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"
22 #define DEBUG_ANIM_DELAY 0
23 #define DEBUG_ANIM_EVENTS 0
26 // values for global toon animation definition
27 #define NUM_GLOBAL_TOON_ANIMS 1
28 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
30 // values for global animation definition (including toons)
31 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
32 NUM_GLOBAL_TOON_ANIMS)
33 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
34 NUM_GLOBAL_TOON_PARTS)
36 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
37 #define ANIM_CLASS_BIT_TITLE 1
38 #define ANIM_CLASS_BIT_MAIN 2
39 #define ANIM_CLASS_BIT_SCORES 3
40 #define ANIM_CLASS_BIT_SUBMENU 4
41 #define ANIM_CLASS_BIT_MENU 5
42 #define ANIM_CLASS_BIT_TOONS 6
43 #define ANIM_CLASS_BIT_NO_TITLE 7
45 #define NUM_ANIM_CLASSES 8
47 #define ANIM_CLASS_NONE 0
48 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
49 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
50 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
51 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
52 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
53 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
54 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
55 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
57 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
61 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SUBMENU | \
71 // values for global animation states
72 #define ANIM_STATE_INACTIVE 0
73 #define ANIM_STATE_RESTART (1 << 0)
74 #define ANIM_STATE_WAITING (1 << 1)
75 #define ANIM_STATE_RUNNING (1 << 2)
77 // values for global animation control
78 #define ANIM_NO_ACTION 0
80 #define ANIM_CONTINUE 2
84 struct GlobalAnimPartControlInfo
86 int old_nr; // position before mapping animation parts linearly
87 int old_anim_nr; // position before mapping animations linearly
93 boolean is_base; // animation part is base/main/default animation part
99 struct GraphicInfo graphic_info;
100 struct GraphicInfo control_info;
108 int step_xoffset, step_yoffset;
110 unsigned int initial_anim_sync_frame;
111 unsigned int anim_random_frame;
112 unsigned int step_delay, step_delay_value;
114 int init_delay_counter;
115 int anim_delay_counter;
116 int post_delay_counter;
118 boolean init_event_state;
119 boolean anim_event_state;
128 int last_anim_status;
131 struct GlobalAnimMainControlInfo
133 struct GlobalAnimPartControlInfo base;
134 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
139 struct GraphicInfo control_info;
141 int num_parts; // number of animation parts, but without base part
142 int num_parts_all; // number of animation parts, including base part
146 boolean has_base; // animation has base/main/default animation part
150 int init_delay_counter;
154 int last_state, last_active_part_nr;
157 struct GlobalAnimControlInfo
159 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
165 struct GameModeAnimClass
169 } game_mode_anim_classes_list[] =
171 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
172 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
173 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
174 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
175 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
176 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
177 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
178 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
179 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
180 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
181 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
182 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
183 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
184 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
185 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
186 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
187 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
188 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
189 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
190 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
195 struct AnimClassGameMode
199 } anim_class_game_modes_list[] =
201 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
202 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
203 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
204 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
205 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
206 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
207 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
208 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
213 // forward declaration for internal use
214 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
215 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
216 static void HandleGlobalAnim(int, int);
217 static void DoAnimationExt(void);
218 static void ResetGlobalAnim_Clickable(void);
219 static void ResetGlobalAnim_Clicked(void);
221 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
223 static unsigned int anim_sync_frame = 0;
225 static int game_mode_anim_classes[NUM_GAME_MODES];
226 static int anim_class_game_modes[NUM_ANIM_CLASSES];
228 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
229 static int anim_status_last = GAME_MODE_DEFAULT;
230 static int anim_classes_last = ANIM_CLASS_NONE;
232 static boolean drawing_to_fading_buffer = FALSE;
234 static boolean handle_click = FALSE;
237 // ============================================================================
238 // generic animation frame calculation
239 // ============================================================================
241 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
246 if (delay < 1) // delay must be at least 1
249 sync_frame += start_frame * delay;
251 if (mode & ANIM_LOOP) // looping animation
253 frame = (sync_frame % (delay * num_frames)) / delay;
255 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
257 frame = sync_frame / delay;
259 if (frame > num_frames - 1)
260 frame = num_frames - 1;
262 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
264 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
266 frame = (sync_frame % (delay * max_anim_frames)) / delay;
267 frame = (frame < num_frames ? frame : max_anim_frames - frame);
269 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
271 int max_anim_frames = 2 * num_frames;
273 frame = (sync_frame % (delay * max_anim_frames)) / delay;
274 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
276 else if (mode & ANIM_RANDOM) // play frames in random order
278 // note: expect different frames for the same delay cycle!
