sync_frame += start_frame * delay;
- if (mode & ANIM_LOOP) /* normal, looping animation */
+ if (mode & ANIM_LOOP) /* looping animation */
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
- else if (mode & ANIM_LINEAR) /* normal, non-looping animation */
+ else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
- else if (mode & ANIM_PINGPONG) /* use border frames once */
+ else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
{
- int max_anim_frames = 2 * num_frames - 2;
+ int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame);
}
- else if (mode & ANIM_PINGPONG2) /* use border frames twice */
+ else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
{
int max_anim_frames = 2 * num_frames;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
}
+ else if (mode & ANIM_RANDOM) /* play frames in random order */
+ {
+ /* note: expect different frames for the same delay cycle! */
+
+ if (gfx.anim_random_frame < 0)
+ frame = SimpleRND(num_frames);
+ else
+ frame = gfx.anim_random_frame % num_frames;
+ }
+ else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE))
+ {
+ frame = sync_frame % num_frames;
+ }
if (mode & ANIM_REVERSE) /* use reverse animation direction */
frame = num_frames - frame - 1;
/* toon animation functions */
/* ========================================================================= */
+static int get_toon_direction(char *direction_string_raw)
+{
+ 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_NONE);
+
+ free(direction_string);
+
+ return direction;
+}
+
void InitToonScreen(Bitmap *save_buffer,
void (*update_function)(void),
void (*prepare_backbuffer_function)(void),
{
int buf_x = DOOR_GFX_PAGEX3, buf_y = DOOR_GFX_PAGEY1;
-#if 1
/* special method to avoid flickering interference with BackToFront() */
BlitBitmap(backbuffer, screen_info.save_buffer, dest_x-pad_x, dest_y-pad_y,
width+2*pad_x, height+2*pad_y, buf_x, buf_y);
BlitBitmap(screen_info.save_buffer, backbuffer, buf_x, buf_y,
width+2*pad_x, height+2*pad_y, dest_x-pad_x, dest_y-pad_y);
-#else
- /* normal method, causing flickering interference with BackToFront() */
- BlitBitmap(backbuffer, screen_info.save_buffer, dest_x-pad_x, dest_y-pad_y,
- width+2*pad_x, height+2*pad_y, buf_x, buf_y);
- SetClipOrigin(toon_bitmap,toon_clip_gc, buf_x-src_x+pad_x,buf_y-src_y+pad_y);
- BlitBitmapMasked(toon_bitmap, screen_info.save_buffer,
- src_x, src_y, width, height, buf_x+pad_x, buf_y+pad_y);
- BlitBitmap(screen_info.save_buffer, window, buf_x, buf_y,
- width+2*pad_x, height+2*pad_y, dest_x-pad_x, dest_y-pad_y);
-#endif
FlushDisplay();
}
struct ToonInfo *anim = &screen_info.toons[toon_nr];
Bitmap *anim_bitmap = screen_info.toons[toon_nr].bitmap;
GC anim_clip_gc = anim_bitmap->stored_clip_gc;
+ int direction = get_toon_direction(anim->direction);
if (restart)
{
- horiz_move = (anim->direction & (ANIMDIR_LEFT | ANIMDIR_RIGHT));
- vert_move = (anim->direction & (ANIMDIR_UP | ANIMDIR_DOWN));
- anim_delay_value = anim->move_delay * screen_info.frame_delay_value;
+ horiz_move = (direction & (MV_LEFT | MV_RIGHT));
+ vert_move = (direction & (MV_UP | MV_DOWN));
+ anim_delay_value = anim->step_delay * screen_info.frame_delay_value;
frame = getAnimationFrame(anim->anim_frames, anim->anim_delay,
- anim->anim_mode, anim->start_frame,
+ anim->anim_mode, anim->anim_start_frame,
animation_frame_counter++);
if (horiz_move)
{
- if (anim->position == ANIMPOS_UP)
+ int pos_bottom = screen_info.height - anim->height;
+
+ if (strcmp(anim->position, "top") == 0)
pos_y = 0;
- else if (anim->position == ANIMPOS_DOWN)
- pos_y = screen_info.height - anim->height;
- else if (anim->position == ANIMPOS_UPPER)
- pos_y = SimpleRND((screen_info.height - anim->height) / 2);
+ else if (strcmp(anim->position, "bottom") == 0)
+ pos_y = pos_bottom;
+ else if (strcmp(anim->position, "upper") == 0)
+ pos_y = SimpleRND(pos_bottom / 2);
+ else if (strcmp(anim->position, "lower") == 0)
+ pos_y = pos_bottom / 2 + SimpleRND(pos_bottom / 2);
else
- pos_y = SimpleRND(screen_info.height - anim->height);
+ pos_y = SimpleRND(pos_bottom);
- if (anim->direction == ANIMDIR_RIGHT)
+ if (direction == MV_RIGHT)
{
- delta_x = anim->stepsize;
+ delta_x = anim->step_offset;
pos_x = -anim->width + delta_x;
}
else
{
- delta_x = -anim->stepsize;
+ delta_x = -anim->step_offset;
pos_x = screen_info.width + delta_x;
}
+
delta_y = 0;
}
else
{
- if (anim->position == ANIMPOS_LEFT)
+ int pos_right = screen_info.width - anim->width;
+
+ if (strcmp(anim->position, "left") == 0)
pos_x = 0;
- else if (anim->position == ANIMPOS_RIGHT)
- pos_x = screen_info.width - anim->width;
+ else if (strcmp(anim->position, "right") == 0)
+ pos_x = pos_right;
else
- pos_x = SimpleRND(screen_info.width - anim->width);
+ pos_x = SimpleRND(pos_right);
- if (anim->direction == ANIMDIR_DOWN)
+ if (direction == MV_DOWN)
{
- delta_y = anim->stepsize;
+ delta_y = anim->step_offset;
pos_y = -anim->height + delta_y;
}
else
{
- delta_y = -anim->stepsize;
+ delta_y = -anim->step_offset;
pos_y = screen_info.width + delta_y;
}
+
delta_x = 0;
}
}
- if (pos_x <= -anim->width - anim->stepsize ||
- pos_x >= screen_info.width + anim->stepsize ||
- pos_y <= -anim->height - anim->stepsize ||
- pos_y >= screen_info.height + anim->stepsize)
+ if (pos_x <= -anim->width - anim->step_offset ||
+ pos_x >= screen_info.width + anim->step_offset ||
+ pos_y <= -anim->height - anim->step_offset ||
+ pos_y >= screen_info.height + anim->step_offset)
return TRUE;
if (!DelayReached(&anim_delay, anim_delay_value))
else if (pos_y > screen_info.height)
pos_y = screen_info.height;
- pad_x = (horiz_move ? anim->stepsize : 0);
- pad_y = (vert_move ? anim->stepsize : 0);
+ pad_x = (horiz_move ? anim->step_offset : 0);
+ pad_y = (vert_move ? anim->step_offset : 0);
src_x = anim->src_x + frame * anim->width;
src_y = anim->src_y;
dest_x = pos_x;
pos_y += delta_y;
frame = getAnimationFrame(anim->anim_frames, anim->anim_delay,
- anim->anim_mode, anim->start_frame,
+ anim->anim_mode, anim->anim_start_frame,
animation_frame_counter++);
return FALSE;
{
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;
int draw_mode;
- if (!setup.toons)
+ if (!setup.toons || screen_info.num_toons == 0)
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()