1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
23 #define DEBUG_ANIM_DELAY 0
24 #define DEBUG_ANIM_EVENTS 0
27 // values for global toon animation definition
28 #define NUM_GLOBAL_TOON_ANIMS 1
29 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
31 // values for global animation definition (including toons)
32 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
33 NUM_GLOBAL_TOON_ANIMS)
34 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
35 NUM_GLOBAL_TOON_PARTS)
37 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
38 #define ANIM_CLASS_BIT_TITLE 1
39 #define ANIM_CLASS_BIT_MAIN 2
40 #define ANIM_CLASS_BIT_NAMES 3
41 #define ANIM_CLASS_BIT_SCORES 4
42 #define ANIM_CLASS_BIT_SCORESONLY 5
43 #define ANIM_CLASS_BIT_SUBMENU 6
44 #define ANIM_CLASS_BIT_MENU 7
45 #define ANIM_CLASS_BIT_TOONS 8
46 #define ANIM_CLASS_BIT_NO_TITLE 9
48 #define NUM_ANIM_CLASSES 10
50 #define ANIM_CLASS_NONE 0
51 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
52 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
53 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
54 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
55 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
56 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
57 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
58 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
59 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
60 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
62 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SCORESONLY | \
71 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
76 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
78 ANIM_CLASS_SUBMENU | \
81 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
83 ANIM_CLASS_SUBMENU | \
87 // values for global animation states
88 #define ANIM_STATE_INACTIVE 0
89 #define ANIM_STATE_RESTART (1 << 0)
90 #define ANIM_STATE_WAITING (1 << 1)
91 #define ANIM_STATE_RUNNING (1 << 2)
93 // values for global animation control
94 #define ANIM_NO_ACTION 0
96 #define ANIM_CONTINUE 2
100 struct GlobalAnimPartControlInfo
102 int old_nr; // position before mapping animation parts linearly
103 int old_anim_nr; // position before mapping animations linearly
109 boolean is_base; // animation part is base/main/default animation part
115 struct GraphicInfo graphic_info;
116 struct GraphicInfo control_info;
118 boolean class_playfield;
126 int step_xoffset, step_yoffset;
129 int tile_xoffset, tile_yoffset;
131 unsigned int initial_anim_sync_frame;
132 unsigned int anim_random_frame;
134 DelayCounter step_delay;
136 int init_delay_counter;
137 int anim_delay_counter;
138 int post_delay_counter;
140 boolean init_event_state;
141 boolean anim_event_state;
150 int last_anim_status;
153 struct GlobalAnimMainControlInfo
155 struct GlobalAnimPartControlInfo base;
156 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
161 struct GraphicInfo control_info;
163 int num_parts; // number of animation parts, but without base part
164 int num_parts_all; // number of animation parts, including base part
168 boolean has_base; // animation has base/main/default animation part
172 int init_delay_counter;
176 int last_state, last_active_part_nr;
179 struct GlobalAnimControlInfo
181 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
187 struct GameModeAnimClass
191 } game_mode_anim_classes_list[] =
193 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
194 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
195 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
196 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
197 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
198 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
199 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
200 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
201 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
202 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
203 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
204 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
205 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
206 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
207 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
208 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
209 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
210 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
211 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
212 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
213 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
214 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
215 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
216 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
221 struct AnimClassGameMode
225 } anim_class_game_modes_list[] =
227 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
228 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
229 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
230 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
231 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
232 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
233 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
234 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
235 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
236 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
241 // forward declaration for internal use
242 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
243 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
244 static void HandleGlobalAnim(int, int);
245 static void DoAnimationExt(void);
246 static void ResetGlobalAnim_Clickable(void);
247 static void ResetGlobalAnim_Clicked(void);
249 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
251 static unsigned int anim_sync_frame = 0;
253 static int game_mode_anim_classes[NUM_GAME_MODES];
254 static int anim_class_game_modes[NUM_ANIM_CLASSES];
256 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
257 static int anim_status_last = GAME_MODE_DEFAULT;
258 static int anim_classes_last = ANIM_CLASS_NONE;
260 static boolean drawing_to_fading_buffer = FALSE;
262 static boolean handle_click = FALSE;
265 // ============================================================================
266 // generic animation frame calculation
267 // ============================================================================
269 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
274 if (delay < 1) // delay must be at least 1
277 sync_frame += start_frame * delay;
279 if (mode & ANIM_LOOP) // looping animation
281 frame = (sync_frame % (delay * num_frames)) / delay;
283 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
285 frame = sync_frame / delay;
287 if (frame > num_frames - 1)
288 frame = num_frames - 1;
290 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
292 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
294 frame = (sync_frame % (delay * max_anim_frames)) / delay;
295 frame = (frame < num_frames ? frame : max_anim_frames - frame);
297 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
299 int max_anim_frames = 2 * num_frames;
301 frame = (sync_frame % (delay * max_anim_frames)) / delay;
302 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
304 else if (mode & ANIM_RANDOM) // play frames in random order
306 // note: expect different frames for the same delay cycle!