280 if (gfx.anim_random_frame < 0)
281 frame = GetSimpleRandom(num_frames);
283 frame = gfx.anim_random_frame % num_frames;
285 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
287 frame = sync_frame % num_frames;
290 if (mode & ANIM_REVERSE) // use reverse animation direction
291 frame = num_frames - frame - 1;
297 // ============================================================================
298 // global animation functions
299 // ============================================================================
301 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
303 struct GraphicInfo *c = &anim->control_info;
304 int last_anim_random_frame = gfx.anim_random_frame;
307 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
309 part_nr = getAnimationFrame(anim->num_parts, 1,
310 c->anim_mode, c->anim_start_frame,
313 gfx.anim_random_frame = last_anim_random_frame;
318 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
320 const struct GlobalAnimPartControlInfo *o1 =
321 (struct GlobalAnimPartControlInfo *)obj1;
322 const struct GlobalAnimPartControlInfo *o2 =
323 (struct GlobalAnimPartControlInfo *)obj2;
326 if (o1->control_info.draw_order != o2->control_info.draw_order)
327 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
329 compare_result = o1->nr - o2->nr;
331 return compare_result;
334 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
336 const struct GlobalAnimMainControlInfo *o1 =
337 (struct GlobalAnimMainControlInfo *)obj1;
338 const struct GlobalAnimMainControlInfo *o2 =
339 (struct GlobalAnimMainControlInfo *)obj2;
342 if (o1->control_info.draw_order != o2->control_info.draw_order)
343 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
345 compare_result = o1->nr - o2->nr;
347 return compare_result;
350 static void InitToonControls(void)
352 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
353 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
354 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
355 int mode_nr, anim_nr, part_nr;
356 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
357 int num_toons = MAX_NUM_TOONS;
360 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
361 num_toons = global.num_toons;
363 mode_nr = mode_nr_toons;
364 anim_nr = ctrl->num_anims;
367 anim->mode_nr = mode_nr;
368 anim->control_info = graphic_info[control];
371 anim->num_parts_all = 0;
372 anim->part_counter = 0;
373 anim->active_part_nr = 0;
375 anim->has_base = FALSE;
377 anim->last_x = POS_OFFSCREEN;
378 anim->last_y = POS_OFFSCREEN;
380 anim->init_delay_counter = 0;
382 anim->state = ANIM_STATE_INACTIVE;
386 for (i = 0; i < num_toons; i++)
388 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
389 int sound = SND_UNDEFINED;
390 int music = MUS_UNDEFINED;
391 int graphic = IMG_TOON_1 + i;
392 int control = graphic;
395 part->anim_nr = anim_nr;
396 part->mode_nr = mode_nr;
398 part->is_base = FALSE;
402 part->graphic = graphic;
404 part->graphic_info = graphic_info[graphic];
405 part->control_info = graphic_info[control];
407 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
409 part->control_info.init_delay_fixed = 0;
410 part->control_info.init_delay_random = 150;
412 part->control_info.x = ARG_UNDEFINED_VALUE;
413 part->control_info.y = ARG_UNDEFINED_VALUE;
415 part->initial_anim_sync_frame = 0;
416 part->anim_random_frame = -1;
418 part->step_delay = 0;
419 part->step_delay_value = graphic_info[control].step_delay;
421 part->state = ANIM_STATE_INACTIVE;
422 part->last_anim_status = -1;
425 anim->num_parts_all++;
433 static void InitGlobalAnimControls(void)
436 int mode_nr, anim_nr, part_nr;
437 int sound, music, graphic, control;
441 for (m = 0; m < NUM_GAME_MODES; m++)
445 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
452 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
454 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
455 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
457 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
459 // if no base animation parameters defined, use default values
460 if (control == IMG_UNDEFINED)
461 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
464 anim->mode_nr = mode_nr;
465 anim->control_info = graphic_info[control];
468 anim->num_parts_all = 0;
469 anim->part_counter = 0;
470 anim->active_part_nr = 0;
472 anim->has_base = FALSE;
474 anim->last_x = POS_OFFSCREEN;
475 anim->last_y = POS_OFFSCREEN;
477 anim->init_delay_counter = 0;
479 anim->state = ANIM_STATE_INACTIVE;
483 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
485 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
487 sound = global_anim_info[a].sound[p][m];
488 music = global_anim_info[a].music[p][m];
489 graphic = global_anim_info[a].graphic[p][m];
490 control = global_anim_info[ctrl_id].graphic[p][m];
492 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
493 control == IMG_UNDEFINED)
497 Debug("anim:InitGlobalAnimControls",
498 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
499 m, a, p, mode_nr, anim_nr, part_nr, control);
503 Debug("anim:InitGlobalAnimControls",
504 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
505 m, a, p, mode_nr, anim_nr, part_nr, sound);
509 part->old_anim_nr = a;
512 part->anim_nr = anim_nr;
513 part->mode_nr = mode_nr;
517 part->graphic = graphic;
519 part->graphic_info = graphic_info[graphic];
520 part->control_info = graphic_info[control];
522 part->initial_anim_sync_frame = 0;
