X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fcartoons.c;h=2e74c72b92a5683da4063eb88a88ff1fd6381775;hp=9d5642f02ff4502273cb35f0b38f2c2f41d8fcdc;hb=3466bff66861926f480a96e5b8923a4e044d50a4;hpb=f15e4ecc5482d13e8249f3a0aa7e32c0b565f9e5 diff --git a/src/cartoons.c b/src/cartoons.c index 9d5642f0..2e74c72b 100644 --- a/src/cartoons.c +++ b/src/cartoons.c @@ -14,10 +14,40 @@ #include "tools.h" -/* values for global animation definition */ -#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + 1) +/* 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, \ - MAX_NUM_TOONS) + 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 { @@ -25,22 +55,31 @@ struct GlobalAnimPartControlInfo 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_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 init_delay_counter; + int anim_delay_counter; + int post_delay_counter; + + int drawing_stage; int state; + int last_anim_status; }; struct GlobalAnimMainControlInfo @@ -59,9 +98,11 @@ struct GlobalAnimMainControlInfo boolean has_base; - unsigned int init_delay, init_delay_value; + int init_delay_counter; int state; + + int last_state, last_active_part_nr; }; struct GlobalAnimControlInfo @@ -72,18 +113,65 @@ struct GlobalAnimControlInfo 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_SPECIAL_GFX_ARGS]; +static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES]; 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 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) @@ -103,6 +191,38 @@ static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim) 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 PrepareBackbuffer() { if (game_status != GAME_MODE_PLAYING) @@ -158,7 +278,8 @@ void InitToons() static void InitToonControls() { - struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_DEFAULT]; + 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; @@ -168,7 +289,7 @@ static void InitToonControls() if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS) num_toons = global.num_toons; - mode_nr = GAME_MODE_DEFAULT; + mode_nr = mode_nr_toons; anim_nr = ctrl->num_anims; anim->nr = anim_nr; @@ -181,8 +302,7 @@ static void InitToonControls() anim->has_base = FALSE; - anim->init_delay = 0; - anim->init_delay_value = 0; + anim->init_delay_counter = 0; anim->state = ANIM_STATE_INACTIVE; @@ -191,12 +311,14 @@ static void InitToonControls() 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]; @@ -209,13 +331,13 @@ static void InitToonControls() 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->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++; @@ -226,15 +348,15 @@ static void InitToonControls() void InitGlobalAnimControls() { - int m, a, p; + int i, m, a, p; int mode_nr, anim_nr, part_nr; - int graphic, control; + int sound, graphic, control; anim_sync_frame = 0; ResetDelayCounter(&anim_sync_frame_delay); - for (m = 0; m < NUM_SPECIAL_GFX_ARGS; m++) + for (m = 0; m < NUM_GAME_MODES; m++) { mode_nr = m; @@ -266,8 +388,7 @@ void InitGlobalAnimControls() anim->has_base = FALSE; - anim->init_delay = 0; - anim->init_delay_value = 0; + anim->init_delay_counter = 0; anim->state = ANIM_STATE_INACTIVE; @@ -277,6 +398,7 @@ void InitGlobalAnimControls() { 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]; @@ -289,20 +411,26 @@ void InitGlobalAnimControls() 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->step_frames = 0; - part->step_frames_value = graphic_info[control].step_frames; + 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) { @@ -325,28 +453,116 @@ void InitGlobalAnimControls() } 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 DrawGlobalAnim() +void InitGlobalAnimations() +{ + InitGlobalAnimControls(); +} + +void DrawGlobalAnimExt(int drawing_stage) { int mode_nr; - if (game_status == GAME_MODE_LOADING) - do_animations = FALSE; + 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 (!do_animations || !setup.toons) + if (!setup.toons || global.anim_status == GAME_MODE_LOADING) return; - DoAnimationExt(); + if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1) + DoAnimationExt(); - for (mode_nr = 0; mode_nr < NUM_SPECIAL_GFX_ARGS; mode_nr++) + 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++) { @@ -355,7 +571,7 @@ void DrawGlobalAnim() int part_first, part_last; int part_nr; - if (anim->state != ANIM_STATE_RUNNING) + if (!(anim->state & ANIM_STATE_RUNNING)) continue; part_first = part_last = anim->active_part_nr; @@ -383,7 +599,10 @@ void DrawGlobalAnim() int sync_frame; int frame; - if (part->state != ANIM_STATE_RUNNING) + if (!(part->state & ANIM_STATE_RUNNING)) + continue; + + if (part->drawing_stage != drawing_stage) continue; if (part->x < 0) @@ -392,8 +611,8 @@ void DrawGlobalAnim() width += part->x; cut_x = -part->x; } - else if (part->x > FULL_SXSIZE - g->width) - width -= (part->x - (FULL_SXSIZE - g->width)); + else if (part->x > part->viewport_width - g->width) + width -= (part->x - (part->viewport_width - g->width)); if (part->y < 0) { @@ -401,11 +620,14 @@ void DrawGlobalAnim() height += part->y; cut_y = -part->y; } - else if (part->y > FULL_SYSIZE - g->height) - height -= (part->y - (FULL_SYSIZE - g->height)); + 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 += REAL_SX; - dst_y += REAL_SY; + 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, @@ -425,21 +647,137 @@ void DrawGlobalAnim() } } +void DrawGlobalAnim(int drawing_stage) +{ + DrawGlobalAnimExt(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->initial_anim_sync_frame = (g->anim_global_sync ? 