308 if (gfx.anim_random_frame < 0)
309 frame = GetSimpleRandom(num_frames);
311 frame = gfx.anim_random_frame % num_frames;
313 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
315 frame = sync_frame % num_frames;
318 if (mode & ANIM_REVERSE) // use reverse animation direction
319 frame = num_frames - frame - 1;
325 // ============================================================================
326 // global animation functions
327 // ============================================================================
329 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
331 struct GraphicInfo *c = &anim->control_info;
332 int last_anim_random_frame = gfx.anim_random_frame;
335 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
337 part_nr = getAnimationFrame(anim->num_parts, 1,
338 c->anim_mode, c->anim_start_frame,
341 gfx.anim_random_frame = last_anim_random_frame;
346 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
348 const struct GlobalAnimPartControlInfo *o1 =
349 (struct GlobalAnimPartControlInfo *)obj1;
350 const struct GlobalAnimPartControlInfo *o2 =
351 (struct GlobalAnimPartControlInfo *)obj2;
354 if (o1->control_info.draw_order != o2->control_info.draw_order)
355 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
357 compare_result = o1->nr - o2->nr;
359 return compare_result;
362 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
364 const struct GlobalAnimMainControlInfo *o1 =
365 (struct GlobalAnimMainControlInfo *)obj1;
366 const struct GlobalAnimMainControlInfo *o2 =
367 (struct GlobalAnimMainControlInfo *)obj2;
370 if (o1->control_info.draw_order != o2->control_info.draw_order)
371 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
373 compare_result = o1->nr - o2->nr;
375 return compare_result;
378 static boolean isPausedOnPlayfield(struct GlobalAnimPartControlInfo *part)
380 // only pause playfield animations when playing
381 if (game_status != GAME_MODE_PLAYING)
384 // do not pause animations when game ended (and engine is running)
385 if (checkGameEnded())
388 // only pause animations on playfield
389 if (!part->class_playfield)
392 // only pause animations when engine is paused or request dialog is open(ing)
393 if (!tape.pausing && !game.request_active_or_moving)
399 static void InitToonControls(void)
401 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
402 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
403 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
404 int mode_nr, anim_nr, part_nr;
405 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
406 int num_toons = MAX_NUM_TOONS;
409 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
410 num_toons = global.num_toons;
412 mode_nr = mode_nr_toons;
413 anim_nr = ctrl->num_anims;
416 anim->mode_nr = mode_nr;
417 anim->control_info = graphic_info[control];
420 anim->num_parts_all = 0;
421 anim->part_counter = 0;
422 anim->active_part_nr = 0;
424 anim->has_base = FALSE;
426 anim->last_x = POS_OFFSCREEN;
427 anim->last_y = POS_OFFSCREEN;
429 anim->init_delay_counter = 0;
431 anim->state = ANIM_STATE_INACTIVE;
435 for (i = 0; i < num_toons; i++)
437 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
438 int sound = SND_UNDEFINED;
439 int music = MUS_UNDEFINED;
440 int graphic = IMG_TOON_1 + i;
445 part->anim_nr = anim_nr;
446 part->mode_nr = mode_nr;
448 part->is_base = FALSE;
452 part->graphic = graphic;
454 part->graphic_info = graphic_info[graphic];
455 part->control_info = graphic_info[control];
457 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
459 part->control_info.init_delay_fixed = 0;
460 part->control_info.init_delay_random = 150;
462 part->control_info.x = ARG_UNDEFINED_VALUE;
463 part->control_info.y = ARG_UNDEFINED_VALUE;
465 part->initial_anim_sync_frame = 0;
466 part->anim_random_frame = -1;
468 part->step_delay.count = 0;
469 part->step_delay.value = graphic_info[control].step_delay;
471 part->state = ANIM_STATE_INACTIVE;
472 part->last_anim_status = -1;
475 anim->num_parts_all++;
483 static void InitGlobalAnimControls(void)
486 int mode_nr, anim_nr, part_nr;
487 int sound, music, graphic, control;
491 for (m = 0; m < NUM_GAME_MODES; m++)
495 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
502 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
504 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
505 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
507 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
509 // if no base animation parameters defined, use default values
510 if (control == IMG_UNDEFINED)
511 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
514 anim->mode_nr = mode_nr;
515 anim->control_info = graphic_info[control];
518 anim->num_parts_all = 0;
519 anim->part_counter = 0;
520 anim->active_part_nr = 0;
522 anim->has_base = FALSE;
524 anim->last_x = POS_OFFSCREEN;
525 anim->last_y = POS_OFFSCREEN;
527 anim->init_delay_counter = 0;
529 anim->state = ANIM_STATE_INACTIVE;
533 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
535 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
537 sound = global_anim_info[a].sound[p][m];
538 music = global_anim_info[a].music[p][m];
539 graphic = global_anim_info[a].graphic[p][m];
540 control = global_anim_info[ctrl_id].graphic[p][m];
542 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
543 control == IMG_UNDEFINED)
547 Debug("anim:InitGlobalAnimControls",
548 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
549 m, a, p, mode_nr, anim_nr, part_nr, control);
553 Debug("anim:InitGlobalAnimControls",
554 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
555 m, a, p, mode_nr, anim_nr, part_nr, sound);
559 part->old_anim_nr = a;
562 part->anim_nr = anim_nr;
563 part->mode_nr = mode_nr;
567 part->graphic = graphic;
569 part->graphic_info = graphic_info[graphic];
570 part->control_info = graphic_info[control];
572 part->initial_anim_sync_frame = 0;
573 part->anim_random_frame = -1;
575 part->step_delay.count = 0;
576 part->step_delay.value = graphic_info[control].step_delay;
578 part->state = ANIM_STATE_INACTIVE;
579 part->last_anim_status = -1;
581 anim->num_parts_all++;
583 if (p < GLOBAL_ANIM_ID_PART_BASE)
585 part->is_base = FALSE;
592 part->is_base = TRUE;
595 anim->has_base = TRUE;
598 // apply special settings for pointer-style animations
599 if (part->control_info.class == get_hash_from_key("pointer"))