523 part->anim_random_frame = -1;
525 part->step_delay = 0;
526 part->step_delay_value = graphic_info[control].step_delay;
528 part->state = ANIM_STATE_INACTIVE;
529 part->last_anim_status = -1;
531 anim->num_parts_all++;
533 if (p < GLOBAL_ANIM_ID_PART_BASE)
535 part->is_base = FALSE;
542 part->is_base = TRUE;
545 anim->has_base = TRUE;
548 // apply special settings for pointer-style animations
549 if (part->control_info.class == get_hash_from_key("pointer"))
551 // force animation to be on top (must set anim and part control)
552 if (anim->control_info.draw_order == 0)
553 anim->control_info.draw_order = 1000000;
554 if (part->control_info.draw_order == 0)
555 part->control_info.draw_order = 1000000;
557 // force animation to pass-through clicks (must set part control)
558 if (part->control_info.style == STYLE_DEFAULT)
559 part->control_info.style |= STYLE_PASSTHROUGH;
563 if (anim->num_parts > 0 || anim->has_base)
573 // sort all animations according to draw_order and animation number
574 for (m = 0; m < NUM_GAME_MODES; m++)
576 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
578 // sort all main animations for this game mode
579 qsort(ctrl->anim, ctrl->num_anims,
580 sizeof(struct GlobalAnimMainControlInfo),
581 compareGlobalAnimMainControlInfo);
583 for (a = 0; a < ctrl->num_anims; a++)
585 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
587 // sort all animation parts for this main animation
588 qsort(anim->part, anim->num_parts,
589 sizeof(struct GlobalAnimPartControlInfo),
590 compareGlobalAnimPartControlInfo);
594 for (i = 0; i < NUM_GAME_MODES; i++)
595 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
596 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
597 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
598 game_mode_anim_classes_list[i].class;
600 for (i = 0; i < NUM_ANIM_CLASSES; i++)
601 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
602 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
603 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
604 anim_class_game_modes_list[i].game_mode;
606 anim_status_last_before_fading = GAME_MODE_LOADING;
607 anim_status_last = GAME_MODE_LOADING;
608 anim_classes_last = ANIM_CLASS_NONE;
611 void InitGlobalAnimations(void)
613 InitGlobalAnimControls();
616 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
618 Bitmap *fade_bitmap =
619 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
620 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
621 int game_mode_anim_action[NUM_GAME_MODES];
627 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
628 drawing_target == DRAW_TO_SCREEN)
631 // always start with reliable default values (no animation actions)
632 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
633 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
635 if (global.anim_status != anim_status_last)
637 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
638 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
639 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
642 if (drawing_target == DRAW_TO_FADE_TARGET)
645 // special case: changing from/to this screen is done without fading
646 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
647 anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
650 // ---------- part 1 ------------------------------------------------------
651 // start or stop global animations by change of game mode
652 // (special handling of animations for "current screen" and "all screens")
654 if (global.anim_status_next != anim_status_last_before_fading)
656 // stop animations for last screen before fading to new screen
657 game_mode_anim_action[anim_status_last] = ANIM_STOP;
659 // start animations for current screen after fading to new screen
660 game_mode_anim_action[global.anim_status] = ANIM_START;
663 // start animations for all screens after loading new artwork set
664 if (anim_status_last == GAME_MODE_LOADING)
665 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
667 // ---------- part 2 ------------------------------------------------------
668 // start or stop global animations by change of animation class
669 // (generic handling of animations for "class of screens")
671 for (i = 0; i < NUM_ANIM_CLASSES; i++)
673 int anim_class_check = (1 << i);
674 int anim_class_game_mode = anim_class_game_modes[i];
675 int anim_class_last = anim_classes_last & anim_class_check;
676 int anim_class_next = anim_classes_next & anim_class_check;
678 // stop animations for changed screen class before fading to new screen
679 if (before_fading && anim_class_last && !anim_class_next)
680 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
682 // start animations for changed screen class after fading to new screen
683 if (after_fading && !anim_class_last && anim_class_next)
684 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
687 if (drawing_target == DRAW_TO_SCREEN)
691 anim_classes_last = anim_classes_next;
692 anim_status_last_before_fading = global.anim_status;
695 anim_status_last = global.anim_status;
697 // start or stop animations determined to be started or stopped above
698 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
699 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
700 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
702 else if (drawing_target == DRAW_TO_FADE_TARGET)
704 drawing_to_fading_buffer = TRUE;
706 // start animations determined to be (temporary) started above
