X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fcartoons.c;h=c2072a2067c51cc279d018e135b2df5ac7c94524;hb=da028195db34242cd7a82d82de768109963509cb;hp=1d17518616808a94cd6b3471c9b5986802172668;hpb=ec5f4027a019ebf435b41577ab1234849c77a059;p=rocksndiamonds.git diff --git a/src/cartoons.c b/src/cartoons.c index 1d175186..c2072a20 100644 --- a/src/cartoons.c +++ b/src/cartoons.c @@ -24,17 +24,27 @@ #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \ NUM_GLOBAL_TOON_PARTS) -#define ANIM_CLASS_BIT_SUBMENU 0 -#define ANIM_CLASS_BIT_MENU 1 -#define ANIM_CLASS_BIT_TOONS 2 +#define ANIM_CLASS_BIT_TITLE_INITIAL 0 +#define ANIM_CLASS_BIT_TITLE 1 +#define ANIM_CLASS_BIT_SUBMENU 2 +#define ANIM_CLASS_BIT_MENU 3 +#define ANIM_CLASS_BIT_TOONS 4 -#define NUM_ANIM_CLASSES 3 +#define NUM_ANIM_CLASSES 5 #define ANIM_CLASS_NONE 0 +#define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL) +#define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE) #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU) #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU) #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS) +#define ANIM_CLASS_TOONS_MENU (ANIM_CLASS_TOONS | \ + ANIM_CLASS_MENU) + +#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \ + ANIM_CLASS_MENU | \ + ANIM_CLASS_SUBMENU) struct GlobalAnimPartControlInfo { @@ -86,6 +96,8 @@ struct GlobalAnimMainControlInfo int init_delay_counter; int state; + + int last_state, last_active_part_nr; }; struct GlobalAnimControlInfo @@ -102,14 +114,24 @@ struct GameModeAnimClass int class; } game_mode_anim_classes_list[] = { - { GAME_MODE_LEVELS, ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, - { GAME_MODE_LEVELNR,ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, - { GAME_MODE_INFO, ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, - { GAME_MODE_SETUP, ANIM_CLASS_TOONS | ANIM_CLASS_MENU | ANIM_CLASS_SUBMENU }, - { GAME_MODE_MAIN, ANIM_CLASS_TOONS | ANIM_CLASS_MENU }, - { GAME_MODE_SCORES, ANIM_CLASS_TOONS }, - - { -1, -1 } + { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL }, + { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL }, + { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL }, + { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL }, + { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL }, + { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE }, + { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE }, + { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE }, + { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE }, + { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE }, + { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU }, + { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU }, + { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU }, + { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU }, + { GAME_MODE_MAIN, ANIM_CLASS_TOONS_MENU }, + { GAME_MODE_SCORES, ANIM_CLASS_TOONS }, + + { -1, -1 } }; struct AnimClassGameMode @@ -118,11 +140,13 @@ struct AnimClassGameMode int game_mode; } anim_class_game_modes_list[] = { - { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU }, - { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU }, - { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS }, + { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL }, + { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE }, + { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU }, + { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU }, + { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS }, - { -1, -1 } + { -1, -1 } }; /* forward declaration for internal use */ @@ -583,6 +607,9 @@ void DrawGlobalAnimExt(int drawing_stage) 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; @@ -775,11 +802,25 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) return ANIM_STATE_WAITING; } + // check if moving animation has left the visible screen area if ((part->x <= -g->width && part->step_xoffset <= 0) || (part->x >= part->viewport_width && part->step_xoffset >= 0) || (part->y <= -g->height && part->step_yoffset <= 0) || (part->y >= part->viewport_height && part->step_yoffset >= 0)) - return ANIM_STATE_RESTART; + { + // do not stop animation before "anim" or "post" counter are finished + if (part->anim_delay_counter == 0 && + part->post_delay_counter == 0) + { + part->post_delay_counter = + (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random)); + + if (part->post_delay_counter > 0) + return ANIM_STATE_RUNNING; + + return ANIM_STATE_RESTART; + } + } if (part->anim_delay_counter > 0) { @@ -793,6 +834,7 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) if (part->post_delay_counter > 0) return ANIM_STATE_RUNNING; + // additional state "RUNNING" required to not skip drawing last frame return ANIM_STATE_RESTART | ANIM_STATE_RUNNING; } } @@ -833,6 +875,7 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) { struct GlobalAnimPartControlInfo *part; struct GraphicInfo *c = &anim->control_info; + int state, active_part_nr; #if 0 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n", @@ -855,9 +898,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) switch (action) { case ANIM_START: - anim->state = ANIM_STATE_RESTART; + anim->state = anim->last_state = ANIM_STATE_RESTART; + anim->active_part_nr = anim->last_active_part_nr = 0; anim->part_counter = 0; - anim->active_part_nr = 0; break; @@ -865,6 +908,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) if (anim->state == ANIM_STATE_INACTIVE) return; + anim->state = anim->last_state; + anim->active_part_nr = anim->last_active_part_nr; + break; case ANIM_STOP: @@ -921,6 +967,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) part->state = ANIM_STATE_INACTIVE; } + anim->last_state = anim->state; + anim->last_active_part_nr = anim->active_part_nr; + return; } @@ -940,6 +989,31 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) if (c->anim_mode & ANIM_ONCE && anim->part_counter == anim->num_parts) anim->state = ANIM_STATE_INACTIVE; + + state = anim->state; + active_part_nr = anim->active_part_nr; + + // while the animation parts are pausing (waiting or inactive), play the base + // (main) animation; this corresponds to the "boring player animation" logic + // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!) + if (anim->has_base) + { + if (anim->state == ANIM_STATE_WAITING || + anim->state == ANIM_STATE_INACTIVE) + { + anim->active_part_nr = anim->num_parts; // part nr of base animation + part = &anim->part[anim->active_part_nr]; + + if (anim->state != anim->last_state) + part->state = ANIM_STATE_RESTART; + + anim->state = ANIM_STATE_RUNNING; + part->state = HandleGlobalAnim_Part(part, part->state); + } + } + + anim->last_state = state; + anim->last_active_part_nr = active_part_nr; } void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)