601 // force animation to be on top (must set anim and part control)
602 if (anim->control_info.draw_order == 0)
603 anim->control_info.draw_order = 1000000;
604 if (part->control_info.draw_order == 0)
605 part->control_info.draw_order = 1000000;
607 // force animation to pass-through clicks (must set part control)
608 if (part->control_info.style == STYLE_DEFAULT)
609 part->control_info.style |= STYLE_PASSTHROUGH;
613 if (anim->num_parts > 0 || anim->has_base)
623 // sort all animations according to draw_order and animation number
624 for (m = 0; m < NUM_GAME_MODES; m++)
626 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
628 // sort all main animations for this game mode
629 qsort(ctrl->anim, ctrl->num_anims,
630 sizeof(struct GlobalAnimMainControlInfo),
631 compareGlobalAnimMainControlInfo);
633 for (a = 0; a < ctrl->num_anims; a++)
635 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
637 // sort all animation parts for this main animation
638 qsort(anim->part, anim->num_parts,
639 sizeof(struct GlobalAnimPartControlInfo),
640 compareGlobalAnimPartControlInfo);
644 for (i = 0; i < NUM_GAME_MODES; i++)
645 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
646 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
647 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
648 game_mode_anim_classes_list[i].class;
650 for (i = 0; i < NUM_ANIM_CLASSES; i++)
651 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
652 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
653 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
654 anim_class_game_modes_list[i].game_mode;
656 anim_status_last_before_fading = GAME_MODE_LOADING;
657 anim_status_last = GAME_MODE_LOADING;
658 anim_classes_last = ANIM_CLASS_NONE;
661 static void SetGlobalAnimEventsForCustomElements(int list_pos)
663 int num_events = GetGlobalAnimEventValueCount(list_pos);
666 for (i = 0; i < num_events; i++)
668 int event = GetGlobalAnimEventValue(list_pos, i);
670 if (event & ANIM_EVENT_CE_CHANGE)
672 int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
674 if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
675 element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
680 void InitGlobalAnimEventsForCustomElements(void)
685 // custom element events for global animations only relevant while playing
686 m = GAME_MODE_PLAYING;
688 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
690 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
692 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
694 // if no base animation parameters defined, use default values
695 if (control == IMG_UNDEFINED)
696 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
698 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
699 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
701 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
703 control = global_anim_info[ctrl_id].graphic[p][m];
705 if (control == IMG_UNDEFINED)
708 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
709 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
714 void InitGlobalAnimations(void)
716 InitGlobalAnimControls();
719 static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
720 Bitmap *src_bitmap, int src_x0, int src_y0,
723 struct GraphicInfo *g = &part->graphic_info;
724 struct GraphicInfo *c = &part->control_info;
725 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
726 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
727 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
728 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
729 Bitmap *fade_bitmap =
730 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
731 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
734 for (y = 0; y < c->stacked_yfactor; y++)
736 for (x = 0; x < c->stacked_xfactor; x++)
740 int dst_x = part->x + x * (g->width + c->stacked_xoffset);
741 int dst_y = part->y + y * (g->height + c->stacked_yoffset);
744 int width = g->width;
745 int height = g->height;
753 else if (dst_x > part->viewport_width - g->width)
755 width -= (dst_x - (part->viewport_width - g->width));
764 else if (dst_y > part->viewport_height - g->height)
766 height -= (dst_y - (part->viewport_height - g->height));
769 if (width <= 0 || height <= 0)
775 dst_x += part->viewport_x;
776 dst_y += part->viewport_y;
778 if (drawing_target == DRAW_TO_SCREEN)
779 blit_screen(src_bitmap, src_x, src_y, width, height,
782 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
788 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
790 int game_mode_anim_action[NUM_GAME_MODES];
796 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
797 drawing_target == DRAW_TO_SCREEN)
800 // always start with reliable default values (no animation actions)
801 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
802 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
804 if (global.anim_status != anim_status_last)
806 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
807 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
808 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
811 if (drawing_target == DRAW_TO_FADE_TARGET)
814 // special case: changing from/to these screens is done without fading
815 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
816 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
817 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
818 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
821 // ---------- part 1 ------------------------------------------------------
822 // start or stop global animations by change of game mode
823 // (special handling of animations for "current screen" and "all screens")
825 if (global.anim_status_next != anim_status_last_before_fading)
827 // stop animations for last screen before fading to new screen
828 game_mode_anim_action[anim_status_last] = ANIM_STOP;
830 // start animations for current screen after fading to new screen
831 game_mode_anim_action[global.anim_status] = ANIM_START;
834 // start animations for all screens after loading new artwork set
835 if (anim_status_last == GAME_MODE_LOADING)
836 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
838 // ---------- part 2 ------------------------------------------------------
839 // start or stop global animations by change of animation class
840 // (generic handling of animations for "class of screens")
