libgame/sound.c \
libgame/joystick.c \
libgame/snapshot.c \
- libgame/toons.c \
libgame/image.c \
libgame/random.c \
libgame/hash.c \
editor.c \
files.c \
tape.c \
- cartoons.c \
+ anim.c \
network.c \
netserv.c
editor.c \
files.c \
tape.c \
- cartoons.c \
+ anim.c \
network.c \
netserv.c
editor.o \
files.o \
tape.o \
- cartoons.o \
+ anim.o \
network.o \
netserv.o
--- /dev/null
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// anim.c
+// ============================================================================
+
+#include "anim.h"
+#include "main.h"
+#include "tools.h"
+
+
+/* values for global toon animation definition */
+#define NUM_GLOBAL_TOON_ANIMS 1
+#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
+
+/* values for global animation definition (including toons) */
+#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
+ NUM_GLOBAL_TOON_ANIMS)
+#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
+ NUM_GLOBAL_TOON_PARTS)
+
+#define ANIM_CLASS_BIT_TITLE_INITIAL 0
+#define ANIM_CLASS_BIT_TITLE 1
+#define ANIM_CLASS_BIT_MAIN 2
+#define ANIM_CLASS_BIT_SUBMENU 3
+#define ANIM_CLASS_BIT_MENU 4
+#define ANIM_CLASS_BIT_TOONS 5
+
+#define NUM_ANIM_CLASSES 6
+
+#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_MAIN (1 << ANIM_CLASS_BIT_MAIN)
+#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_MAIN (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_MAIN)
+
+#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_SUBMENU)
+
+/* values for global animation states */
+#define ANIM_STATE_INACTIVE 0
+#define ANIM_STATE_RESTART (1 << 0)
+#define ANIM_STATE_WAITING (1 << 1)
+#define ANIM_STATE_RUNNING (1 << 2)
+
+/* values for global animation control */
+#define ANIM_START 0
+#define ANIM_CONTINUE 1
+#define ANIM_STOP 2
+
+
+struct GlobalAnimPartControlInfo
+{
+ int nr;
+ int anim_nr;
+ int mode_nr;
+
+ int sound;
+ int graphic;
+
+ struct GraphicInfo graphic_info;
+ struct GraphicInfo control_info;
+
+ int viewport_x;
+ int viewport_y;
+ int viewport_width;
+ int viewport_height;
+
+ int x, y;
+ int step_xoffset, step_yoffset;
+
+ unsigned int initial_anim_sync_frame;
+ unsigned int step_delay, step_delay_value;
+
+ int init_delay_counter;
+ int anim_delay_counter;
+ int post_delay_counter;
+
+ int drawing_stage;
+
+ int state;
+ int last_anim_status;
+};
+
+struct GlobalAnimMainControlInfo
+{
+ struct GlobalAnimPartControlInfo base;
+ struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
+
+ int nr;
+ int mode_nr;
+
+ struct GraphicInfo control_info;
+
+ int num_parts;
+ int part_counter;
+ int active_part_nr;
+
+ boolean has_base;
+
+ int init_delay_counter;
+
+ int state;
+
+ int last_state, last_active_part_nr;
+};
+
+struct GlobalAnimControlInfo
+{
+ struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
+
+ int nr;
+ int num_anims;
+};
+
+struct GameModeAnimClass
+{
+ int game_mode;
+ int class;
+} game_mode_anim_classes_list[] =
+{
+ { 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_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
+ { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
+ { GAME_MODE_SCORES, ANIM_CLASS_TOONS },
+
+ { -1, -1 }
+};
+
+struct AnimClassGameMode
+{
+ int class_bit;
+ int game_mode;
+} anim_class_game_modes_list[] =
+{
+ { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
+ { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
+ { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
+ { 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 }
+};
+
+/* forward declaration for internal use */
+static void HandleGlobalAnim(int, int);
+static void DoAnimationExt(void);
+
+static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
+
+static unsigned int anim_sync_frame = 0;
+
+static int game_mode_anim_classes[NUM_GAME_MODES];
+static int anim_class_game_modes[NUM_ANIM_CLASSES];
+
+static int anim_status_last = GAME_MODE_DEFAULT;
+static int anim_classes_last = ANIM_CLASS_NONE;
+
+
+/* ========================================================================= */
+/* generic animation frame calculation */
+/* ========================================================================= */
+
+int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
+ int sync_frame)
+{
+ int frame = 0;
+
+ sync_frame += start_frame * delay;
+
+ if (mode & ANIM_LOOP) /* looping animation */
+ {
+ frame = (sync_frame % (delay * num_frames)) / delay;
+ }
+ 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) /* oscillate (border frames once) */
+ {
+ 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) /* 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 = GetSimpleRandom(num_frames);
+ else
+ frame = gfx.anim_random_frame % num_frames;
+ }
+ else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
+ {
+ frame = sync_frame % num_frames;
+ }
+
+ if (mode & ANIM_REVERSE) /* use reverse animation direction */
+ frame = num_frames - frame - 1;
+
+ return frame;
+}
+
+
+/* ========================================================================= */
+/* global animation functions */
+/* ========================================================================= */
+
+static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
+{
+ struct GraphicInfo *c = &anim->control_info;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int part_nr;
+
+ gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
+
+ part_nr = getAnimationFrame(anim->num_parts, 1,
+ c->anim_mode, c->anim_start_frame,
+ anim->part_counter);
+
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ 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 InitToonControls()