707 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
708 if (game_mode_anim_action[mode_nr] == ANIM_START)
709 HandleGlobalAnim(ANIM_START, mode_nr);
713 if (global.anim_status == GAME_MODE_LOADING)
716 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
718 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
721 // when preparing source fading buffer, only draw animations to be stopped
722 if (drawing_target == DRAW_TO_FADE_SOURCE &&
723 game_mode_anim_action[mode_nr] != ANIM_STOP)
726 // when preparing target fading buffer, only draw animations to be started
727 if (drawing_target == DRAW_TO_FADE_TARGET &&
728 game_mode_anim_action[mode_nr] != ANIM_START)
732 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
733 mode_nr != game_status)
737 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
739 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
740 struct GraphicInfo *c = &anim->control_info;
741 int part_first, part_last;
744 if (!(anim->state & ANIM_STATE_RUNNING))
747 part_first = part_last = anim->active_part_nr;
749 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
751 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
754 part_last = num_parts - 1;
757 for (part_nr = part_first; part_nr <= part_last; part_nr++)
759 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
760 struct GraphicInfo *g = &part->graphic_info;
763 int width = g->width;
764 int height = g->height;
771 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
772 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
773 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
774 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
775 int last_anim_random_frame = gfx.anim_random_frame;
777 if (!(part->state & ANIM_STATE_RUNNING))
780 if (part->drawing_stage != drawing_stage)
789 else if (part->x > part->viewport_width - g->width)
790 width -= (part->x - (part->viewport_width - g->width));
798 else if (part->y > part->viewport_height - g->height)
799 height -= (part->y - (part->viewport_height - g->height));
801 if (width <= 0 || height <= 0)
804 dst_x += part->viewport_x;
805 dst_y += part->viewport_y;
807 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
809 // re-initialize random animation frame after animation delay
810 if (g->anim_mode == ANIM_RANDOM &&
811 sync_frame % g->anim_delay == 0 &&
813 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
815 gfx.anim_random_frame = part->anim_random_frame;
817 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
818 g->anim_mode, g->anim_start_frame,
821 gfx.anim_random_frame = last_anim_random_frame;
823 getFixedGraphicSource(part->graphic, frame, &src_bitmap,
829 if (drawing_target == DRAW_TO_SCREEN)
830 blit_screen(src_bitmap, src_x, src_y, width, height,
833 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
839 if (drawing_target == DRAW_TO_FADE_TARGET)
841 // stop animations determined to be (temporary) started above
842 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
843 if (game_mode_anim_action[mode_nr] == ANIM_START)
844 HandleGlobalAnim(ANIM_STOP, mode_nr);
846 drawing_to_fading_buffer = FALSE;
850 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
852 int last_cursor_mode_override = gfx.cursor_mode_override;
854 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
856 ResetGlobalAnim_Clickable();
858 gfx.cursor_mode_override = CURSOR_UNDEFINED;
861 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
863 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
865 ResetGlobalAnim_Clicked();
868 if (gfx.cursor_mode_override != last_cursor_mode_override)
869 SetMouseCursor(gfx.cursor_mode);
872 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
878 boolean changed = FALSE;
880 if (part->last_anim_status == global.anim_status &&
881 part->control_info.class != get_hash_from_key("pointer"))
884 part->last_anim_status = global.anim_status;
886 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
888 if (part->control_info.class == get_hash_from_key("window") ||
889 part->control_info.class == get_hash_from_key("border"))
893 viewport_width = WIN_XSIZE;
894 viewport_height = WIN_YSIZE;
896 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
898 else if (part->control_info.class == get_hash_from_key("pointer"))
900 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
901 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
903 // prevent displaying off-screen custom mouse cursor in upper left corner
904 if (gfx.mouse_x == POS_OFFSCREEN &&
905 gfx.mouse_y == POS_OFFSCREEN)
906 mx = my = POS_OFFSCREEN;
908 viewport_x = mx - part->control_info.x;
909 viewport_y = my - part->control_info.y;
910 viewport_width = part->graphic_info.width;
911 viewport_height = part->graphic_info.height;
913 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
915 // do not use global animation mouse pointer when reloading artwork
916 if (global.anim_status != GAME_MODE_LOADING)
917 gfx.cursor_mode_override = CURSOR_NONE;
919 else if (part->control_info.class == get_hash_from_key("door_1"))
923 viewport_width = DXSIZE;
924 viewport_height = DYSIZE;
926 else if (part->control_info.class == get_hash_from_key("door_2"))
928 if (part->mode_nr == GAME_MODE_EDITOR)
932 viewport_width = EXSIZE;
933 viewport_height = EYSIZE;
939 viewport_width = VXSIZE;
940 viewport_height = VYSIZE;
943 else // default: "playfield"
945 viewport_x = REAL_SX;
946 viewport_y = REAL_SY;