842 for (i = 0; i < NUM_ANIM_CLASSES; i++)
844 int anim_class_check = (1 << i);
845 int anim_class_game_mode = anim_class_game_modes[i];
846 int anim_class_last = anim_classes_last & anim_class_check;
847 int anim_class_next = anim_classes_next & anim_class_check;
849 // stop animations for changed screen class before fading to new screen
850 if (before_fading && anim_class_last && !anim_class_next)
851 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
853 // start animations for changed screen class after fading to new screen
854 if (after_fading && !anim_class_last && anim_class_next)
855 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
858 if (drawing_target == DRAW_TO_SCREEN)
862 anim_classes_last = anim_classes_next;
863 anim_status_last_before_fading = global.anim_status;
866 anim_status_last = global.anim_status;
868 // start or stop animations determined to be started or stopped above
869 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
870 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
871 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
873 else if (drawing_target == DRAW_TO_FADE_TARGET)
875 drawing_to_fading_buffer = TRUE;
877 // start animations determined to be (temporary) started above
878 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
879 if (game_mode_anim_action[mode_nr] == ANIM_START)
880 HandleGlobalAnim(ANIM_START, mode_nr);
884 // when restarting global animations, do not redraw them, but stop here
885 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
888 if (global.anim_status == GAME_MODE_LOADING)
891 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
893 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
896 // when preparing source fading buffer, only draw animations to be stopped
897 if (drawing_target == DRAW_TO_FADE_SOURCE &&
898 game_mode_anim_action[mode_nr] != ANIM_STOP)
901 // when preparing target fading buffer, only draw animations to be started
902 if (drawing_target == DRAW_TO_FADE_TARGET &&
903 game_mode_anim_action[mode_nr] != ANIM_START)
907 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
908 mode_nr != game_status)
912 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
914 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
915 struct GraphicInfo *c = &anim->control_info;
916 int part_first, part_last;
919 if (!(anim->state & ANIM_STATE_RUNNING))
922 part_first = part_last = anim->active_part_nr;
924 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
926 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
929 part_last = num_parts - 1;
932 for (part_nr = part_first; part_nr <= part_last; part_nr++)
934 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
935 struct GraphicInfo *g = &part->graphic_info;
940 int last_anim_random_frame = gfx.anim_random_frame;
942 if (!(part->state & ANIM_STATE_RUNNING))
945 if (part->drawing_stage != drawing_stage)
948 // if game is paused, also pause playfield animations
949 if (isPausedOnPlayfield(part))
950 part->initial_anim_sync_frame++;
952 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
954 // re-initialize random animation frame after animation delay
955 if (g->anim_mode == ANIM_RANDOM &&
956 sync_frame % g->anim_delay == 0 &&
958 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
960 gfx.anim_random_frame = part->anim_random_frame;
962 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
963 g->anim_mode, g->anim_start_frame,
966 gfx.anim_random_frame = last_anim_random_frame;
968 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
971 BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
976 if (drawing_target == DRAW_TO_FADE_TARGET)
978 // stop animations determined to be (temporary) started above
979 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
980 if (game_mode_anim_action[mode_nr] == ANIM_START)
981 HandleGlobalAnim(ANIM_STOP, mode_nr);
983 drawing_to_fading_buffer = FALSE;
987 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
989 int last_cursor_mode_override = gfx.cursor_mode_override;
991 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
993 ResetGlobalAnim_Clickable();
995 gfx.cursor_mode_override = CURSOR_UNDEFINED;
998 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
1000 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
1002 ResetGlobalAnim_Clicked();
1005 if (gfx.cursor_mode_override != last_cursor_mode_override)
1006 SetMouseCursor(gfx.cursor_mode);
1009 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
1014 int viewport_height;
1015 boolean changed = FALSE;
1017 if (part->last_anim_status == global.anim_status &&
1018 part->control_info.class != get_hash_from_key("pointer"))
1021 part->last_anim_status = global.anim_status;
1023 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
1025 part->class_playfield = FALSE;
1027 if (part->control_info.class == get_hash_from_key("window") ||
1028 part->control_info.class == get_hash_from_key("border"))
1032 viewport_width = WIN_XSIZE;
1033 viewport_height = WIN_YSIZE;
1035 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
1037 else if (part->control_info.class == get_hash_from_key("pointer"))
1039 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
1040 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
1042 // prevent displaying off-screen custom mouse cursor in upper left corner
1043 if (gfx.mouse_x == POS_OFFSCREEN &&
1044 gfx.mouse_y == POS_OFFSCREEN)
1045 mx = my = POS_OFFSCREEN;
1047 viewport_x = mx - part->control_info.x;
1048 viewport_y = my - part->control_info.y;
1049 viewport_width = part->graphic_info.width;
1050 viewport_height = part->graphic_info.height;
1052 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
1054 // do not use global animation mouse pointer when reloading artwork
1055 if (global.anim_status != GAME_MODE_LOADING)
1056 gfx.cursor_mode_override = CURSOR_NONE;
1058 else if (part->control_info.class == get_hash_from_key("door_1"))
1062 viewport_width = DXSIZE;
1063 viewport_height = DYSIZE;
1065 else if (part->control_info.class == get_hash_from_key("door_2"))
1067 if (part->mode_nr == GAME_MODE_EDITOR)
1071 viewport_width = EXSIZE;
1072 viewport_height = EYSIZE;
1078 viewport_width = VXSIZE;
1079 viewport_height = VYSIZE;
1082 else // default: "playfield"
1084 viewport_x = REAL_SX;
1085 viewport_y = REAL_SY;
1086 viewport_width = FULL_SXSIZE;
