X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fcartoons.c;h=1d17518616808a94cd6b3471c9b5986802172668;hb=ec5f4027a019ebf435b41577ab1234849c77a059;hp=0352e4f85ab17ed5fa8babc68a3c8798d8dce6ab;hpb=9f88e49643566b03fbd6e92509bb66fd42bc1daa;p=rocksndiamonds.git diff --git a/src/cartoons.c b/src/cartoons.c index 0352e4f8..1d175186 100644 --- a/src/cartoons.c +++ b/src/cartoons.c @@ -160,6 +160,38 @@ static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim) 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) @@ -382,6 +414,27 @@ void InitGlobalAnimControls() 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++) @@ -405,14 +458,19 @@ void InitGlobalAnimations() void DrawGlobalAnimExt(int drawing_stage) { - int anim_classes = game_mode_anim_classes[global.anim_status_next]; int mode_nr; - int i; - // start or stop global animations by change of game mode - // (special handling of animations for "current screen" and "all screens") if (global.anim_status != anim_status_last) { + boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING); + boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING); + int anim_classes_next = game_mode_anim_classes[global.anim_status_next]; + int i; + + // ---------- part 1 ------------------------------------------------------ + // start or stop global animations by change of game mode + // (special handling of animations for "current screen" and "all screens") + // stop animations for last screen HandleGlobalAnim(ANIM_STOP, anim_status_last); @@ -423,27 +481,30 @@ void DrawGlobalAnimExt(int drawing_stage) if (anim_status_last == GAME_MODE_LOADING) HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT); - anim_status_last = global.anim_status; - } + // ---------- part 2 ------------------------------------------------------ + // start or stop global animations by change of animation class + // (generic handling of animations for "class of screens") - // start or stop global animations by change of animation class - // (generic handling of animations for "class of screens") - if (anim_classes != anim_classes_last) - { for (i = 0; i < NUM_ANIM_CLASSES; i++) { int anim_class_check = (1 << i); int anim_class_game_mode = anim_class_game_modes[i]; int anim_class_last = anim_classes_last & anim_class_check; - int anim_class = anim_classes & anim_class_check; + int anim_class_next = anim_classes_next & anim_class_check; - if (anim_class_last && !anim_class) + // stop animations for changed screen class before fading to new screen + if (before_fading && anim_class_last && !anim_class_next) HandleGlobalAnim(ANIM_STOP, anim_class_game_mode); - else if (!anim_class_last && anim_class) + + // start animations for changed screen class after fading to new screen + if (after_fading && !anim_class_last && anim_class_next) HandleGlobalAnim(ANIM_START, anim_class_game_mode); } - anim_classes_last = anim_classes; + if (after_fading) + anim_classes_last = anim_classes_next; + + anim_status_last = global.anim_status; } if (!setup.toons || global.anim_status == GAME_MODE_LOADING) @@ -772,7 +833,6 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) { struct GlobalAnimPartControlInfo *part; struct GraphicInfo *c = &anim->control_info; - boolean skip = FALSE; #if 0 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n", @@ -798,21 +858,19 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) 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; @@ -837,38 +895,35 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) 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); @@ -880,6 +935,11 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) if (anim->state & ANIM_STATE_RESTART) anim->part_counter++; + + // 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; } void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)