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changed comments from old to new style (one-line comments only)
[rocksndiamonds.git]
/
src
/
anim.c
diff --git
a/src/anim.c
b/src/anim.c
index cdde423668a441c691c59bc273a558dc090e2047..1215f1ca7f1f66d5b9def641e54386a789831e91 100644
(file)
--- a/
src/anim.c
+++ b/
src/anim.c
@@
-18,11
+18,11
@@
#include "screens.h"
#include "screens.h"
-/
* values for global toon animation definition */
+/
/ values for global toon animation definition
#define NUM_GLOBAL_TOON_ANIMS 1
#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
#define NUM_GLOBAL_TOON_ANIMS 1
#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
-/
* values for global animation definition (including 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, \
#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, \
@@
-58,13
+58,13
@@
ANIM_CLASS_MENU | \
ANIM_CLASS_SUBMENU)
ANIM_CLASS_MENU | \
ANIM_CLASS_SUBMENU)
-/
* values for global animation states */
+/
/ 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)
#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 */
+/
/ values for global animation control
#define ANIM_NO_ACTION 0
#define ANIM_START 1
#define ANIM_CONTINUE 2
#define ANIM_NO_ACTION 0
#define ANIM_START 1
#define ANIM_CONTINUE 2
@@
-195,7
+195,7
@@
struct AnimClassGameMode
{ -1, -1 }
};
{ -1, -1 }
};
-/
* forward declaration for internal use */
+/
/ forward declaration for internal use
static void HandleGlobalAnim(int, int);
static void DoAnimationExt(void);
static void ResetGlobalAnim_Clickable(void);
static void HandleGlobalAnim(int, int);
static void DoAnimationExt(void);
static void ResetGlobalAnim_Clickable(void);
@@
-215,9
+215,9
@@
static int anim_classes_last = ANIM_CLASS_NONE;
static boolean drawing_to_fading_buffer = FALSE;
static boolean drawing_to_fading_buffer = FALSE;
-/
* ========================================================================= */
-/
* generic animation frame calculation */
-/
* ========================================================================= */
+/
/ ============================================================================
+/
/ generic animation frame calculation
+/
/ ============================================================================
int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
int sync_frame)
int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
int sync_frame)
@@
-226,34
+226,34
@@
int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
sync_frame += start_frame * delay;
sync_frame += start_frame * delay;
- if (mode & ANIM_LOOP) /
* looping animation */
+ if (mode & ANIM_LOOP) /
/ looping animation
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
- else if (mode & ANIM_LINEAR) /
* linear (non-looping) animation */
+ else if (mode & ANIM_LINEAR) /
/ linear (non-looping) animation
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
- else if (mode & ANIM_PINGPONG) /
* oscillate (border frames once) */
+ 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);
}
{
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) */
+ 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);
}
{
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 */
+ else if (mode & ANIM_RANDOM) /
/ play frames in random order
{
{
- /
* note: expect different frames for the same delay cycle! */
+ /
/ note: expect different frames for the same delay cycle!
if (gfx.anim_random_frame < 0)
frame = GetSimpleRandom(num_frames);
if (gfx.anim_random_frame < 0)
frame = GetSimpleRandom(num_frames);
@@
-265,16
+265,16
@@
int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
frame = sync_frame % num_frames;
}
frame = sync_frame % num_frames;
}
- if (mode & ANIM_REVERSE) /
* use reverse animation direction */
+ if (mode & ANIM_REVERSE) /
/ use reverse animation direction
frame = num_frames - frame - 1;
return frame;
}
frame = num_frames - frame - 1;
return frame;
}
-/
* ========================================================================= */
-/
* global animation functions */
-/
* ========================================================================= */
+/
/ ============================================================================
+/
/ global animation functions
+/
/ ============================================================================
static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
{
static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
{
@@
-530,12
+530,12
@@
static void InitGlobalAnimControls(void)
InitToonControls();
InitToonControls();
- /
* sort all animations according to draw_order and animation number */
+ /
/ 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];
for (m = 0; m < NUM_GAME_MODES; m++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
- /
* sort all main animations for this game mode */
+ /
/ sort all main animations for this game mode
qsort(ctrl->anim, ctrl->num_anims,
sizeof(struct GlobalAnimMainControlInfo),
compareGlobalAnimMainControlInfo);
qsort(ctrl->anim, ctrl->num_anims,
sizeof(struct GlobalAnimMainControlInfo),
compareGlobalAnimMainControlInfo);
@@
-544,7
+544,7
@@
static void InitGlobalAnimControls(void)
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
- /
* sort all animation parts for this main animation */
+ /
/ sort all animation parts for this main animation
qsort(anim->part, anim->num_parts,
sizeof(struct GlobalAnimPartControlInfo),
compareGlobalAnimPartControlInfo);
qsort(anim->part, anim->num_parts,
sizeof(struct GlobalAnimPartControlInfo),
compareGlobalAnimPartControlInfo);
@@
-1662,7
+1662,7
@@
boolean HandleGlobalAnimClicks(int mx, int my, int button)
boolean release_event;
boolean click_consumed_current = click_consumed;
boolean release_event;
boolean click_consumed_current = click_consumed;
- /
* check if button state has changed since last invocation */
+ /
/ check if button state has changed since last invocation
press_event = (button != 0 && last_button == 0);
release_event = (button == 0 && last_button != 0);
last_button = button;
press_event = (button != 0 && last_button == 0);
release_event = (button == 0 && last_button != 0);
last_button = button;