1087 viewport_height = FULL_SYSIZE;
1089 part->class_playfield = TRUE;
1092 if (viewport_x != part->viewport_x ||
1093 viewport_y != part->viewport_y ||
1094 viewport_width != part->viewport_width ||
1095 viewport_height != part->viewport_height)
1097 part->viewport_x = viewport_x;
1098 part->viewport_y = viewport_y;
1099 part->viewport_width = viewport_width;
1100 part->viewport_height = viewport_height;
1102 if (part->control_info.class != get_hash_from_key("pointer"))
1109 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1111 int sound = part->sound;
1113 if (sound == SND_UNDEFINED)
1116 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1117 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1120 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1121 if (IS_LOOP_SOUND(sound))
1122 PlaySoundLoop(sound);
1127 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1128 part->anim_nr, part->nr, part->mode_nr, sound);
1132 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1134 int sound = part->sound;
1136 if (sound == SND_UNDEFINED)
1142 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1143 part->anim_nr, part->nr, part->mode_nr, sound);
1147 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1149 int music = part->music;
1151 if (music == MUS_UNDEFINED)
1154 if (!setup.sound_music)
1157 if (IS_LOOP_MUSIC(music))
1158 PlayMusicLoop(music);
1163 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1164 part->anim_nr, part->nr, part->mode_nr, music);
1168 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1170 int music = part->music;
1172 if (music == MUS_UNDEFINED)
1175 char *anim_music = getMusicInfoEntryFilename(music);
1176 char *curr_music = getCurrentlyPlayingMusicFilename();
1178 // do not stop music if global anim music differs from current music
1179 if (!strEqual(curr_music, anim_music))
1185 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1186 part->anim_nr, part->nr, part->mode_nr, music);
1190 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1192 // when drawing animations to fading buffer, do not play sounds or music
1193 if (drawing_to_fading_buffer)
1196 PlayGlobalAnimSound(part);
1197 PlayGlobalAnimMusic(part);
1200 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1202 StopGlobalAnimSound(part);
1203 StopGlobalAnimMusic(part);
1206 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1208 // when drawing animations to fading buffer, do not play sounds
1209 if (drawing_to_fading_buffer)
1212 // loop sounds only expire when playing
1213 if (game_status != GAME_MODE_PLAYING)
1216 // check if any sound is defined for this animation part
1217 if (part->sound == SND_UNDEFINED)
1220 // normal (non-loop) sounds do not expire when playing
1221 if (!IS_LOOP_SOUND(part->sound))
1224 // prevent expiring loop sounds when playing
1225 PlayGlobalAnimSound(part);
1228 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1230 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1231 int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
1233 if (mask & ANIM_EVENT_ANY)
1234 return (anim_event & ANIM_EVENT_ANY);
1235 else if (mask & ANIM_EVENT_SELF)
1236 return (anim_event & ANIM_EVENT_SELF);
1237 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1238 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1239 else if (mask & ANIM_EVENT_CE_CHANGE)
1240 return (anim_event == mask ||
1241 anim_event == mask_ce_only);
1243 return (anim_event == mask ||
1244 anim_event == mask_anim_only);
1247 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1249 struct GraphicInfo *c = &part->control_info;
1252 if (part->init_event_state)
1254 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1256 for (i = 0; i < num_init_events; i++)
1258 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1260 if (checkGlobalAnimEvent(init_event, mask))
1265 if (part->anim_event_state)
1267 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1269 for (i = 0; i < num_anim_events; i++)
1271 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1273 if (checkGlobalAnimEvent(anim_event, mask))
1281 static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
1284 struct GraphicInfo *g = &part->graphic_info;
1285 struct GraphicInfo *c = &part->control_info;
1286 int part_x = part->viewport_x + part->x;
1287 int part_y = part->viewport_y + part->y;
1288 int part_width = g->width;
1289 int part_height = g->height;
1292 for (y = 0; y < c->stacked_yfactor; y++)
1294 for (x = 0; x < c->stacked_xfactor; x++)
1296 int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
1297 int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
1299 if (mx >= part_stacked_x &&
1300 mx < part_stacked_x + part_width &&
1301 my >= part_stacked_y &&
1302 my < part_stacked_y + part_height)
1310 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1311 int mx, int my, boolean clicked)
1313 // check if mouse click was detected at all
1317 // check if mouse click is outside the animation part's viewport
1318 if (mx < part->viewport_x ||
1319 mx >= part->viewport_x + part->viewport_width ||
1320 my < part->viewport_y ||
1321 my >= part->viewport_y + part->viewport_height)
1324 // check if mouse click is inside the animation part's (stacked) graphic
1325 if (isInsidePartStacked(part, mx, my))
1331 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1333 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1336 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1338 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1341 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1342 boolean *click_consumed,
1343 boolean *any_event_action,
1344 int event_value, char *info_text)
1346 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1348 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1349 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1350 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1353 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1357 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1359 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1362 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1364 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1366 if (!(part2->state & ANIM_STATE_RUNNING))
1369 if (isClickablePart(part2, mask))
1371 part2->triggered = TRUE;
1372 *click_consumed |= clickConsumed(part); // click was on "part"!