+{
+ int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
+ int mode_nr, anim_nr, part_nr;
+ int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
+ int num_toons = MAX_NUM_TOONS;
+ int i;
+
+ if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
+ num_toons = global.num_toons;
+
+ mode_nr = mode_nr_toons;
+ anim_nr = ctrl->num_anims;
+
+ anim->nr = anim_nr;
+ anim->mode_nr = mode_nr;
+ anim->control_info = graphic_info[control];
+
+ anim->num_parts = 0;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ anim->has_base = FALSE;
+
+ anim->init_delay_counter = 0;
+
+ anim->state = ANIM_STATE_INACTIVE;
+
+ part_nr = 0;
+
+ for (i = 0; i < num_toons; i++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ int sound = SND_UNDEFINED;
+ int graphic = IMG_TOON_1 + i;
+ int control = graphic;
+
+ part->nr = part_nr;
+ part->anim_nr = anim_nr;
+ part->mode_nr = mode_nr;
+ part->sound = sound;
+ part->graphic = graphic;
+ part->graphic_info = graphic_info[graphic];
+ part->control_info = graphic_info[control];
+
+ part->graphic_info.anim_delay *= part->graphic_info.step_delay;
+
+ part->control_info.init_delay_fixed = 0;
+ part->control_info.init_delay_random = 150;
+
+ part->control_info.x = ARG_UNDEFINED_VALUE;
+ part->control_info.y = ARG_UNDEFINED_VALUE;
+
+ part->initial_anim_sync_frame = 0;
+
+ part->step_delay = 0;
+ part->step_delay_value = graphic_info[control].step_delay;
+
+ part->state = ANIM_STATE_INACTIVE;
+ part->last_anim_status = -1;
+
+ anim->num_parts++;
+ part_nr++;
+ }
+
+ ctrl->num_anims++;
+}
+
+void InitGlobalAnimControls()
+{
+ int i, m, a, p;
+ int mode_nr, anim_nr, part_nr;
+ int sound, graphic, control;
+
+ anim_sync_frame = 0;
+
+ for (m = 0; m < NUM_GAME_MODES; m++)
+ {
+ mode_nr = m;
+
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+
+ ctrl->nr = mode_nr;
+ ctrl->num_anims = 0;
+
+ anim_nr = 0;
+
+ for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
+
+ control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
+
+ // if no base animation parameters defined, use default values
+ if (control == IMG_UNDEFINED)
+ control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
+
+ anim->nr = anim_nr;
+ anim->mode_nr = mode_nr;
+ anim->control_info = graphic_info[control];
+
+ anim->num_parts = 0;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ anim->has_base = FALSE;
+
+ anim->init_delay_counter = 0;
+
+ anim->state = ANIM_STATE_INACTIVE;
+
+ part_nr = 0;
+
+ for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+
+ sound = global_anim_info[a].sound[p][m];
+ graphic = global_anim_info[a].graphic[p][m];
+ control = global_anim_info[ctrl_id].graphic[p][m];
+
+ if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
+ control == IMG_UNDEFINED)
+ continue;
+
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, control);
+#endif
+
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, sound);
+#endif
+
+ part->nr = part_nr;
+ part->anim_nr = anim_nr;
+ part->mode_nr = mode_nr;
+ part->sound = sound;
+ part->graphic = graphic;
+ part->graphic_info = graphic_info[graphic];
+ part->control_info = graphic_info[control];
+
+ part->initial_anim_sync_frame = 0;
+
+ part->step_delay = 0;
+ part->step_delay_value = graphic_info[control].step_delay;
+
+ part->state = ANIM_STATE_INACTIVE;
+ part->last_anim_status = -1;
+
+ if (p < GLOBAL_ANIM_ID_PART_BASE)
+ {
+ anim->num_parts++;
+ part_nr++;
+ }
+ else
+ {
+ anim->base = *part;
+ anim->has_base = TRUE;
+ }
+ }
+
+ if (anim->num_parts > 0 || anim->has_base)
+ {
+ ctrl->num_anims++;
+ anim_nr++;
+ }
+ }
+ }
+
+ 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++)
+ game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
+ game_mode_anim_classes_list[i].class;
+
+ for (i = 0; i < NUM_ANIM_CLASSES; i++)
+ anim_class_game_modes[i] = GAME_MODE_DEFAULT;
+ for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
+ anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
+ anim_class_game_modes_list[i].game_mode;
+
+ anim_status_last = GAME_MODE_LOADING;
+ anim_classes_last = ANIM_CLASS_NONE;
+}
+
+void InitGlobalAnimations()
+{
+ InitGlobalAnimControls();
+}
+
+void DrawGlobalAnimationsExt(int drawing_stage)
+{
+ int mode_nr;
+
+ 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);
+
+ // start animations for current screen
+ HandleGlobalAnim(ANIM_START, global.anim_status);
+
+ // start animations for all screens after loading new artwork set
+ if (anim_status_last == GAME_MODE_LOADING)
+ HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
+
+ // ---------- part 2 ------------------------------------------------------
+ // start or stop global animations by change of animation class
+ // (generic handling of animations for "class of screens")
+
+ 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_next = anim_classes_next & anim_class_check;
+
+ // 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);
+
+ // 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);
+ }
+
+ if (after_fading)
+ anim_classes_last = anim_classes_next;
+
+ anim_status_last = global.anim_status;
+ }
+
+ if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
+ return;
+
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
+ DoAnimationExt();
+
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ {
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+ int anim_nr;
+
+#if 0
+ if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
+ mode_nr != game_status)
+ continue;
+#endif
+
+ for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ struct GraphicInfo *c = &anim->control_info;
