changed internal status handling of global animations
[rocksndiamonds.git] / src / cartoons.c
index 3ca6d20c0165cb84ace70a50dc8efad6c5d1aae4..35c6df568e38909ca18cc31da85e1925258a3974 100644 (file)
 #include "tools.h"
 
 
+/* values for global animation definition */
+#define NUM_GLOBAL_ANIMS_AND_TOONS     (NUM_GLOBAL_ANIMS + 1)
+#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS        MAX(NUM_GLOBAL_ANIM_PARTS_ALL,  \
+                                           MAX_NUM_TOONS)
+
+struct GlobalAnimPartControlInfo
+{
+  int nr;
+  int anim_nr;
+  int mode_nr;
+
+  int graphic;
+  struct GraphicInfo graphic_info;
+  struct GraphicInfo control_info;
+
+  int x, y;
+  int step_xoffset, step_yoffset;
+
+  unsigned int initial_anim_sync_frame;
+  unsigned int step_frames, step_frames_value;
+  unsigned int step_delay, step_delay_value;
+
+  unsigned int init_delay, init_delay_value;
+  unsigned int anim_delay, anim_delay_value;
+  unsigned int post_delay, post_delay_value;
+
+  int state;
+};
+
+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;
+
+  unsigned int init_delay, init_delay_value;
+
+  int state;
+};
+
+struct GlobalAnimControlInfo
+{
+  struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
+
+  int nr;
+  int num_anims;
+};
+
+
+/* forward declaration for internal use */
+static void DoAnimationExt(void);
+
+static struct GlobalAnimControlInfo global_anim_ctrl[NUM_SPECIAL_GFX_ARGS];
 static struct ToonInfo toons[MAX_NUM_TOONS];
 
+static unsigned int anim_sync_frame = 0;
+static unsigned int anim_sync_frame_delay = 0;
+static unsigned int anim_sync_frame_delay_value = GAME_FRAME_DELAY;
+
+static boolean do_animations = FALSE;
+
+
+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 void PrepareBackbuffer()
 {
   if (game_status != GAME_MODE_PLAYING)
@@ -69,21 +156,660 @@ void InitToons()
                 GAME_FRAME_DELAY);
 }
 
