int anim_nr;
int mode_nr;
+ int sound;
int graphic;
+
struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
- int graphic, control;
+ int sound, graphic, control;
anim_sync_frame = 0;
{
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];
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];
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;
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;
}
if (part->post_delay_counter > 0)
return ANIM_STATE_RUNNING;
+ StopGlobalAnimSound(part);
+
return ANIM_STATE_RESTART;
}
}
if (part->post_delay_counter > 0)
return ANIM_STATE_RUNNING;
+ StopGlobalAnimSound(part);
+
// additional state "RUNNING" required to not skip drawing last frame
return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
}
{
part->post_delay_counter--;
+ if (part->post_delay_counter == 0)
+ StopGlobalAnimSound(part);
+
if (part->post_delay_counter == 0)
return ANIM_STATE_RESTART;
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:
#endif
}
+void InitGlobalAnimSoundInfo()
+{
+ struct PropertyMapping *property_mapping = getSoundListPropertyMapping();
+ int num_property_mappings = getSoundListPropertyMappingSize();
+ int i, j, k;
+
+ /* always start with reliable default values (no global animation sounds) */
+ for (i = 0; i < NUM_GLOBAL_ANIM_TOKENS; i++)
+ for (j = 0; j < NUM_GLOBAL_ANIM_PARTS_ALL; j++)
+ for (k = 0; k < NUM_SPECIAL_GFX_ARGS; k++)
+ global_anim_info[i].sound[j][k] = SND_UNDEFINED;
+
+ /* initialize global animation sound definitions from dynamic configuration */
+ for (i = 0; i < num_property_mappings; i++)
+ {
+ int anim_nr = property_mapping[i].base_index - 2 * MAX_NUM_ELEMENTS;
+ int part_nr = property_mapping[i].ext1_index - ACTION_PART_1;
+ int special = property_mapping[i].ext3_index;
+ int sound = property_mapping[i].artwork_index;
+
+ // sound uses control definition; map it to position of graphic (artwork)
+ anim_nr -= GLOBAL_ANIM_ID_CONTROL_FIRST;
+
+ if (anim_nr < 0 || anim_nr >= NUM_GLOBAL_ANIM_TOKENS)
+ continue;
+
+ /* set animation part to base part, if not specified */
+ if (!IS_GLOBAL_ANIM_PART(part_nr))
+ part_nr = GLOBAL_ANIM_ID_PART_BASE;
+
+ /* set animation screen to default, if not specified */
+ if (!IS_SPECIAL_GFX_ARG(special))
+ special = GFX_SPECIAL_ARG_DEFAULT;
+
+ global_anim_info[anim_nr].sound[part_nr][special] = sound;
+ }
+
+#if 0
+ printf("::: InitGlobalAnimSoundInfo\n");
+
+ for (i = 0; i < NUM_GLOBAL_ANIMS; i++)
+ for (j = 0; j < NUM_GLOBAL_ANIM_PARTS_ALL; j++)
+ for (k = 0; k < NUM_SPECIAL_GFX_ARGS; k++)
+ if (global_anim_info[i].sound[j][k] != SND_UNDEFINED)
+ printf("::: - anim %d, part %d, mode %d => %d\n",
+ i, j, k, global_anim_info[i].sound[j][k]);
+#endif
+}
+
void InitElementGraphicInfo()
{
struct PropertyMapping *property_mapping = getImageListPropertyMapping();
InitGadgets();
print_timestamp_time("InitGadgets");
InitToons();
- InitGlobalAnimations();
print_timestamp_time("InitToons");
InitDoors();
print_timestamp_time("InitDoors");
InitSoundInfo(); /* sound properties mapping */
InitElementSoundInfo(); /* element game sound mapping */
InitGameModeSoundInfo(); /* game mode sound mapping */
+ InitGlobalAnimSoundInfo(); /* global animation sound settings */
InitPlayLevelSound(); /* internal game sound settings */
}
static char *image_id_prefix[MAX_NUM_ELEMENTS +
NUM_FONTS +
NUM_GLOBAL_ANIM_TOKENS + 1];
- static char *sound_id_prefix[2 * MAX_NUM_ELEMENTS + 1];
+ static char *sound_id_prefix[2 * MAX_NUM_ELEMENTS +
+ NUM_GLOBAL_ANIM_TOKENS + 1];
static char *music_id_prefix[NUM_MUSIC_PREFIXES + 1];
static char *action_id_suffix[NUM_ACTIONS + 1];
static char *direction_id_suffix[NUM_DIRECTIONS_FULL + 1];
for (i = 0; i < MAX_NUM_ELEMENTS; i++)
sound_id_prefix[MAX_NUM_ELEMENTS + i] =
get_string_in_brackets(element_info[i].class_name);
- sound_id_prefix[2 * MAX_NUM_ELEMENTS] = NULL;
+ for (i = 0; i < NUM_GLOBAL_ANIM_TOKENS; i++)
+ sound_id_prefix[2 * MAX_NUM_ELEMENTS + i] =
+ global_anim_info[i].token_name;
+ sound_id_prefix[2 * MAX_NUM_ELEMENTS + NUM_GLOBAL_ANIM_TOKENS] = NULL;
for (i = 0; i < NUM_MUSIC_PREFIXES; i++)
music_id_prefix[i] = music_prefix_info[i].prefix;
print_timestamp_done("InitMusic");
}
+static void InitArtworkDone()
+{
+ InitGlobalAnimations();
+}
+
void InitNetworkServer()
{
#if defined(NETWORK_AVALIABLE)
print_timestamp_time("InitMusic");
}
+ InitArtworkDone();
+
SetGameStatus(last_game_status); /* restore current game status */
init_last = init; /* switch to new busy animation */
InitMusic(NULL); /* needs to know current level directory */
print_timestamp_time("InitMusic");
+ InitArtworkDone();
+
InitGfxBackground();
em_open_all();