+ int part_first, part_last;
+ int part_nr;
+
+ if (!(anim->state & ANIM_STATE_RUNNING))
+ continue;
+
+ part_first = part_last = anim->active_part_nr;
+
+ if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+
+ part_first = 0;
+ part_last = num_parts - 1;
+ }
+
+ for (part_nr = part_first; part_nr <= part_last; part_nr++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ struct GraphicInfo *g = &part->graphic_info;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int width = g->width;
+ int height = g->height;
+ int dst_x = part->x;
+ int dst_y = part->y;
+ int cut_x = 0;
+ int cut_y = 0;
+ int sync_frame;
+ int frame;
+
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
+
+ if (part->drawing_stage != drawing_stage)
+ continue;
+
+ if (part->x < 0)
+ {
+ dst_x = 0;
+ width += part->x;
+ cut_x = -part->x;
+ }
+ else if (part->x > part->viewport_width - g->width)
+ width -= (part->x - (part->viewport_width - g->width));
+
+ if (part->y < 0)
+ {
+ dst_y = 0;
+ height += part->y;
+ cut_y = -part->y;
+ }
+ 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;
+
+ sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+ frame = getAnimationFrame(g->anim_frames, g->anim_delay,
+ g->anim_mode, g->anim_start_frame,
+ sync_frame);
+
+ getFixedGraphicSource(part->graphic, frame, &src_bitmap,
+ &src_x, &src_y);
+
+ src_x += cut_x;
+ src_y += cut_y;
+
+ BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
+ dst_x, dst_y);
+ }
+ }
+ }
+}
+
+void DrawGlobalAnimations(int drawing_stage)
+{
+ DrawGlobalAnimationsExt(drawing_stage);
+}
+
+boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
+{
+ int viewport_x;
+ int viewport_y;
+ int viewport_width;
+ int viewport_height;
+ boolean changed = FALSE;
+
+ if (part->last_anim_status == global.anim_status)
+ return FALSE;
+
+ part->last_anim_status = global.anim_status;
+
+ part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
+
+ if (part->control_info.class == get_hash_from_key("window") ||
+ part->control_info.class == get_hash_from_key("border"))
+ {
+ viewport_x = 0;
+ viewport_y = 0;
+ viewport_width = WIN_XSIZE;
+ viewport_height = WIN_YSIZE;
+
+ part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
+ }
+ else if (part->control_info.class == get_hash_from_key("door_1"))
+ {
+ viewport_x = DX;
+ viewport_y = DY;
+ viewport_width = DXSIZE;
+ viewport_height = DYSIZE;
+ }
+ else if (part->control_info.class == get_hash_from_key("door_2"))
+ {
+ viewport_x = VX;
+ viewport_y = VY;
+ viewport_width = VXSIZE;
+ viewport_height = VYSIZE;
+ }
+ else // default: "playfield"
+ {
+ viewport_x = REAL_SX;
+ viewport_y = REAL_SY;
+ viewport_width = FULL_SXSIZE;
+ viewport_height = FULL_SYSIZE;
+ }
+
+ if (viewport_x != part->viewport_x ||
+ viewport_y != part->viewport_y ||
+ viewport_width != part->viewport_width ||
+ viewport_height != part->viewport_height)
+ {
+ part->viewport_x = viewport_x;
+ part->viewport_y = viewport_y;
+ part->viewport_width = viewport_width;
+ part->viewport_height = viewport_height;
+
+ changed = TRUE;
+ }
+
+ return changed;
+}
+
+void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+ int sound = part->sound;
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+ return;
+
+ // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
+ if (IS_LOOP_SOUND(sound))
+ PlaySoundLoop(sound);
+ else
+ PlaySound(sound);
+
+#if 0
+ printf("::: PLAY %d.%d.%d: %d\n",
+ part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
+void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+ int sound = part->sound;
+
+ if (sound == SND_UNDEFINED)
+ return;
+
+ StopSound(sound);
+
+#if 0
+ printf("::: STOP %d.%d.%d: %d\n",
+ part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
+int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+{
+ struct GraphicInfo *g = &part->graphic_info;
+ struct GraphicInfo *c = &part->control_info;
+ boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+
+ if (viewport_changed)
+ state |= ANIM_STATE_RESTART;
+
+ if (state & ANIM_STATE_RESTART)
+ {
+ ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
+
+ part->init_delay_counter =
+ (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
+
+ part->anim_delay_counter =
+ (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
+
+ part->initial_anim_sync_frame =
+ (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
+
+ if (c->direction & MV_HORIZONTAL)
+ {
+ int pos_bottom = part->viewport_height - g->height;
+
+ if (c->position == POS_TOP)
+ part->y = 0;
+ else if (c->position == POS_UPPER)
+ part->y = GetSimpleRandom(pos_bottom / 2);
+ else if (c->position == POS_MIDDLE)
+ part->y = pos_bottom / 2;
+ else if (c->position == POS_LOWER)
+ part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
+ else if (c->position == POS_BOTTOM)
+ part->y = pos_bottom;
+ else
+ part->y = GetSimpleRandom(pos_bottom);
+
+ if (c->direction == MV_RIGHT)
+ {
+ part->step_xoffset = c->step_offset;
+ part->x = -g->width + part->step_xoffset;
+ }
+ else
+ {
+ part->step_xoffset = -c->step_offset;
+ part->x = part->viewport_width + part->step_xoffset;
+ }
+
+ part->step_yoffset = 0;
+ }
+ else if (c->direction & MV_VERTICAL)
+ {
+ int pos_right = part->viewport_width - g->width;
+
+ if (c->position == POS_LEFT)
+ part->x = 0;
+ else if (c->position == POS_RIGHT)
+ part->x = pos_right;
+ else
+ part->x = GetSimpleRandom(pos_right);
+
+ if (c->direction == MV_DOWN)
+ {
+ part->step_yoffset = c->step_offset;
+ part->y = -g->height + part->step_yoffset;
+ }
+ else
+ {
+ part->step_yoffset = -c->step_offset;