947 viewport_width = FULL_SXSIZE;
948 viewport_height = FULL_SYSIZE;
951 if (viewport_x != part->viewport_x ||
952 viewport_y != part->viewport_y ||
953 viewport_width != part->viewport_width ||
954 viewport_height != part->viewport_height)
956 part->viewport_x = viewport_x;
957 part->viewport_y = viewport_y;
958 part->viewport_width = viewport_width;
959 part->viewport_height = viewport_height;
961 if (part->control_info.class != get_hash_from_key("pointer"))
968 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
970 int sound = part->sound;
972 if (sound == SND_UNDEFINED)
975 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
976 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
979 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
980 if (IS_LOOP_SOUND(sound))
981 PlaySoundLoop(sound);
986 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
987 part->anim_nr, part->nr, part->mode_nr, sound);
991 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
993 int sound = part->sound;
995 if (sound == SND_UNDEFINED)
1001 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1002 part->anim_nr, part->nr, part->mode_nr, sound);
1006 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1008 int music = part->music;
1010 if (music == MUS_UNDEFINED)
1013 if (!setup.sound_music)
1016 if (IS_LOOP_MUSIC(music))
1017 PlayMusicLoop(music);
1022 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1023 part->anim_nr, part->nr, part->mode_nr, music);
1027 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1029 int music = part->music;
1031 if (music == MUS_UNDEFINED)
1037 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1038 part->anim_nr, part->nr, part->mode_nr, music);
1042 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1044 // when drawing animations to fading buffer, do not play sounds or music
1045 if (drawing_to_fading_buffer)
1048 PlayGlobalAnimSound(part);
1049 PlayGlobalAnimMusic(part);
1052 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1054 StopGlobalAnimSound(part);
1055 StopGlobalAnimMusic(part);
1058 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1060 // when drawing animations to fading buffer, do not play sounds
1061 if (drawing_to_fading_buffer)
1064 // loop sounds only expire when playing
1065 if (game_status != GAME_MODE_PLAYING)
1068 // check if any sound is defined for this animation part
1069 if (part->sound == SND_UNDEFINED)
1072 // normal (non-loop) sounds do not expire when playing
1073 if (!IS_LOOP_SOUND(part->sound))
1076 // prevent expiring loop sounds when playing
1077 PlayGlobalAnimSound(part);
1080 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1082 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1084 if (mask & ANIM_EVENT_ANY)
1085 return (anim_event & ANIM_EVENT_ANY);
1086 else if (mask & ANIM_EVENT_SELF)
1087 return (anim_event & ANIM_EVENT_SELF);
1088 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1089 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1091 return (anim_event == mask ||
1092 anim_event == mask_anim_only);
1095 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1097 struct GraphicInfo *c = &part->control_info;
1098 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1099 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1102 for (i = 0; i < num_init_events; i++)
1104 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1106 if (checkGlobalAnimEvent(init_event, mask))
1110 for (i = 0; i < num_anim_events; i++)
1112 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1114 if (checkGlobalAnimEvent(anim_event, mask))
1121 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1122 int mx, int my, boolean clicked)
1124 struct GraphicInfo *g = &part->graphic_info;
1125 int part_x = part->viewport_x + part->x;
1126 int part_y = part->viewport_y + part->y;
1127 int part_width = g->width;
1128 int part_height = g->height;
1130 // check if mouse click was detected at all
1134 // check if mouse click is inside the animation part's viewport
1135 if (mx < part->viewport_x ||
1136 mx >= part->viewport_x + part->viewport_width ||
1137 my < part->viewport_y ||
1138 my >= part->viewport_y + part->viewport_height)
1141 // check if mouse click is inside the animation part's graphic
1143 mx >= part_x + part_width ||
1145 my >= part_y + part_height)
1151 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1153 return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
1156 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1158 return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
1161 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1162 boolean *click_consumed,
1163 boolean *any_event_action,
1164 int event_value, char *info_text)
1166 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1168 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1169 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1170 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1173 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1177 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1179 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1182 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1184 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1186 if (!(part2->state & ANIM_STATE_RUNNING))
1189 if (isClickablePart(part2, mask))
1191 part2->triggered = TRUE;
1192 *click_consumed |= clickConsumed(part); // click was on "part"!
