MV_LEFT :
- strcmp(direction, "right") == 0 ? MV_RIGHT :
- strcmp(direction, "up") == 0 ? MV_UP :
- strcmp(direction, "down") == 0 ? MV_DOWN : MV_NO_MOVING);
+ return direction;
}
void InitToonScreen(Bitmap *save_buffer,
{
static unsigned long animstart_delay = -1;
static unsigned long animstart_delay_value = 0;
+ static boolean anim_running = FALSE;
static boolean anim_restart = TRUE;
static boolean reset_delay = TRUE;
static int toon_nr = 0;
if (!setup.toons)
return;
+ /* this may happen after reloading graphics and redefining "num_toons" */
+ if (toon_nr >= screen_info.num_toons)
+ anim_restart = TRUE;
+
switch(mode)
{
case ANIM_START:
screen_info.prepare_backbuffer_function();
+
+ anim_running = TRUE;
anim_restart = TRUE;
reset_delay = TRUE;
return;
case ANIM_CONTINUE:
+ if (!anim_running)
+ return;
+
break;
case ANIM_STOP:
screen_info.update_function();
setup.direct_draw = draw_mode;
+ anim_running = FALSE;
+
return;
default:
toon_nr = SimpleRND(screen_info.num_toons);
}
- anim_restart = reset_delay = AnimateToon(toon_nr,anim_restart);
+ anim_restart = reset_delay = AnimateToon(toon_nr, anim_restart);
}
void InitAnimation()