+ part->y = part->viewport_height + part->step_yoffset;
+ }
+
+ part->step_xoffset = 0;
+ }
+ else
+ {
+ part->x = 0;
+ part->y = 0;
+
+ part->step_xoffset = 0;
+ part->step_yoffset = 0;
+ }
+
+ if (c->x != ARG_UNDEFINED_VALUE)
+ part->x = c->x;
+ if (c->y != ARG_UNDEFINED_VALUE)
+ part->y = c->y;
+
+ if (c->step_xoffset != ARG_UNDEFINED_VALUE)
+ part->step_xoffset = c->step_xoffset;
+ if (c->step_yoffset != ARG_UNDEFINED_VALUE)
+ part->step_yoffset = c->step_yoffset;
+
+ if (part->init_delay_counter == 0)
+ PlayGlobalAnimSound(part);
+ }
+
+ if (part->init_delay_counter > 0)
+ {
+ part->init_delay_counter--;
+
+ if (part->init_delay_counter == 0)
+ PlayGlobalAnimSound(part);
+
+ 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))
+ {
+ // do not stop animation before "anim" or "post" counter are finished
+ if (part->anim_delay_counter == 0 &&
+ part->post_delay_counter == 0)
+ {
+ StopGlobalAnimSound(part);
+
+ part->post_delay_counter =
+ (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
+
+ if (part->post_delay_counter > 0)
+ return ANIM_STATE_RUNNING;
+
+ // drawing last frame not needed here -- animation not visible anymore
+ return ANIM_STATE_RESTART;
+ }
+ }
+
+ if (part->anim_delay_counter > 0)
+ {
+ part->anim_delay_counter--;
+
+ if (part->anim_delay_counter == 0)
+ {
+ StopGlobalAnimSound(part);
+
+ part->post_delay_counter =
+ (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
+
+ 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;
+ }
+ }
+
+ if (part->post_delay_counter > 0)
+ {
+ part->post_delay_counter--;
+
+ if (part->post_delay_counter == 0)
+ return ANIM_STATE_RESTART;
+
+ return ANIM_STATE_WAITING;
+ }
+
+ if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
+ anim_sync_frame))
+ return ANIM_STATE_RUNNING;
+
+#if 0
+ {
+ static unsigned int last_counter = -1;
+ unsigned int counter = Counter();
+
+ printf("::: NEXT ANIM PART [%d, %d]\n",
+ anim_sync_frame, counter - last_counter);
+
+ last_counter = counter;
+ }
+#endif
+
+ part->x += part->step_xoffset;
+ part->y += part->step_yoffset;
+
+ return ANIM_STATE_RUNNING;
+}
+
+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",
+ anim->mode_nr, anim->nr, anim->num_parts);
+ printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
+#endif
+
+#if 0
+ printf("::: %s(%d): %d, %d, %d [%d]\n",
+ (action == ANIM_START ? "ANIM_START" :
+ action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
+ action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
+ anim->nr,
+ anim->state & ANIM_STATE_RESTART,
+ anim->state & ANIM_STATE_WAITING,
+ anim->state & ANIM_STATE_RUNNING,
+ anim->num_parts);
+#endif
+
+ switch (action)
+ {
+ case ANIM_START:
+ anim->state = anim->last_state = ANIM_STATE_RESTART;
+ anim->active_part_nr = anim->last_active_part_nr = 0;
+ anim->part_counter = 0;
+
+ break;
+
+ case ANIM_CONTINUE:
+ 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:
+ anim->state = ANIM_STATE_INACTIVE;
+
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+ int i;
+
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSound(&anim->part[i]);
+ }
+
+ return;
+
+ default:
+ break;
+ }
+
+ if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
+ {
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+ int i;
+
+#if 0
+ printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+ anim->mode_nr, anim->nr, num_parts);
+#endif
+
+ for (i = 0; i < num_parts; i++)
+ {
+ part = &anim->part[i];
+
+ switch (action)
+ {
+ case ANIM_START:
+ anim->state = ANIM_STATE_RUNNING;
+ part->state = ANIM_STATE_RESTART;
+
+ break;
+
+ case ANIM_CONTINUE:
+ if (part->state == ANIM_STATE_INACTIVE)
+ continue;
+
+ break;
+
+ case ANIM_STOP:
+ part->state = ANIM_STATE_INACTIVE;
+
+ continue;
+
+ default:
+ break;
+ }
+
+ 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;
+ }
+
+ anim->last_state = anim->state;
+ anim->last_active_part_nr = anim->active_part_nr;
+
+ return;
+ }
+
+ if (anim->state & ANIM_STATE_RESTART) // directly after restart
+ anim->active_part_nr = getGlobalAnimationPart(anim);
+
+ part = &anim->part[anim->active_part_nr];
+
+ part->state = ANIM_STATE_RUNNING;
+
+ anim->state = HandleGlobalAnim_Part(part, anim->state);
+
+ 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;
+
+ 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)
+{
+ int i;
+
+#if 0
+ printf("::: HandleGlobalAnim_Mode: %d => %d\n",
+ ctrl->nr, ctrl->num_anims);
+#endif
+
+ for (i = 0; i < ctrl->num_anims; i++)
+ HandleGlobalAnim_Main(&ctrl->anim[i], action);
+}
+
+static void HandleGlobalAnim(int action, int game_mode)
+{
+#if 0
+ printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
+#endif
+
+ HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
+}
+
+static void DoAnimationExt()
+{
+ int i;
+
+#if 0
+ printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
+#endif
+
+ // global animations now synchronized with frame delay of screen update
+ anim_sync_frame++;
+
+ for (i = 0; i < NUM_GAME_MODES; i++)
+ HandleGlobalAnim(ANIM_CONTINUE, i);
+
+#if 1
+ // force screen redraw in next frame to continue drawing global animations
+ redraw_mask = REDRAW_ALL;
+#endif
+}
--- /dev/null
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// anim.h
+// ============================================================================
+
+#ifndef ANIM_H
+#define ANIM_H
+
+
+int getAnimationFrame(int, int, int, int, int);
+
+void InitGlobalAnimations(void);
+void DrawGlobalAnimations(int);
+
+#endif
+++ /dev/null
-// ============================================================================
-// Rocks'n'Diamonds - McDuffin Strikes Back!