1194 #if DEBUG_ANIM_EVENTS
1195 Debug("anim:InitGlobalAnim_Triggered",
1196 "%d.%d TRIGGERED BY %s OF %d.%d",
1197 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1198 part->old_anim_nr + 1, part->old_nr + 1);
1201 Debug("anim:InitGlobalAnim_Triggered",
1202 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1203 part2->control_info.anim_event_action);
1206 // after executing event action, ignore any further actions
1207 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1208 *any_event_action = TRUE;
1212 struct GraphicInfo *c = &part2->control_info;
1214 if (isClickablePart(part2, mask))
1215 Debug("anim:InitGlobalAnim_Triggered",
1216 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1217 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1220 Debug("anim:InitGlobalAnim_Triggered",
1221 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1222 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1228 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1229 int delay_type, char *info_text)
1231 #if DEBUG_ANIM_DELAY
1232 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1233 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1236 DoGlobalAnim_DelayAction(part, delay_type);
1239 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1240 int event_value, char *info_text)
1242 #if DEBUG_ANIM_EVENTS
1243 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1244 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1247 boolean click_consumed = FALSE;
1248 boolean any_event_action = FALSE;
1250 // check if this event is defined to trigger other animations
1251 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1252 event_value, info_text);
1255 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1258 if (handle_click && !part->clicked)
1261 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1262 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1263 struct GraphicInfo *g = &part->graphic_info;
1264 struct GraphicInfo *c = &part->control_info;
1265 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1267 if (viewport_changed)
1268 state |= ANIM_STATE_RESTART;
1270 if (state & ANIM_STATE_RESTART)
1272 // when drawing animations to fading buffer, only start fixed animations
1273 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1274 c->y == ARG_UNDEFINED_VALUE))
1275 return ANIM_STATE_INACTIVE;
1277 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1279 part->init_delay_counter =
1280 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1282 part->anim_delay_counter =
1283 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1285 part->post_delay_counter = 0;
1287 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1288 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1290 part->initial_anim_sync_frame =
1291 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1293 // do not re-initialize random animation frame after fade-in
1294 if (part->anim_random_frame == -1)
1295 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1297 if (c->direction & MV_HORIZONTAL)
1299 int pos_bottom = part->viewport_height - g->height;
1301 if (c->position == POS_TOP)
1303 else if (c->position == POS_UPPER)
1304 part->y = GetSimpleRandom(pos_bottom / 2);
1305 else if (c->position == POS_MIDDLE)
1306 part->y = pos_bottom / 2;
1307 else if (c->position == POS_LOWER)
1308 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1309 else if (c->position == POS_BOTTOM)
1310 part->y = pos_bottom;
1312 part->y = GetSimpleRandom(pos_bottom);
1314 if (c->direction == MV_RIGHT)
1316 part->step_xoffset = c->step_offset;
1317 part->x = -g->width + part->step_xoffset;
1321 part->step_xoffset = -c->step_offset;
1322 part->x = part->viewport_width + part->step_xoffset;
1325 part->step_yoffset = 0;
1327 else if (c->direction & MV_VERTICAL)
1329 int pos_right = part->viewport_width - g->width;
1331 if (c->position == POS_LEFT)
1333 else if (c->position == POS_RIGHT)
1334 part->x = pos_right;
1336 part->x = GetSimpleRandom(pos_right);
1338 if (c->direction == MV_DOWN)
1340 part->step_yoffset = c->step_offset;
1341 part->y = -g->height + part->step_yoffset;
1345 part->step_yoffset = -c->step_offset;
1346 part->y = part->viewport_height + part->step_yoffset;
1349 part->step_xoffset = 0;
1356 part->step_xoffset = 0;
1357 part->step_yoffset = 0;
1360 if (part->control_info.class != get_hash_from_key("pointer"))
1362 if (c->x != ARG_UNDEFINED_VALUE)
1364 if (c->y != ARG_UNDEFINED_VALUE)
1368 if (c->position == POS_LAST &&
1369 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1370 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1372 part->x = anim->last_x;
1373 part->y = anim->last_y;
1376 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1377 part->step_xoffset = c->step_xoffset;
1378 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1379 part->step_yoffset = c->step_yoffset;
1381 if (part->init_delay_counter == 0 &&
1382 !part->init_event_state)
1384 PlayGlobalAnimSoundAndMusic(part);
1386 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1387 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1391 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1395 if (part->clicked &&
1396 part->init_event_state)
1398 if (part->initial_anim_sync_frame > 0)
1399 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1401 part->init_delay_counter = 1;
1402 part->init_event_state = FALSE;
1404 part->clicked = FALSE;
1407 if (part->clicked &&
1408 part->anim_event_state)
1410 part->anim_delay_counter = 1;
1411 part->anim_event_state = FALSE;
1413 part->clicked = FALSE;
1416 if (part->init_delay_counter > 0)
1418 part->init_delay_counter--;
1420 if (part->init_delay_counter == 0)
1422 part->init_event_state = FALSE;
1424 PlayGlobalAnimSoundAndMusic(part);
1426 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1427 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1430 return ANIM_STATE_WAITING;
1433 if (part->init_event_state)
1434 return ANIM_STATE_WAITING;
1436 // animation part is now running/visible and therefore clickable
1437 part->clickable = TRUE;
1439 // check if moving animation has left the visible screen area
1440 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1441 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1442 (part->y <= -g->height && part->step_yoffset <= 0) ||
1443 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1445 // do not wait for "anim" events for off-screen animations
1446 part->anim_event_state = FALSE;
1448 // do not stop animation before "anim" or "post" counter are finished