0 : anim_sync_frame); - part->step_frames = 0; + 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 = FULL_SYSIZE - g->height; + int pos_bottom = part->viewport_height - g->height; if (c->position == POS_TOP) part->y = 0; @@ -462,14 +800,14 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) else { part->step_xoffset = -c->step_offset; - part->x = FULL_SXSIZE + part->step_xoffset; + part->x = part->viewport_width + part->step_xoffset; } part->step_yoffset = 0; } else if (c->direction & MV_VERTICAL) { - int pos_right = FULL_SXSIZE - g->width; + int pos_right = part->viewport_width - g->width; if (c->position == POS_LEFT) part->x = 0; @@ -486,7 +824,7 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) else { part->step_yoffset = -c->step_offset; - part->y = FULL_SYSIZE + part->step_yoffset; + part->y = part->viewport_height + part->step_yoffset; } part->step_xoffset = 0; @@ -509,17 +847,72 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) 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->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 ANIM_STATE_RESTART; + if (part->post_delay_counter > 0) + { + part->post_delay_counter--; - if (part->step_frames_value != ARG_UNDEFINED_VALUE && - part->step_frames >= part->step_frames_value) - return ANIM_STATE_RESTART; + 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)) @@ -540,8 +933,6 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) part->x += part->step_xoffset; part->y += part->step_yoffset; - part->step_frames++; - return ANIM_STATE_RUNNING; } @@ -549,8 +940,7 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) { struct GlobalAnimPartControlInfo *part; struct GraphicInfo *c = &anim->control_info; - struct GraphicInfo *cp; - boolean skip = FALSE; + int state, active_part_nr; #if 0 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n", @@ -573,24 +963,33 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) switch (action) { case ANIM_START: - anim->state = ANIM_STATE_RESTART; + anim->state = anim->last_state = ANIM_STATE_RESTART; + anim->active_part_nr = anim->last_active_part_nr = 0; anim->part_counter = 0; - anim->active_part_nr = 0; - skip = TRUE; break; case ANIM_CONTINUE: if (anim->state == ANIM_STATE_INACTIVE) - skip = TRUE; + return; + + anim->state = anim->last_state; + anim->active_part_nr = anim->last_active_part_nr; break; case ANIM_STOP: anim->state = ANIM_STATE_INACTIVE; - skip = TRUE; - break; + { + 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; @@ -609,114 +1008,85 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) 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; + continue; break; case ANIM_STOP: part->state = ANIM_STATE_INACTIVE; - skip = TRUE; - break; + continue; 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 - 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; } - return; - } + anim->last_state = anim->state; + anim->last_active_part_nr = anim->active_part_nr; - if (skip) return; + } - if (anim->state == ANIM_STATE_RESTART) // directly after restart + 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; + part->state = ANIM_STATE_RUNNING; - ResetDelayCounterExt(&part->init_delay, anim_sync_frame); + anim->state = HandleGlobalAnim_Part(part, anim->state); - part->init_delay_value = - (cp->init_delay_fixed + GetSimpleRandom(cp->init_delay_random)); + if (anim->state & ANIM_STATE_RESTART) + anim->part_counter++; - anim->state |= ANIM_STATE_WAITING; - } + // 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; - if (!DelayReachedExt(&part->init_delay, part->init_delay_value, - anim_sync_frame)) - return; + state = anim->state; + active_part_nr = anim->active_part_nr; - anim->state = ANIM_STATE_RESTART | ANIM_STATE_RUNNING; - } + // 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]; - part->state = ANIM_STATE_RUNNING; + if (anim->state != anim->last_state) + part->state = ANIM_STATE_RESTART; - anim->state = HandleGlobalAnim_Part(part, anim->state); + anim->state = ANIM_STATE_RUNNING; + part->state = HandleGlobalAnim_Part(part, part->state); + } + } - if (anim->state == ANIM_STATE_RESTART) - anim->part_counter++; + anim->last_state = state; + anim->last_active_part_nr = active_part_nr; } void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action) @@ -732,48 +1102,27 @@ void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action) HandleGlobalAnim_Main(&ctrl->anim[i], action); } -void HandleGlobalAnim(int 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_DEFAULT], action); - HandleGlobalAnim_Mode(&global_anim_ctrl[game_status], action); + HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action); } void InitAnimation() { - // HandleAnimation(ANIM_START); - -#if 0 - printf("::: InitAnimation\n"); -#endif - - // InitCounter(); - - InitGlobalAnimControls(); - - HandleGlobalAnim(ANIM_START); - - do_animations = TRUE; } void StopAnimation() { - // HandleAnimation(ANIM_STOP); - -#if 0 - printf("::: StopAnimation\n"); -#endif - - HandleGlobalAnim(ANIM_STOP); - - do_animations = FALSE; } static void DoAnimationExt() { + int i; + #if 0 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter()); #endif @@ -786,7 +1135,8 @@ static void DoAnimationExt() anim_sync_frame++; #endif - HandleGlobalAnim(ANIM_CONTINUE); + 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