-// ----------------------------------------------------------------------------
-// (c) 1995-2014 by Artsoft Entertainment
-// Holger Schemel
-// info@artsoft.org
-// http://www.artsoft.org/
-// ----------------------------------------------------------------------------
-// cartoons.c
-// ============================================================================
-
-#include "cartoons.h"
-#include "main.h"
-#include "tools.h"
-
-
-/* values for global toon animation definition */
-#define NUM_GLOBAL_TOON_ANIMS 1
-#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
-
-/* values for global animation definition (including toons) */
-#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
- NUM_GLOBAL_TOON_ANIMS)
-#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
- NUM_GLOBAL_TOON_PARTS)
-
-#define ANIM_CLASS_BIT_TITLE_INITIAL 0
-#define ANIM_CLASS_BIT_TITLE 1
-#define ANIM_CLASS_BIT_MAIN 2
-#define ANIM_CLASS_BIT_SUBMENU 3
-#define ANIM_CLASS_BIT_MENU 4
-#define ANIM_CLASS_BIT_TOONS 5
-
-#define NUM_ANIM_CLASSES 6
-
-#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_MAIN (1 << ANIM_CLASS_BIT_MAIN)
-#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_MAIN (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_MAIN)
-
-#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_SUBMENU)
-
-struct GlobalAnimPartControlInfo
-{
- int nr;
- int anim_nr;
- int mode_nr;
-
- int sound;
- int graphic;
-
- struct GraphicInfo graphic_info;
- struct GraphicInfo control_info;
-
- int viewport_x;
- int viewport_y;
- int viewport_width;
- int viewport_height;
-
- int x, y;
- int step_xoffset, step_yoffset;
-
- unsigned int initial_anim_sync_frame;
- unsigned int step_delay, step_delay_value;
-
- int init_delay_counter;
- int anim_delay_counter;
- int post_delay_counter;
-
- int drawing_stage;
-
- int state;
- int last_anim_status;
-};
-
-struct GlobalAnimMainControlInfo
-{
- struct GlobalAnimPartControlInfo base;
- struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
-
- int nr;
- int mode_nr;
-
- struct GraphicInfo control_info;
-
- int num_parts;
- int part_counter;
- int active_part_nr;
-
- boolean has_base;
-
- int init_delay_counter;
-
- int state;
-
- int last_state, last_active_part_nr;
-};
-
-struct GlobalAnimControlInfo
-{
- struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
-
- int nr;
- int num_anims;
-};
-
-struct GameModeAnimClass
-{
- int game_mode;
- int class;
-} game_mode_anim_classes_list[] =
-{
- { 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_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
- { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
- { GAME_MODE_SCORES, ANIM_CLASS_TOONS },
-
- { -1, -1 }
-};
-
-struct AnimClassGameMode
-{
- int class_bit;
- int game_mode;
-} anim_class_game_modes_list[] =
-{
- { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
- { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
- { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
- { 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 }
-};
-
-/* forward declaration for internal use */
-static void HandleGlobalAnim(int, int);
-static void DoAnimationExt(void);
-
-static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
-
-static unsigned int anim_sync_frame = 0;
-
-static int game_mode_anim_classes[NUM_GAME_MODES];
-static int anim_class_game_modes[NUM_ANIM_CLASSES];
-
-static int anim_status_last = GAME_MODE_DEFAULT;
-static int anim_classes_last = ANIM_CLASS_NONE;
-
-
-static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
-{
- struct GraphicInfo *c = &anim->control_info;
- int last_anim_random_frame = gfx.anim_random_frame;
- int part_nr;
-
- gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
-
- part_nr = getAnimationFrame(anim->num_parts, 1,
- c->anim_mode, c->anim_start_frame,
- anim->part_counter);
-
- gfx.anim_random_frame = last_anim_random_frame;
-
- 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 InitToonControls()
-{
- int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
- int mode_nr, anim_nr, part_nr;
- int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
- int num_toons = MAX_NUM_TOONS;
- int i;
-
- if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
- num_toons = global.num_toons;
-
- mode_nr = mode_nr_toons;
- anim_nr = ctrl->num_anims;
-
- anim->nr = anim_nr;
- anim->mode_nr = mode_nr;
- anim->control_info = graphic_info[control];
-
- anim->num_parts = 0;
- anim->part_counter = 0;
- anim->active_part_nr = 0;
-
- anim->has_base = FALSE;
-
- anim->init_delay_counter = 0;
-
- anim->state = ANIM_STATE_INACTIVE;
-
- part_nr = 0;
-
- for (i = 0; i < num_toons; i++)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
- int sound = SND_UNDEFINED;
- int graphic = IMG_TOON_1 + i;
- int control = graphic;
-
- part->nr = part_nr;
- part->anim_nr = anim_nr;
- part->mode_nr = mode_nr;
- part->sound = sound;
- part->graphic = graphic;
- part->graphic_info = graphic_info[graphic];
- part->control_info = graphic_info[control];
-
- part->graphic_info.anim_delay *= part->graphic_info.step_delay;
-
- part->control_info.init_delay_fixed = 0;
- part->control_info.init_delay_random = 150;
-
- part->control_info.x = ARG_UNDEFINED_VALUE;
- part->control_info.y = ARG_UNDEFINED_VALUE;
-
- part->initial_anim_sync_frame = 0;
-
- part->step_delay = 0;
- part->step_delay_value = graphic_info[control].step_delay;
-
- part->state = ANIM_STATE_INACTIVE;
- part->last_anim_status = -1;
-
- anim->num_parts++;
- part_nr++;
- }
-
- ctrl->num_anims++;
-}
-
-void InitGlobalAnimControls()
-{
- int i, m, a, p;
- int mode_nr, anim_nr, part_nr;
- int sound, graphic, control;
-
- anim_sync_frame = 0;
-
- for (m = 0; m < NUM_GAME_MODES; m++)
- {
- mode_nr = m;
-
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
-
- ctrl->nr = mode_nr;
- ctrl->num_anims = 0;
-
- anim_nr = 0;
-
- for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
-
- control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
-
- // if no base animation parameters defined, use default values
- if (control == IMG_UNDEFINED)
- control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
-
- anim->nr = anim_nr;
- anim->mode_nr = mode_nr;
- anim->control_info = graphic_info[control];
-
- anim->num_parts = 0;
- anim->part_counter = 0;
- anim->active_part_nr = 0;
-
- anim->has_base = FALSE;
-
- anim->init_delay_counter = 0;
-
- anim->state = ANIM_STATE_INACTIVE;
-
- part_nr = 0;
-
- for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-
- sound = global_anim_info[a].sound[p][m];
- graphic = global_anim_info[a].graphic[p][m];
- control = global_anim_info[ctrl_id].graphic[p][m];
-
- if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
- control == IMG_UNDEFINED)
- continue;
-
-#if 0
- printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
- m, a, p, mode_nr, anim_nr, part_nr, control);