1449 if (part->anim_delay_counter == 0 &&
1450 part->post_delay_counter == 0)
1452 StopGlobalAnimSoundAndMusic(part);
1454 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1456 part->post_delay_counter =
1457 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1459 if (part->post_delay_counter > 0)
1460 return ANIM_STATE_RUNNING;
1462 // drawing last frame not needed here -- animation not visible anymore
1463 return ANIM_STATE_RESTART;
1467 if (part->anim_delay_counter > 0)
1469 part->anim_delay_counter--;
1471 if (part->anim_delay_counter == 0)
1473 part->anim_event_state = FALSE;
1475 StopGlobalAnimSoundAndMusic(part);
1477 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1478 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1480 part->post_delay_counter =
1481 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1483 if (part->post_delay_counter > 0)
1484 return ANIM_STATE_RUNNING;
1486 // additional state "RUNNING" required to not skip drawing last frame
1487 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1491 if (part->post_delay_counter > 0)
1493 part->post_delay_counter--;
1495 if (part->post_delay_counter == 0)
1497 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1498 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1500 return ANIM_STATE_RESTART;
1503 return ANIM_STATE_WAITING;
1506 // special case to prevent expiring loop sounds when playing
1507 PlayGlobalAnimSoundIfLoop(part);
1509 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1511 return ANIM_STATE_RUNNING;
1515 static unsigned int last_counter = -1;
1516 unsigned int counter = Counter();
1518 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1519 anim_sync_frame, counter - last_counter);
1521 last_counter = counter;
1525 part->x += part->step_xoffset;
1526 part->y += part->step_yoffset;
1528 anim->last_x = part->x;
1529 anim->last_y = part->y;
1531 return ANIM_STATE_RUNNING;
1534 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1537 struct GlobalAnimPartControlInfo *part;
1538 struct GraphicInfo *c = &anim->control_info;
1539 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1540 int state, active_part_nr;
1544 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1545 anim->mode_nr, anim->nr, anim->num_parts);
1546 Debug("anim:HandleGlobalAnim_Main",
1547 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1551 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1552 (action == ANIM_START ? "ANIM_START" :
1553 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1554 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1556 anim->state & ANIM_STATE_RESTART,
1557 anim->state & ANIM_STATE_WAITING,
1558 anim->state & ANIM_STATE_RUNNING,
1565 anim->state = anim->last_state = ANIM_STATE_RESTART;
1566 anim->active_part_nr = anim->last_active_part_nr = 0;
1567 anim->part_counter = 0;
1572 if (anim->state == ANIM_STATE_INACTIVE)
1575 anim->state = anim->last_state;
1576 anim->active_part_nr = anim->last_active_part_nr;
1581 anim->state = ANIM_STATE_INACTIVE;
1583 for (i = 0; i < num_parts; i++)
1584 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1592 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1595 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1596 anim->mode_nr, anim->nr, num_parts);
1599 for (i = 0; i < num_parts; i++)
1601 part = &anim->part[i];
1606 anim->state = ANIM_STATE_RUNNING;
1607 part->state = ANIM_STATE_RESTART;
1612 if (part->state == ANIM_STATE_INACTIVE)
1618 part->state = ANIM_STATE_INACTIVE;
1626 part->state = HandleGlobalAnim_Part(part, part->state);
1628 // when animation mode is "once", stop after animation was played once
1629 if (c->anim_mode & ANIM_ONCE &&
1630 part->state & ANIM_STATE_RESTART)
1631 part->state = ANIM_STATE_INACTIVE;
1634 anim->last_state = anim->state;
1635 anim->last_active_part_nr = anim->active_part_nr;
1640 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1641 anim->active_part_nr = getGlobalAnimationPart(anim);
1643 part = &anim->part[anim->active_part_nr];
1645 // first set all animation parts to "inactive", ...
1646 for (i = 0; i < num_parts; i++)
1647 anim->part[i].state = ANIM_STATE_INACTIVE;
1649 // ... then set current animation parts to "running"
1650 part->state = ANIM_STATE_RUNNING;
1652 anim->state = HandleGlobalAnim_Part(part, anim->state);
1654 if (anim->state & ANIM_STATE_RESTART)
1655 anim->part_counter++;
1657 // when animation mode is "once", stop after all animations were played once
1658 if (c->anim_mode & ANIM_ONCE &&
1659 anim->part_counter == anim->num_parts)
1660 anim->state = ANIM_STATE_INACTIVE;
1662 state = anim->state;
1663 active_part_nr = anim->active_part_nr;
1665 // while the animation parts are pausing (waiting or inactive), play the base
1666 // (main) animation; this corresponds to the "boring player animation" logic
1667 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1670 if (anim->state == ANIM_STATE_WAITING ||
1671 anim->state == ANIM_STATE_INACTIVE)
1673 anim->active_part_nr = anim->num_parts; // part nr of base animation
1674 part = &anim->part[anim->active_part_nr];
1676 if (anim->state != anim->last_state)
1677 part->state = ANIM_STATE_RESTART;
1679 anim->state = ANIM_STATE_RUNNING;
1680 part->state = HandleGlobalAnim_Part(part, part->state);
1684 anim->last_state = state;
1685 anim->last_active_part_nr = active_part_nr;
1688 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1693 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1696 for (i = 0; i < ctrl->num_anims; i++)
1697 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1700 static void HandleGlobalAnim(int action, int game_mode)
1703 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1706 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1709 static void DoAnimationExt(void)
1714 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1717 // global animations now synchronized with frame delay of screen update
1720 for (i = 0; i < NUM_GAME_MODES; i++)
1721 HandleGlobalAnim(ANIM_CONTINUE, i);
1724 // force screen redraw in next frame to continue drawing global animations
1725 redraw_mask = REDRAW_ALL;
1729 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1733 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1734 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
1735 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
1736 ANIM_DELAY_ACTION_NONE);
1738 if (delay_action == ANIM_DELAY_ACTION_NONE)
1741 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
1744 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1746 int event_action = (part->init_event_state ?