+static void InitToonControls()
+{
+  struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_DEFAULT];
+  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 = GAME_MODE_DEFAULT;
+  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 = 0;
+  anim->init_delay_value = 0;
+
+  anim->state = ANIM_STATE_INACTIVE;
+
+  part_nr = 0;
+
+  for (i = 0; i < num_toons; i++)
+  {
+    struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+    int graphic = IMG_TOON_1 + i;
+    int control = graphic;
+
+    part->nr = part_nr;
+    part->anim_nr = anim_nr;
+    part->mode_nr = mode_nr;
+    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->step_frames = 0;
+    part->step_frames_value = graphic_info[control].step_frames;
+
+    part->step_delay = 0;
+    part->step_delay_value = graphic_info[control].step_delay;
+
+    part->state = ANIM_STATE_INACTIVE;
+
+    anim->num_parts++;
+    part_nr++;
+  }
+
+  ctrl->num_anims++;
+}
+
+void InitGlobalAnimControls()
+{
+  int m, a, p;
+  int mode_nr, anim_nr, part_nr;
+  int graphic, control;
+
+  anim_sync_frame = 0;
+
+  ResetDelayCounter(&anim_sync_frame_delay);
+
+  for (m = 0; m < NUM_SPECIAL_GFX_ARGS; 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 = 0;
+      anim->init_delay_value = 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];
+
+       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
+
+       part->nr = part_nr;
+       part->anim_nr = anim_nr;
+       part->mode_nr = mode_nr;
+       part->graphic = graphic;
+       part->graphic_info = graphic_info[graphic];
+       part->control_info = graphic_info[control];
+
+       part->step_frames = 0;
+       part->step_frames_value = graphic_info[control].step_frames;
+
+       part->step_delay = 0;
+       part->step_delay_value = graphic_info[control].step_delay;
+
+       part->state = ANIM_STATE_INACTIVE;
+
+       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();
+}
+
 void DrawGlobalAnim()
 {
+  int mode_nr;
+
+  if (game_status == GAME_MODE_LOADING)
+    do_animations = FALSE;
+
+  if (!do_animations || !setup.toons)
+    return;
+
+  DoAnimationExt();
+
+  for (mode_nr = 0; mode_nr < NUM_SPECIAL_GFX_ARGS; mode_nr++)
+  {
+    struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+    int anim_nr;
+
+    if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
+       mode_nr != game_status)
+      continue;
+
+    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->x < 0)
+       {
+         dst_x = 0;
+         width += part->x;
+         cut_x = -part->x;
+       }
+       else if (part->x > FULL_SXSIZE - g->width)
+         width -= (part->x - (FULL_SXSIZE - g->width));
+
+       if (part->y < 0)
+       {
+         dst_y = 0;
+         height += part->y;
+         cut_y = -part->y;
+       }
+       else if (part->y > FULL_SYSIZE - g->height)
+         height -= (part->y - (FULL_SYSIZE - g->height));
+
+       dst_x += REAL_SX;
+       dst_y += REAL_SY;
+
+       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);
+      }
+    }
+  }
+}
+
+boolean HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
+                             boolean restart)
+{
+  struct GraphicInfo *g = &part->graphic_info;
+  struct GraphicInfo *c = &part->control_info;
+
+  if (restart)
+  {
+    ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
+
+    part->initial_anim_sync_frame = (g->anim_global_sync ? 0 : anim_sync_frame);
+    part->step_frames = 0;
+
+    if (c->direction & MV_HORIZONTAL)
+    {
+      int pos_bottom = FULL_SYSIZE - 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 = FULL_SXSIZE + part->step_xoffset;
+      }
+
+      part->step_yoffset = 0;
+    }
+    else if (c->direction & MV_VERTICAL)
+    {
+      int pos_right = FULL_SXSIZE - 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 = FULL_SYSIZE + 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->x <= -g->width    && part->step_xoffset <= 0) ||
+      (part->x >=  FULL_SXSIZE && part->step_xoffset >= 0) ||
+      (part->y <= -g->height   && part->step_yoffset <= 0) ||
+      (part->y >=  FULL_SYSIZE && part->step_yoffset >= 0))
+    return TRUE;
+
+  if (part->step_frames_value != ARG_UNDEFINED_VALUE &&
+      part->step_frames >= part->step_frames_value)
+    return TRUE;
+
+  if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
+                      anim_sync_frame))
+    return FALSE;
+
+#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;
+
+  part->step_frames++;
+
+  return FALSE;
+}
+
+void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
+{
+  struct GlobalAnimPartControlInfo *part;
+  struct GraphicInfo *c = &anim->control_info;
+  struct GraphicInfo *cp;
+  boolean skip = FALSE;
+
+#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_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;
+
+      break;
+
+    case ANIM_STOP:
+      anim->state = ANIM_STATE_INACTIVE;
+      skip = TRUE;
+
+      break;
+
+    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];
+      cp = &part->control_info;
+
+      switch (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;
+
+         break;
+
+        case ANIM_STOP:
+         part->state = ANIM_STATE_INACTIVE;
+         skip = TRUE;
+
+         break;
+
+        default:
+         break;
+      }
+
+      if (skip)
+       continue;
+
+      if (part->state & ANIM_STATE_RESTART)
+      {
+#if 0
+       printf("::: RESTART %d.%d\n", part->anim_nr, part->nr);
+#endif
+
+       if (!(part->state & ANIM_STATE_WAITING))
+       {
+#if 0
+         printf("::: WAITING %d.%d\n", part->anim_nr, part->nr);
+#endif
+
+         ResetDelayCounterExt(&part->init_delay, anim_sync_frame);
+
+         part->init_delay_value =
+           (cp->init_delay_fixed + GetSimpleRandom(cp->init_delay_random));
+
+         part->state |= ANIM_STATE_WAITING;
+       }
+
+       if (!DelayReachedExt(&part->init_delay, part->init_delay_value,
+                            anim_sync_frame))
+         return;
+
+#if 0
+       printf("::: RUNNING %d.%d\n", part->anim_nr, part->nr);
+#endif
+
+       part->state = ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
+      }
+
+#if 0
+      printf("::: DO PART %d.%d [%d, %d, %d] [%d]\n", part->anim_nr, part->nr,
+            part->restart, part->waiting, part->running,
+            anim->running);
+#endif
+
+      if (HandleGlobalAnim_Part(part, part->state & ANIM_STATE_RESTART))
+       part->state = ANIM_STATE_RESTART;
+      else
+       part->state = ANIM_STATE_RUNNING;
+    }
+
+    return;
+  }
+
+  if (skip)
+    return;
+
+  if (anim->state == ANIM_STATE_RESTART)       // directly after restart
+    anim->active_part_nr = getGlobalAnimationPart(anim);
+
+  part = &anim->part[anim->active_part_nr];
+
+  if (anim->state & ANIM_STATE_RESTART)
+  {
+    if (!(anim->state & ANIM_STATE_WAITING))
+    {
+      cp = &part->control_info;
+
+      ResetDelayCounterExt(&part->init_delay, anim_sync_frame);
+
+      part->init_delay_value =
+       (cp->init_delay_fixed + GetSimpleRandom(cp->init_delay_random));
+
+      anim->state |= ANIM_STATE_WAITING;
+    }
+
+    if (!DelayReachedExt(&part->init_delay, part->init_delay_value,
+                        anim_sync_frame))
+      return;
+
+    anim->state = ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
+  }
+
+  part->state = ANIM_STATE_RUNNING;
+
+  if (HandleGlobalAnim_Part(part, anim->state & ANIM_STATE_RESTART))
+  {
+    anim->state = ANIM_STATE_RESTART;
+
+    anim->part_counter++;
+  }
+  else
+  {
+    anim->state = ANIM_STATE_RUNNING;
+  }
+}
+
+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);
+}
+
+void HandleGlobalAnim(int action)
+{
+#if 0
+  printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
+#endif
+
+  HandleGlobalAnim_Mode(&global_anim_ctrl[GAME_MODE_DEFAULT], action);
+  HandleGlobalAnim_Mode(&global_anim_ctrl[game_status], action);
 }
 