-#endif
-
-#if 0
- printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
- m, a, p, mode_nr, anim_nr, part_nr, sound);
-#endif
-
- part->nr = part_nr;
- part->anim_nr = anim_nr;
- part->mode_nr = mode_nr;
- part->sound = sound;
- part->graphic = graphic;
- part->graphic_info = graphic_info[graphic];
- part->control_info = graphic_info[control];
-
- part->initial_anim_sync_frame = 0;
-
- part->step_delay = 0;
- part->step_delay_value = graphic_info[control].step_delay;
-
- part->state = ANIM_STATE_INACTIVE;
- part->last_anim_status = -1;
-
- if (p < GLOBAL_ANIM_ID_PART_BASE)
- {
- anim->num_parts++;
- part_nr++;
- }
- else
- {
- anim->base = *part;
- anim->has_base = TRUE;
- }
- }
-
- if (anim->num_parts > 0 || anim->has_base)
- {
- ctrl->num_anims++;
- anim_nr++;
- }
- }
- }
-
- 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++)
- game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
- game_mode_anim_classes_list[i].class;
-
- for (i = 0; i < NUM_ANIM_CLASSES; i++)
- anim_class_game_modes[i] = GAME_MODE_DEFAULT;
- for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
- anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
- anim_class_game_modes_list[i].game_mode;
-
- anim_status_last = GAME_MODE_LOADING;
- anim_classes_last = ANIM_CLASS_NONE;
-}
-
-void InitGlobalAnimations()
-{
- InitGlobalAnimControls();
-}
-
-void DrawGlobalAnimationsExt(int drawing_stage)
-{
- int mode_nr;
-
- 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);
-
- // start animations for current screen
- HandleGlobalAnim(ANIM_START, global.anim_status);
-
- // start animations for all screens after loading new artwork set
- if (anim_status_last == GAME_MODE_LOADING)
- HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
-
- // ---------- part 2 ------------------------------------------------------
- // start or stop global animations by change of animation class
- // (generic handling of animations for "class of screens")
-
- 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_next = anim_classes_next & anim_class_check;
-
- // 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);
-
- // 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);
- }
-
- if (after_fading)
- anim_classes_last = anim_classes_next;
-
- anim_status_last = global.anim_status;
- }
-
- if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
- return;
-
- if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
- DoAnimationExt();
-
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
- {
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
-
-#if 0
- if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
- mode_nr != game_status)
- continue;
-#endif
-
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- struct GraphicInfo *c = &anim->control_info;
- int part_first, part_last;
- int part_nr;
-
- if (!(anim->state & ANIM_STATE_RUNNING))
- continue;
-
- part_first = part_last = anim->active_part_nr;
-
- if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
-
- part_first = 0;
- part_last = num_parts - 1;
- }
-
- for (part_nr = part_first; part_nr <= part_last; part_nr++)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
- struct GraphicInfo *g = &part->graphic_info;
- Bitmap *src_bitmap;
- int src_x, src_y;
- int width = g->width;
- int height = g->height;
- int dst_x = part->x;
- int dst_y = part->y;
- int cut_x = 0;
- int cut_y = 0;
- int sync_frame;
- int frame;
-
- if (!(part->state & ANIM_STATE_RUNNING))
- continue;
-
- if (part->drawing_stage != drawing_stage)
- continue;
-
- if (part->x < 0)
- {
- dst_x = 0;
- width += part->x;
- cut_x = -part->x;
- }
- else if (part->x > part->viewport_width - g->width)
- width -= (part->x - (part->viewport_width - g->width));
-
- if (part->y < 0)
- {
- dst_y = 0;
- height += part->y;
- cut_y = -part->y;
- }
- 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;
-
- sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
- frame = getAnimationFrame(g->anim_frames, g->anim_delay,
- g->anim_mode, g->anim_start_frame,
- sync_frame);
-
- getFixedGraphicSource(part->graphic, frame, &src_bitmap,
- &src_x, &src_y);
-
- src_x += cut_x;
- src_y += cut_y;
-
- BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
- dst_x, dst_y);
- }
- }
- }
-}
-
-void DrawGlobalAnimations(int drawing_stage)
-{
- DrawGlobalAnimationsExt(drawing_stage);
-}
-
-boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
-{
- int viewport_x;
- int viewport_y;
- int viewport_width;
- int viewport_height;
- boolean changed = FALSE;
-
- if (part->last_anim_status == global.anim_status)
- return FALSE;
-
- part->last_anim_status = global.anim_status;
-
- part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
-
- if (part->control_info.class == get_hash_from_key("window") ||
- part->control_info.class == get_hash_from_key("border"))
- {
- viewport_x = 0;
- viewport_y = 0;
- viewport_width = WIN_XSIZE;
- viewport_height = WIN_YSIZE;
-
- part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
- }
- else if (part->control_info.class == get_hash_from_key("door_1"))
- {
- viewport_x = DX;
- viewport_y = DY;
- viewport_width = DXSIZE;
- viewport_height = DYSIZE;
- }
- else if (part->control_info.class == get_hash_from_key("door_2"))
- {
- viewport_x = VX;
- viewport_y = VY;
- viewport_width = VXSIZE;
- viewport_height = VYSIZE;
- }
- else // default: "playfield"
- {
- viewport_x = REAL_SX;
- viewport_y = REAL_SY;
- viewport_width = FULL_SXSIZE;
- viewport_height = FULL_SYSIZE;
- }
-
- if (viewport_x != part->viewport_x ||
- viewport_y != part->viewport_y ||
- viewport_width != part->viewport_width ||
- viewport_height != part->viewport_height)
- {
- part->viewport_x = viewport_x;
- part->viewport_y = viewport_y;
- part->viewport_width = viewport_width;
- part->viewport_height = viewport_height;
-
- changed = TRUE;
- }
-
- return changed;
-}
-
-void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
-{
- int sound = part->sound;
-
- if (sound == SND_UNDEFINED)
- return;
-
- if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
- (!setup.sound_loops && IS_LOOP_SOUND(sound)))
- return;
-
- // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
- if (IS_LOOP_SOUND(sound))
- PlaySoundLoop(sound);
- else
- PlaySound(sound);
-
-#if 0
- printf("::: PLAY %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, sound);
-#endif
-}
-
-void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
-{
- int sound = part->sound;
-
- if (sound == SND_UNDEFINED)
- return;
-
- StopSound(sound);
-
-#if 0
- printf("::: STOP %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, sound);
-#endif
-}
-
-int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
-{
- struct GraphicInfo *g = &part->graphic_info;
- struct GraphicInfo *c = &part->control_info;
- boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