1374 #if DEBUG_ANIM_EVENTS
1375 Debug("anim:InitGlobalAnim_Triggered",
1376 "%d.%d TRIGGERED BY %s OF %d.%d",
1377 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1378 part->old_anim_nr + 1, part->old_nr + 1);
1381 Debug("anim:InitGlobalAnim_Triggered",
1382 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1383 part2->control_info.anim_event_action);
1386 // after executing event action, ignore any further actions
1387 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1388 *any_event_action = TRUE;
1392 struct GraphicInfo *c = &part2->control_info;
1394 if (isClickablePart(part2, mask))
1395 Debug("anim:InitGlobalAnim_Triggered",
1396 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1397 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1400 Debug("anim:InitGlobalAnim_Triggered",
1401 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1402 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1408 static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
1411 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
1413 int event_value = ANIM_EVENT_CE_CHANGE;
1414 int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
1415 int mask = event_value | event_bits;
1418 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1420 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1423 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1425 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1427 if (!(part2->state & ANIM_STATE_RUNNING))
1430 if (isClickablePart(part2, mask) && !part2->triggered)
1432 struct GraphicInfo *c = &part2->control_info;
1434 if (c->position == POS_CE)
1436 // store CE tile and offset position to handle scrolling
1439 part2->tile_xoffset = c->x;
1440 part2->tile_yoffset = c->y;
1442 // restart animation (by using current sync frame)
1443 part2->initial_anim_sync_frame = anim_sync_frame;
1446 part2->triggered = TRUE;
1448 // do not trigger any other animation if CE change event was consumed
1449 if (c->style == STYLE_CONSUME_CE_EVENT)
1453 Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
1454 "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
1461 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1462 int delay_type, char *info_text)
1464 #if DEBUG_ANIM_DELAY
1465 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1466 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1469 DoGlobalAnim_DelayAction(part, delay_type);
1472 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1473 int event_value, char *info_text)
1475 #if DEBUG_ANIM_EVENTS
1476 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1477 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1480 boolean click_consumed = FALSE;
1481 boolean any_event_action = FALSE;
1483 // check if this event is defined to trigger other animations
1484 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1485 event_value, info_text);
1488 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1491 if (handle_click && !part->clicked)
1494 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1495 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1496 struct GraphicInfo *g = &part->graphic_info;
1497 struct GraphicInfo *c = &part->control_info;
1498 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1500 // if game is paused, also pause playfield animations
1501 if (isPausedOnPlayfield(part))
1504 if (viewport_changed)
1505 state |= ANIM_STATE_RESTART;
1507 if (state & ANIM_STATE_RESTART)
1509 // when drawing animations to fading buffer, only start fixed animations
1510 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1511 c->y == ARG_UNDEFINED_VALUE))
1512 return ANIM_STATE_INACTIVE;
1514 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1516 part->init_delay_counter =
1517 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1519 part->anim_delay_counter =
1520 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1522 part->post_delay_counter = 0;
1524 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1525 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1527 part->initial_anim_sync_frame =
1528 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1529 anim_sync_frame + part->init_delay_counter);
1531 // do not re-initialize random animation frame after fade-in
1532 if (part->anim_random_frame == -1)
1533 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1535 if (c->direction & MV_HORIZONTAL)
1537 int pos_bottom = part->viewport_height - g->height;
1539 if (c->position == POS_TOP)
1541 else if (c->position == POS_UPPER)
1542 part->y = GetSimpleRandom(pos_bottom / 2);
1543 else if (c->position == POS_MIDDLE)
1544 part->y = pos_bottom / 2;
1545 else if (c->position == POS_LOWER)
1546 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1547 else if (c->position == POS_BOTTOM)
1548 part->y = pos_bottom;
1550 part->y = GetSimpleRandom(pos_bottom);
1552 if (c->direction == MV_RIGHT)
1554 part->step_xoffset = c->step_offset;
1555 part->x = -g->width + part->step_xoffset;
1559 part->step_xoffset = -c->step_offset;
1560 part->x = part->viewport_width + part->step_xoffset;
1563 part->step_yoffset = 0;
1565 else if (c->direction & MV_VERTICAL)
1567 int pos_right = part->viewport_width - g->width;
1569 if (c->position == POS_LEFT)
1571 else if (c->position == POS_RIGHT)
1572 part->x = pos_right;
1574 part->x = GetSimpleRandom(pos_right);
1576 if (c->direction == MV_DOWN)
1578 part->step_yoffset = c->step_offset;
1579 part->y = -g->height + part->step_yoffset;
1583 part->step_yoffset = -c->step_offset;
1584 part->y = part->viewport_height + part->step_yoffset;
1587 part->step_xoffset = 0;
1594 part->step_xoffset = 0;
1595 part->step_yoffset = 0;
1598 if (part->control_info.class != get_hash_from_key("pointer"))
1600 if (c->x != ARG_UNDEFINED_VALUE)
1602 if (c->y != ARG_UNDEFINED_VALUE)
1606 if (c->position == POS_LAST &&
1607 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1608 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1610 part->x = anim->last_x;
1611 part->y = anim->last_y;
1614 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1615 part->step_xoffset = c->step_xoffset;
1616 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1617 part->step_yoffset = c->step_yoffset;
1619 if (part->init_delay_counter == 0 &&
1620 !part->init_event_state)
1622 PlayGlobalAnimSoundAndMusic(part);
1624 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1625 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1629 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1633 if (part->clicked &&
1634 part->init_event_state)
1636 if (part->initial_anim_sync_frame > 0)
1637 part->initial_anim_sync_frame = anim_sync_frame;
1639 part->init_delay_counter = 1;
1640 part->init_event_state = FALSE;
1642 part->clicked = FALSE;
1645 if (part->clicked &&
1646 part->anim_event_state)
1648 part->anim_delay_counter = 1;
1649 part->anim_event_state = FALSE;
1651 part->clicked = FALSE;
1654 if (part->init_delay_counter > 0)
1656 part->init_delay_counter--;
1658 if (part->init_delay_counter == 0)
1660 part->init_event_state = FALSE;
1662 PlayGlobalAnimSoundAndMusic(part);
1664 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1665 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1667 // continue with state ANIM_STATE_RUNNING (set below)
1671 return ANIM_STATE_WAITING;
1675 if (part->init_event_state)
1676 return ANIM_STATE_WAITING;
1678 // animation part is now running/visible and therefore clickable
1679 part->clickable = TRUE;
1681 // check if moving animation has left the visible screen area
1682 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1683 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1684 (part->y <= -g->height && part->step_yoffset <= 0) ||