 void InitAnimation()
 {
-  HandleAnimation(ANIM_START);
+  // HandleAnimation(ANIM_START);
+
+#if 0
+  printf("::: InitAnimation\n");
+#endif
+
+  // InitCounter();
+
+  InitGlobalAnimControls();
+
+  HandleGlobalAnim(ANIM_START);
+
+  do_animations = TRUE;
 }
 
 void StopAnimation()
 {
-  HandleAnimation(ANIM_STOP);
+  // HandleAnimation(ANIM_STOP);
+
+#if 0
+  printf("::: StopAnimation\n");
+#endif
+
+  HandleGlobalAnim(ANIM_STOP);
+
+  do_animations = FALSE;
+}
+
+static void DoAnimationExt()
+{
+#if 0
+  printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
+#endif
+
+#if 1
+  WaitUntilDelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value);
+  anim_sync_frame++;
+#else
+  if (DelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value))
+    anim_sync_frame++;
+#endif
+
+  HandleGlobalAnim(ANIM_CONTINUE);
+
+#if 1
+  // force screen redraw in next frame to continue drawing global animations
+  redraw_mask = REDRAW_ALL;
+#endif
 }
 
 void DoAnimation()
 {
-  HandleAnimation(ANIM_CONTINUE);
+  // HandleAnimation(ANIM_CONTINUE);
+
+#if 1
+  // force screen redraw in next frame to continue drawing global animations
+  redraw_mask = REDRAW_ALL;
+#endif
 }