1747 part->control_info.init_event_action :
1748 part->control_info.anim_event_action);
1750 if (event_action == ANIM_EVENT_ACTION_NONE)
1753 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
1755 // check if further actions are allowed to be executed
1756 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1762 static void InitGlobalAnim_Clickable(void)
1766 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1768 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1771 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1773 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1776 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1778 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1780 if (part->triggered)
1781 part->clicked = TRUE;
1783 part->triggered = FALSE;
1784 part->clickable = FALSE;
1790 #define ANIM_CLICKED_RESET 0
1791 #define ANIM_CLICKED_PRESSED 1
1792 #define ANIM_CLICKED_RELEASED 2
1794 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
1796 boolean click_consumed = FALSE;
1797 boolean anything_clicked = FALSE;
1798 boolean any_part_clicked = FALSE;
1799 boolean any_event_action = FALSE;
1803 // check game modes in reverse draw order (to stop when clicked)
1804 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1806 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1809 // check animations in reverse draw order (to stop when clicked)
1810 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1812 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1815 // check animation parts in reverse draw order (to stop when clicked)
1816 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1818 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1820 if (clicked_event == ANIM_CLICKED_RESET)
1822 part->clicked = FALSE;
1827 if (!part->clickable)
1830 if (!(part->state & ANIM_STATE_RUNNING))
1833 // always handle "any" click events (clicking anywhere on screen) ...
1834 if (clicked_event == ANIM_CLICKED_PRESSED &&
1835 isClickablePart(part, ANIM_EVENT_ANY))
1837 #if DEBUG_ANIM_EVENTS
1838 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
1839 part->old_anim_nr + 1, part->old_nr + 1);
1842 anything_clicked = part->clicked = TRUE;
1843 click_consumed |= clickConsumed(part);
1846 // always handle "unclick:any" events (releasing anywhere on screen) ...
1847 if (clicked_event == ANIM_CLICKED_RELEASED &&
1848 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
1850 #if DEBUG_ANIM_EVENTS
1851 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
1852 part->old_anim_nr + 1, part->old_nr + 1);
1855 anything_clicked = part->clicked = TRUE;
1856 click_consumed |= clickConsumed(part);
1859 // ... but only handle the first (topmost) clickable animation
1860 if (any_part_clicked)
1863 if (clicked_event == ANIM_CLICKED_PRESSED &&
1864 isClickedPart(part, mx, my, TRUE))
1867 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
1868 anim_nr, part_nr, part->control_info.anim_event_action);
1871 // after executing event action, ignore any further actions
1872 if (!any_event_action && DoGlobalAnim_EventAction(part))
1873 any_event_action = TRUE;
1875 // determine if mouse clicks should be blocked from other animations
1876 any_part_clicked |= clickConsumed(part);
1878 if (isClickablePart(part, ANIM_EVENT_SELF))
1880 #if DEBUG_ANIM_EVENTS
1881 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
1882 part->old_anim_nr + 1, part->old_nr + 1);
1885 anything_clicked = part->clicked = TRUE;
1886 click_consumed |= clickConsumed(part);
1889 // determine if mouse clicks should be blocked by this animation
1890 click_consumed |= clickBlocked(part);
1892 // check if this click is defined to trigger other animations
1893 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1894 ANIM_EVENT_CLICK, "CLICK");
1900 if (anything_clicked)
1902 handle_click = TRUE;
1904 for (i = 0; i < NUM_GAME_MODES; i++)
1905 HandleGlobalAnim(ANIM_CONTINUE, i);
1907 handle_click = FALSE;
1909 // prevent ignoring release event if processed within same game frame
1910 StopProcessingEvents();
1913 return (click_consumed || any_event_action);
1916 static void ResetGlobalAnim_Clickable(void)
1918 InitGlobalAnim_Clickable();
1921 static void ResetGlobalAnim_Clicked(void)
1923 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
1926 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
1928 static boolean click_consumed = FALSE;
1929 static int last_button = 0;
1930 boolean press_event;
1931 boolean release_event;
1932 boolean click_consumed_current = click_consumed;
1934 if (button != 0 && force_click)
1937 // check if button state has changed since last invocation
1938 press_event = (button != 0 && last_button == 0);
1939 release_event = (button == 0 && last_button != 0);
1940 last_button = button;
1944 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
1945 click_consumed_current = click_consumed;
1950 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
1951 click_consumed = FALSE;
1954 return click_consumed_current;