1685 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1687 // do not wait for "anim" events for off-screen animations
1688 part->anim_event_state = FALSE;
1690 // do not stop animation before "anim" or "post" counter are finished
1691 if (part->anim_delay_counter == 0 &&
1692 part->post_delay_counter == 0)
1694 StopGlobalAnimSoundAndMusic(part);
1696 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1698 part->post_delay_counter =
1699 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1701 if (part->post_delay_counter > 0)
1702 return ANIM_STATE_RUNNING;
1704 // drawing last frame not needed here -- animation not visible anymore
1705 return ANIM_STATE_RESTART;
1709 if (part->anim_delay_counter > 0)
1711 part->anim_delay_counter--;
1713 if (part->anim_delay_counter == 0)
1715 part->anim_event_state = FALSE;
1717 StopGlobalAnimSoundAndMusic(part);
1719 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1720 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1722 part->post_delay_counter =
1723 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1725 if (part->post_delay_counter > 0)
1726 return ANIM_STATE_RUNNING;
1728 // additional state "RUNNING" required to not skip drawing last frame
1729 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1733 if (part->post_delay_counter > 0)
1735 part->post_delay_counter--;
1737 if (part->post_delay_counter == 0)
1739 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1740 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1742 return ANIM_STATE_RESTART;
1745 return ANIM_STATE_WAITING;
1748 // special case to prevent expiring loop sounds when playing
1749 PlayGlobalAnimSoundIfLoop(part);
1751 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1752 return ANIM_STATE_RUNNING;
1756 static unsigned int last_counter = -1;
1757 unsigned int counter = Counter();
1759 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1760 anim_sync_frame, counter - last_counter);
1762 last_counter = counter;
1766 if (c->position == POS_CE)
1768 // calculate playfield position (with scrolling) for related CE tile
1769 // (do not use FX/FY, which are incorrect during envelope requests)
1770 int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
1771 int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
1772 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
1773 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
1774 int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
1775 int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
1776 int cx = SX - REAL_SX;
1777 int cy = SY - REAL_SY;
1778 int x = sx - fx + cx;
1779 int y = sy - fy + cy;
1781 part->tile_xoffset += part->step_xoffset;
1782 part->tile_yoffset += part->step_yoffset;
1784 part->x = x + part->tile_xoffset;
1785 part->y = y + part->tile_yoffset;
1789 part->x += part->step_xoffset;
1790 part->y += part->step_yoffset;
1793 anim->last_x = part->x;
1794 anim->last_y = part->y;
1796 return ANIM_STATE_RUNNING;
1799 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1802 struct GlobalAnimPartControlInfo *part;
1803 struct GraphicInfo *c = &anim->control_info;
1804 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1805 int state, active_part_nr;
1809 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1810 anim->mode_nr, anim->nr, anim->num_parts);
1811 Debug("anim:HandleGlobalAnim_Main",
1812 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1816 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1817 (action == ANIM_START ? "ANIM_START" :
1818 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1819 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1821 anim->state & ANIM_STATE_RESTART,
1822 anim->state & ANIM_STATE_WAITING,
1823 anim->state & ANIM_STATE_RUNNING,
1830 anim->state = anim->last_state = ANIM_STATE_RESTART;
1831 anim->active_part_nr = anim->last_active_part_nr = 0;
1832 anim->part_counter = 0;
1837 if (anim->state == ANIM_STATE_INACTIVE)
1840 anim->state = anim->last_state;
1841 anim->active_part_nr = anim->last_active_part_nr;
1846 anim->state = ANIM_STATE_INACTIVE;
1848 for (i = 0; i < num_parts; i++)
1849 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1857 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1860 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1861 anim->mode_nr, anim->nr, num_parts);
1864 for (i = 0; i < num_parts; i++)
1866 part = &anim->part[i];
1871 anim->state = ANIM_STATE_RUNNING;
1872 part->state = ANIM_STATE_RESTART;
1877 if (part->state == ANIM_STATE_INACTIVE)
1883 part->state = ANIM_STATE_INACTIVE;
1891 part->state = HandleGlobalAnim_Part(part, part->state);
1893 // when animation mode is "once", stop after animation was played once
1894 if (c->anim_mode & ANIM_ONCE &&
1895 part->state & ANIM_STATE_RESTART)
1896 part->state = ANIM_STATE_INACTIVE;
1899 anim->last_state = anim->state;
1900 anim->last_active_part_nr = anim->active_part_nr;
1905 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1906 anim->active_part_nr = getGlobalAnimationPart(anim);
1908 part = &anim->part[anim->active_part_nr];
1910 // first set all animation parts to "inactive", ...
1911 for (i = 0; i < num_parts; i++)
1912 anim->part[i].state = ANIM_STATE_INACTIVE;
1914 // ... then set current animation parts to "running"
1915 part->state = ANIM_STATE_RUNNING;
1917 anim->state = HandleGlobalAnim_Part(part, anim->state);
1919 if (anim->state & ANIM_STATE_RESTART)
1920 anim->part_counter++;
1922 // when animation mode is "once", stop after all animations were played once
1923 if (c->anim_mode & ANIM_ONCE &&
1924 anim->part_counter == anim->num_parts)
1925 anim->state = ANIM_STATE_INACTIVE;
1927 state = anim->state;
1928 active_part_nr = anim->active_part_nr;
1930 // while the animation parts are pausing (waiting or inactive), play the base
1931 // (main) animation; this corresponds to the "boring player animation" logic
1932 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1935 if (anim->state == ANIM_STATE_WAITING ||
1936 anim->state == ANIM_STATE_INACTIVE)
1938 anim->active_part_nr = anim->num_parts; // part nr of base animation
1939 part = &anim->part[anim->active_part_nr];
1941 if (anim->state != anim->last_state)
1942 part->state = ANIM_STATE_RESTART;
1944 anim->state = ANIM_STATE_RUNNING;
1945 part->state = HandleGlobalAnim_Part(part, part->state);
1949 anim->last_state = state;
1950 anim->last_active_part_nr = active_part_nr;
1953 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1958 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1961 for (i = 0; i < ctrl->num_anims; i++)
1962 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1965 static void HandleGlobalAnim(int action, int game_mode)
1968 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1971 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1974 static void DoAnimationExt(void)
1979 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1982 // global animations now synchronized with frame delay of screen update
1985 for (i = 0; i < NUM_GAME_MODES; i++)
1986 HandleGlobalAnim(ANIM_CONTINUE, i);
1989 // force screen redraw in next frame to continue drawing global animations
1990 redraw_mask = REDRAW_ALL;
1994 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1998 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1999 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
2000 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
2001 ANIM_DELAY_ACTION_NONE);
2003 if (delay_action == ANIM_DELAY_ACTION_NONE)
2006 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
2009 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
2011 int event_action = (part->init_event_state ?