-
- if (viewport_changed)
- state |= ANIM_STATE_RESTART;
-
- if (state & ANIM_STATE_RESTART)
- {
- ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
-
- part->init_delay_counter =
- (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
-
- part->anim_delay_counter =
- (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
-
- part->initial_anim_sync_frame =
- (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
-
- if (c->direction & MV_HORIZONTAL)
- {
- int pos_bottom = part->viewport_height - g->height;
-
- if (c->position == POS_TOP)
- part->y = 0;
- else if (c->position == POS_UPPER)
- part->y = GetSimpleRandom(pos_bottom / 2);
- else if (c->position == POS_MIDDLE)
- part->y = pos_bottom / 2;
- else if (c->position == POS_LOWER)
- part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
- else if (c->position == POS_BOTTOM)
- part->y = pos_bottom;
- else
- part->y = GetSimpleRandom(pos_bottom);
-
- if (c->direction == MV_RIGHT)
- {
- part->step_xoffset = c->step_offset;
- part->x = -g->width + part->step_xoffset;
- }
- else
- {
- part->step_xoffset = -c->step_offset;
- part->x = part->viewport_width + part->step_xoffset;
- }
-
- part->step_yoffset = 0;
- }
- else if (c->direction & MV_VERTICAL)
- {
- int pos_right = part->viewport_width - g->width;
-
- if (c->position == POS_LEFT)
- part->x = 0;
- else if (c->position == POS_RIGHT)
- part->x = pos_right;
- else
- part->x = GetSimpleRandom(pos_right);
-
- if (c->direction == MV_DOWN)
- {
- part->step_yoffset = c->step_offset;
- part->y = -g->height + part->step_yoffset;
- }
- else
- {
- part->step_yoffset = -c->step_offset;
- part->y = part->viewport_height + part->step_yoffset;
- }
-
- part->step_xoffset = 0;
- }
- else
- {
- part->x = 0;
- part->y = 0;
-
- part->step_xoffset = 0;
- part->step_yoffset = 0;
- }
-
- if (c->x != ARG_UNDEFINED_VALUE)
- part->x = c->x;
- if (c->y != ARG_UNDEFINED_VALUE)
- part->y = c->y;
-
- if (c->step_xoffset != ARG_UNDEFINED_VALUE)
- part->step_xoffset = c->step_xoffset;
- if (c->step_yoffset != ARG_UNDEFINED_VALUE)
- part->step_yoffset = c->step_yoffset;
-
- if (part->init_delay_counter == 0)
- PlayGlobalAnimSound(part);
- }
-
- if (part->init_delay_counter > 0)
- {
- part->init_delay_counter--;
-
- if (part->init_delay_counter == 0)
- PlayGlobalAnimSound(part);
-
- 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))
- {
- // do not stop animation before "anim" or "post" counter are finished
- if (part->anim_delay_counter == 0 &&
- part->post_delay_counter == 0)
- {
- StopGlobalAnimSound(part);
-
- part->post_delay_counter =
- (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
-
- if (part->post_delay_counter > 0)
- return ANIM_STATE_RUNNING;
-
- // drawing last frame not needed here -- animation not visible anymore
- return ANIM_STATE_RESTART;
- }
- }
-
- if (part->anim_delay_counter > 0)
- {
- part->anim_delay_counter--;
-
- if (part->anim_delay_counter == 0)
- {
- StopGlobalAnimSound(part);
-
- part->post_delay_counter =
- (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
-
- 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;
- }
- }
-
- if (part->post_delay_counter > 0)
- {
- part->post_delay_counter--;
-
- if (part->post_delay_counter == 0)
- return ANIM_STATE_RESTART;
-
- return ANIM_STATE_WAITING;
- }
-
- if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
- anim_sync_frame))
- return ANIM_STATE_RUNNING;
-
-#if 0
- {
- static unsigned int last_counter = -1;
- unsigned int counter = Counter();
-
- printf("::: NEXT ANIM PART [%d, %d]\n",
- anim_sync_frame, counter - last_counter);
-
- last_counter = counter;
- }
-#endif
-
- part->x += part->step_xoffset;
- part->y += part->step_yoffset;
-
- return ANIM_STATE_RUNNING;
-}
-
-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",
- anim->mode_nr, anim->nr, anim->num_parts);
- printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
-#endif
-
-#if 0
- printf("::: %s(%d): %d, %d, %d [%d]\n",
- (action == ANIM_START ? "ANIM_START" :
- action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
- action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
- anim->nr,
- anim->state & ANIM_STATE_RESTART,
- anim->state & ANIM_STATE_WAITING,
- anim->state & ANIM_STATE_RUNNING,
- anim->num_parts);
-#endif
-
- switch (action)
- {
- case ANIM_START:
- anim->state = anim->last_state = ANIM_STATE_RESTART;
- anim->active_part_nr = anim->last_active_part_nr = 0;
- anim->part_counter = 0;
-
- break;
-
- case ANIM_CONTINUE:
- 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:
- anim->state = ANIM_STATE_INACTIVE;
-
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
- for (i = 0; i < num_parts; i++)
- StopGlobalAnimSound(&anim->part[i]);
- }
-
- return;
-
- default:
- break;
- }
-
- if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
-#if 0
- printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
- anim->mode_nr, anim->nr, num_parts);
-#endif
-
- for (i = 0; i < num_parts; i++)
- {
- part = &anim->part[i];
-
- switch (action)
- {
- case ANIM_START:
- anim->state = ANIM_STATE_RUNNING;
- part->state = ANIM_STATE_RESTART;
-
- break;
-
- case ANIM_CONTINUE:
- if (part->state == ANIM_STATE_INACTIVE)
- continue;
-
- break;
-
- case ANIM_STOP:
- part->state = ANIM_STATE_INACTIVE;
-
- continue;
-
- default:
- break;
- }
-
- 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;
- }
-
- anim->last_state = anim->state;
- anim->last_active_part_nr = anim->active_part_nr;
-
- return;
- }
-
- if (anim->state & ANIM_STATE_RESTART) // directly after restart
- anim->active_part_nr = getGlobalAnimationPart(anim);
-
- part = &anim->part[anim->active_part_nr];
-
- part->state = ANIM_STATE_RUNNING;
-
- anim->state = HandleGlobalAnim_Part(part, anim->state);
-
- 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;
-
- 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)
-{
- int i;
-
-#if 0
- printf("::: HandleGlobalAnim_Mode: %d => %d\n",
- ctrl->nr, ctrl->num_anims);
-#endif
-
- for (i = 0; i < ctrl->num_anims; i++)
- HandleGlobalAnim_Main(&ctrl->anim[i], action);
-}
-
-static void HandleGlobalAnim(int action, int game_mode)
-{
-#if 0
- printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
-#endif
-
- HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
-}
-
-static void DoAnimationExt()
-{
- int i;
-
-#if 0
- printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
-#endif
-
- // global animations now synchronized with frame delay of screen update
- anim_sync_frame++;
-
- for (i = 0; i < NUM_GAME_MODES; i++)
- HandleGlobalAnim(ANIM_CONTINUE, i);
-
-#if 1
- // force screen redraw in next frame to continue drawing global animations
- redraw_mask = REDRAW_ALL;
-#endif
-}
+++ /dev/null
-// ============================================================================
-// Rocks'n'Diamonds - McDuffin Strikes Back!
