X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fanim.c;h=3c19176fc62aa7b7ad1e5f6926319035fdc5d2eb;hb=506db99d238d96b14932fb48c6d101f7f5d67377;hp=0aa1c0f4ff12a0970415d9c2b5f67f87429f8b04;hpb=1ca0fee4ac95ccdbcd409ea064c1a2c4de68fc91;p=rocksndiamonds.git diff --git a/src/anim.c b/src/anim.c index 0aa1c0f4..3c19176f 100644 --- a/src/anim.c +++ b/src/anim.c @@ -108,6 +108,7 @@ struct GlobalAnimPartControlInfo int step_xoffset, step_yoffset; unsigned int initial_anim_sync_frame; + unsigned int anim_random_frame; unsigned int step_delay, step_delay_value; int init_delay_counter; @@ -242,6 +243,9 @@ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, { int frame = 0; + if (delay < 1) // delay must be at least 1 + delay = 1; + sync_frame += start_frame * delay; if (mode & ANIM_LOOP) // looping animation @@ -409,6 +413,7 @@ static void InitToonControls(void) part->control_info.y = ARG_UNDEFINED_VALUE; part->initial_anim_sync_frame = 0; + part->anim_random_frame = -1; part->step_delay = 0; part->step_delay_value = graphic_info[control].step_delay; @@ -513,6 +518,7 @@ static void InitGlobalAnimControls(void) part->control_info = graphic_info[control]; part->initial_anim_sync_frame = 0; + part->anim_random_frame = -1; part->step_delay = 0; part->step_delay_value = graphic_info[control].step_delay; @@ -764,6 +770,7 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) (g->draw_masked ? BlitBitmapMasked : BlitBitmap); void (*blit_screen)(Bitmap *, int, int, int, int, int, int) = (g->draw_masked ? BlitToScreenMasked : BlitToScreen); + int last_anim_random_frame = gfx.anim_random_frame; if (!(part->state & ANIM_STATE_RUNNING)) continue; @@ -796,10 +803,21 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) dst_y += part->viewport_y; sync_frame = anim_sync_frame - part->initial_anim_sync_frame; + + // re-initialize random animation frame after animation delay + if (g->anim_mode == ANIM_RANDOM && + sync_frame % g->anim_delay == 0 && + sync_frame > 0) + part->anim_random_frame = GetSimpleRandom(g->anim_frames); + + gfx.anim_random_frame = part->anim_random_frame; + frame = getAnimationFrame(g->anim_frames, g->anim_delay, g->anim_mode, g->anim_start_frame, sync_frame); + gfx.anim_random_frame = last_anim_random_frame; + getFixedGraphicSource(part->graphic, frame, &src_bitmap, &src_x, &src_y); @@ -1260,6 +1278,10 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, part->initial_anim_sync_frame = (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter); + // do not re-initialize random animation frame after fade-in + if (part->anim_random_frame == -1) + part->anim_random_frame = GetSimpleRandom(g->anim_frames); + if (c->direction & MV_HORIZONTAL) { int pos_bottom = part->viewport_height - g->height; @@ -1760,9 +1782,11 @@ static void InitGlobalAnim_Clickable(void) static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) { boolean click_consumed = FALSE; + boolean anything_clicked = FALSE; boolean any_part_clicked = FALSE; boolean any_event_action = FALSE; int mode_nr; + int i; // check game modes in reverse draw order (to stop when clicked) for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--) @@ -1803,7 +1827,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; + anything_clicked = part->clicked = TRUE; click_consumed |= clickConsumed(part); } @@ -1816,7 +1840,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; + anything_clicked = part->clicked = TRUE; click_consumed |= clickConsumed(part); } @@ -1846,7 +1870,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; + anything_clicked = part->clicked = TRUE; click_consumed |= clickConsumed(part); } @@ -1858,13 +1882,17 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) } } - if (click_consumed) + if (anything_clicked) { handle_click = TRUE; - HandleGlobalAnim(ANIM_CONTINUE, game_status); + for (i = 0; i < NUM_GAME_MODES; i++) + HandleGlobalAnim(ANIM_CONTINUE, i); handle_click = FALSE; + + // prevent ignoring release event if processed within same game frame + StopProcessingEvents(); } return (click_consumed || any_event_action);