2012 part->control_info.init_event_action :
2013 part->control_info.anim_event_action);
2015 if (event_action == ANIM_EVENT_ACTION_NONE)
2018 if (event_action < MAX_IMAGE_FILES)
2019 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
2021 OpenURLFromHash(anim_url_hash, event_action);
2023 // check if further actions are allowed to be executed
2024 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
2030 static void InitGlobalAnim_Clickable(void)
2034 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
2036 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2039 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
2041 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2044 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
2046 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2048 if (part->triggered)
2049 part->clicked = TRUE;
2051 part->triggered = FALSE;
2052 part->clickable = FALSE;
2058 #define ANIM_CLICKED_RESET 0
2059 #define ANIM_CLICKED_PRESSED 1
2060 #define ANIM_CLICKED_RELEASED 2
2062 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
2064 boolean click_consumed = FALSE;
2065 boolean anything_clicked = FALSE;
2066 boolean any_part_clicked = FALSE;
2067 boolean any_event_action = FALSE;
2071 // check game modes in reverse draw order (to stop when clicked)
2072 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
2074 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2077 // check animations in reverse draw order (to stop when clicked)
2078 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
2080 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2083 // check animation parts in reverse draw order (to stop when clicked)
2084 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
2086 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2088 if (clicked_event == ANIM_CLICKED_RESET)
2090 part->clicked = FALSE;
2095 if (!part->clickable)
2098 if (!(part->state & ANIM_STATE_RUNNING))
2101 // always handle "any" click events (clicking anywhere on screen) ...
2102 if (clicked_event == ANIM_CLICKED_PRESSED &&
2103 isClickablePart(part, ANIM_EVENT_ANY))
2105 #if DEBUG_ANIM_EVENTS
2106 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
2107 part->old_anim_nr + 1, part->old_nr + 1);
2110 anything_clicked = part->clicked = TRUE;
2111 click_consumed |= clickConsumed(part);
2114 // always handle "unclick:any" events (releasing anywhere on screen) ...
2115 if (clicked_event == ANIM_CLICKED_RELEASED &&
2116 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
2118 #if DEBUG_ANIM_EVENTS
2119 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
2120 part->old_anim_nr + 1, part->old_nr + 1);
2123 anything_clicked = part->clicked = TRUE;
2124 click_consumed |= clickConsumed(part);
2127 // ... but only handle the first (topmost) clickable animation
2128 if (any_part_clicked)
2131 if (clicked_event == ANIM_CLICKED_PRESSED &&
2132 isClickedPart(part, mx, my, TRUE))
2135 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
2136 anim_nr, part_nr, part->control_info.anim_event_action);
2139 // after executing event action, ignore any further actions
2140 if (!any_event_action && DoGlobalAnim_EventAction(part))
2141 any_event_action = TRUE;
2143 // determine if mouse clicks should be blocked from other animations
2144 any_part_clicked |= clickConsumed(part);
2146 if (isClickablePart(part, ANIM_EVENT_SELF))
2148 #if DEBUG_ANIM_EVENTS
2149 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
2150 part->old_anim_nr + 1, part->old_nr + 1);
2153 anything_clicked = part->clicked = TRUE;
2154 click_consumed |= clickConsumed(part);
2157 // determine if mouse clicks should be blocked by this animation
2158 click_consumed |= clickBlocked(part);
2160 // check if this click is defined to trigger other animations
2161 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
2162 ANIM_EVENT_CLICK, "CLICK");
2168 if (anything_clicked)
2170 handle_click = TRUE;
2172 for (i = 0; i < NUM_GAME_MODES; i++)
2173 HandleGlobalAnim(ANIM_CONTINUE, i);
2175 handle_click = FALSE;
2177 // prevent ignoring release event if processed within same game frame
2178 StopProcessingEvents();
2181 return (click_consumed || any_event_action);
2184 static void ResetGlobalAnim_Clickable(void)
2186 InitGlobalAnim_Clickable();
2189 static void ResetGlobalAnim_Clicked(void)
2191 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
2194 void RestartGlobalAnimsByStatus(int status)
2196 int anim_status_last = global.anim_status;
2198 global.anim_status = status;
2200 // force restarting global animations by changed global animation status
2201 DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
2203 global.anim_status = anim_status_last;
2206 void SetAnimStatusBeforeFading(int status)
2208 anim_status_last_before_fading = status;
2211 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
2213 static boolean click_consumed = FALSE;
2214 static int last_button = 0;
2215 boolean press_event;
2216 boolean release_event;
2217 boolean click_consumed_current = click_consumed;
2219 if (button != 0 && force_click)
2222 // check if button state has changed since last invocation
2223 press_event = (button != 0 && last_button == 0);
2224 release_event = (button == 0 && last_button != 0);
2225 last_button = button;
2229 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
2230 click_consumed_current = click_consumed;
2235 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
2236 click_consumed = FALSE;
2239 return click_consumed_current;
2242 int getGlobalAnimSyncFrame(void)
2244 return anim_sync_frame;
2247 void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y)
2249 if (!IS_CUSTOM_ELEMENT(element))
2252 // custom element stored as 0 to 255, change page stored as 1 to 32
2253 InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,