-// ----------------------------------------------------------------------------
-// (c) 1995-2014 by Artsoft Entertainment
-// Holger Schemel
-// info@artsoft.org
-// http://www.artsoft.org/
-// ----------------------------------------------------------------------------
-// cartoons.h
-// ============================================================================
-
-#ifndef CARTOONS_H
-#define CARTOONS_H
-
-
-/* values for global animations */
-#define ANIM_STATE_INACTIVE 0
-#define ANIM_STATE_RESTART (1 << 0)
-#define ANIM_STATE_WAITING (1 << 1)
-#define ANIM_STATE_RUNNING (1 << 2)
-
-
-void InitGlobalAnimations(void);
-void DrawGlobalAnimations(int);
-
-#endif
#include "editor.h"
#include "files.h"
#include "tape.h"
-#include "cartoons.h"
+#include "anim.h"
#include "network.h"
#include "files.h"
#include "tape.h"
#include "network.h"
+#include "anim.h"
/* DEBUG SETTINGS */
#include "files.h"
#include "network.h"
#include "netserv.h"
-#include "cartoons.h"
+#include "anim.h"
#include "config.h"
#include "conf_e2g.c" /* include auto-generated data structure definitions */
sound.c \
joystick.c \
snapshot.c \
- toons.c \
image.c \
random.c \
hash.c \
sound.o \
snapshot.o \
joystick.o \
- toons.o \
image.o \
random.o \
hash.o \
#include "sound.h"
#include "snapshot.h"
#include "joystick.h"
-#include "toons.h"
#include "image.h"
#include "setup.h"
#include "misc.h"
+++ /dev/null
-// ============================================================================
-// Artsoft Retro-Game Library
-// ----------------------------------------------------------------------------
-// (c) 1995-2014 by Artsoft Entertainment
-// Holger Schemel
-// info@artsoft.org
-// http://www.artsoft.org/
-// ----------------------------------------------------------------------------
-// toons.c
-// ============================================================================
-
-#include "toons.h"
-#include "misc.h"
-
-
-/* ========================================================================= */
-/* generic animation frame calculation */
-/* ========================================================================= */
-
-int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
- int sync_frame)
-{
- int frame = 0;
-
- sync_frame += start_frame * delay;
-
- if (mode & ANIM_LOOP) /* looping animation */
- {
- frame = (sync_frame % (delay * num_frames)) / delay;
- }
- 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) /* oscillate (border frames once) */
- {
- 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) /* 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 = GetSimpleRandom(num_frames);
- else
- frame = gfx.anim_random_frame % num_frames;
- }
- else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
- {
- frame = sync_frame % num_frames;
- }
-
- if (mode & ANIM_REVERSE) /* use reverse animation direction */
- frame = num_frames - frame - 1;
-
- return frame;
-}
+++ /dev/null
-// ============================================================================
-// Artsoft Retro-Game Library
-// ----------------------------------------------------------------------------
-// (c) 1995-2014 by Artsoft Entertainment
-// Holger Schemel
-// info@artsoft.org
-// http://www.artsoft.org/
-// ----------------------------------------------------------------------------
-// toons.h
-// ============================================================================
-
-#ifndef TOONS_H
-#define TOONS_H
-
-#include "system.h"
-
-
-/* values for toon animation */
-#define ANIM_START 0
-#define ANIM_CONTINUE 1
-#define ANIM_STOP 2
-
-
-int getAnimationFrame(int, int, int, int, int);
-
-#endif /* TOONS_H */
#include "editor.h"
#include "files.h"
#include "tape.h"
-#include "cartoons.h"
+#include "anim.h"
#include "network.h"
#include "init.h"
#include "config.h"
#include "tools.h"
#include "files.h"
#include "network.h"
-#include "cartoons.h"
+#include "anim.h"
#define DEBUG_TAPE_WHEN_PLAYING FALSE
#include "init.h"
#include "game.h"
#include "events.h"
-#include "cartoons.h"
+#include "anim.h"
#include "network.h"
#include "tape.h"
#include "screens.h"
int new_scr_fieldy_buffers = new_sysize / new_tilesize_var;
boolean init_gfx_buffers = FALSE;
boolean init_video_buffer = FALSE;
- boolean init_gadgets_and_toons = FALSE;
+ boolean init_gadgets_and_anims = FALSE;
boolean init_em_graphics = FALSE;
if (new_win_xsize != WIN_XSIZE ||
init_video_buffer = TRUE;
init_gfx_buffers = TRUE;
- init_gadgets_and_toons = TRUE;
+ init_gadgets_and_anims = TRUE;
// printf("::: video: init_video_buffer, init_gfx_buffers\n");
}
TILESIZE_VAR = new_tilesize_var;
init_gfx_buffers = TRUE;
- init_gadgets_and_toons = TRUE;
+ init_gadgets_and_anims = TRUE;
// printf("::: viewports: init_gfx_buffers\n");
- // printf("::: viewports: init_gadgets_and_toons\n");
+ // printf("::: viewports: init_gadgets_and_anims\n");
}
if (init_gfx_buffers)
InitImageTextures();
}
- if (init_gadgets_and_toons)
+ if (init_gadgets_and_anims)
{
- // printf("::: init_gadgets_and_toons\n");
+ // printf("::: init_gadgets_and_anims\n");
InitGadgets();
InitGlobalAnimations();