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_or_door;
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 int fade_delay_counter;
143 boolean init_event_state;
144 boolean anim_event_state;
153 int last_anim_status;
156 struct GlobalAnimMainControlInfo
158 struct GlobalAnimPartControlInfo base;
159 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
164 struct GraphicInfo control_info;
166 int num_parts; // number of animation parts, but without base part
167 int num_parts_all; // number of animation parts, including base part
171 boolean has_base; // animation has base/main/default animation part
175 int init_delay_counter;
179 int last_state, last_active_part_nr;
182 struct GlobalAnimControlInfo
184 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
190 struct GameModeAnimClass
194 } game_mode_anim_classes_list[] =
196 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
197 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
198 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
199 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
200 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
201 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
202 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
203 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
204 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
205 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
206 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
207 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
208 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
209 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
210 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
211 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
212 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
213 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
214 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
215 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
216 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
217 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
218 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
219 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
224 struct AnimClassGameMode
228 } anim_class_game_modes_list[] =
230 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
231 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
232 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
233 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
234 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
235 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
236 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
237 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
238 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
239 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
244 // forward declaration for internal use
245 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
246 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
247 static void HandleGlobalAnim(int, int);
248 static void DoAnimationExt(void);
249 static void ResetGlobalAnim_Clickable(void);
250 static void ResetGlobalAnim_Clicked(void);
252 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
254 static unsigned int anim_sync_frame = 0;
256 static int game_mode_anim_classes[NUM_GAME_MODES];
257 static int anim_class_game_modes[NUM_ANIM_CLASSES];
259 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
260 static int anim_status_last = GAME_MODE_DEFAULT;
261 static int anim_classes_last = ANIM_CLASS_NONE;
263 static boolean drawing_to_fading_buffer = FALSE;
265 static boolean handle_click = FALSE;
268 // ============================================================================
269 // generic animation frame calculation
270 // ============================================================================
272 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
277 if (delay < 1) // delay must be at least 1
280 sync_frame += start_frame * delay;
282 if (mode & ANIM_LOOP) // looping animation
284 frame = (sync_frame % (delay * num_frames)) / delay;
286 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
288 frame = sync_frame / delay;
290 if (frame > num_frames - 1)
291 frame = num_frames - 1;
293 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
295 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
297 frame = (sync_frame % (delay * max_anim_frames)) / delay;
298 frame = (frame < num_frames ? frame : max_anim_frames - frame);
300 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
302 int max_anim_frames = 2 * num_frames;
304 frame = (sync_frame % (delay * max_anim_frames)) / delay;
305 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
307 else if (mode & ANIM_RANDOM) // play frames in random order
309 // note: expect different frames for the same delay cycle!
311 if (gfx.anim_random_frame < 0)
312 frame = GetSimpleRandom(num_frames);
314 frame = gfx.anim_random_frame % num_frames;
316 else if (mode & ANIM_LEVEL_NR) // play frames by level number
318 int level_pos = level_nr - gfx.anim_first_level;
320 frame = level_pos % num_frames;
322 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
324 frame = sync_frame % num_frames;
327 if (mode & ANIM_REVERSE) // use reverse animation direction
328 frame = num_frames - frame - 1;
334 // ============================================================================
335 // global animation functions
336 // ============================================================================
338 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
340 struct GraphicInfo *c = &anim->control_info;
341 int last_anim_random_frame = gfx.anim_random_frame;
344 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
346 part_nr = getAnimationFrame(anim->num_parts, 1,
347 c->anim_mode, c->anim_start_frame,
350 gfx.anim_random_frame = last_anim_random_frame;
355 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
357 const struct GlobalAnimPartControlInfo *o1 =
358 (struct GlobalAnimPartControlInfo *)obj1;
359 const struct GlobalAnimPartControlInfo *o2 =
360 (struct GlobalAnimPartControlInfo *)obj2;
363 // do not sort animations parts by draw order (as it would be confusing)
364 compare_result = o1->nr - o2->nr;
366 return compare_result;
369 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
371 const struct GlobalAnimMainControlInfo *o1 =
372 (struct GlobalAnimMainControlInfo *)obj1;
373 const struct GlobalAnimMainControlInfo *o2 =
374 (struct GlobalAnimMainControlInfo *)obj2;
377 if (o1->control_info.draw_order != o2->control_info.draw_order)
378 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
380 compare_result = o1->nr - o2->nr;
382 return compare_result;
385 static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
387 // only pause playfield and door animations when playing
388 if (game_status != GAME_MODE_PLAYING)
391 // do not pause animations when game ended (and engine is running)
392 if (checkGameEnded())
395 // only pause animations on playfield and doors
396 if (!part->class_playfield_or_door)
399 // only pause animations when engine is paused or request dialog is active
400 if (!tape.pausing && !game.request_active)
406 static void InitToonControls(void)
408 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
409 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
410 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
411 int mode_nr, anim_nr, part_nr;
412 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
413 int num_toons = MAX_NUM_TOONS;
416 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
417 num_toons = global.num_toons;
419 mode_nr = mode_nr_toons;
420 anim_nr = ctrl->num_anims;
423 anim->mode_nr = mode_nr;
424 anim->control_info = graphic_info[control];
427 anim->num_parts_all = 0;
428 anim->part_counter = 0;
429 anim->active_part_nr = 0;
431 anim->has_base = FALSE;
433 anim->last_x = POS_OFFSCREEN;
434 anim->last_y = POS_OFFSCREEN;
436 anim->init_delay_counter = 0;
438 anim->state = ANIM_STATE_INACTIVE;
442 for (i = 0; i < num_toons; i++)
444 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
445 int sound = SND_UNDEFINED;
446 int music = MUS_UNDEFINED;
447 int graphic = IMG_TOON_1 + i;
452 part->anim_nr = anim_nr;
453 part->mode_nr = mode_nr;
455 part->is_base = FALSE;
459 part->graphic = graphic;
461 part->graphic_info = graphic_info[graphic];
462 part->control_info = graphic_info[control];
464 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
466 part->control_info.init_delay_fixed = 0;
467 part->control_info.init_delay_random = 150;
469 part->control_info.x = ARG_UNDEFINED_VALUE;
470 part->control_info.y = ARG_UNDEFINED_VALUE;
472 part->initial_anim_sync_frame = 0;
473 part->anim_random_frame = -1;
475 part->step_delay.count = 0;
476 part->step_delay.value = graphic_info[control].step_delay;
478 part->state = ANIM_STATE_INACTIVE;
479 part->last_anim_status = -1;
482 anim->num_parts_all++;
490 static void InitGlobalAnimControls(void)
493 int mode_nr, anim_nr, part_nr;
494 int sound, music, graphic, control;
498 for (m = 0; m < NUM_GAME_MODES; m++)
502 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
509 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
511 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
512 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
514 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
516 // if no base animation parameters defined, use default values
517 if (control == IMG_UNDEFINED)
518 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
521 anim->mode_nr = mode_nr;
522 anim->control_info = graphic_info[control];
525 anim->num_parts_all = 0;
526 anim->part_counter = 0;
527 anim->active_part_nr = 0;
529 anim->has_base = FALSE;
531 anim->last_x = POS_OFFSCREEN;
532 anim->last_y = POS_OFFSCREEN;
534 anim->init_delay_counter = 0;
536 anim->state = ANIM_STATE_INACTIVE;
540 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
542 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
544 sound = global_anim_info[a].sound[p][m];
545 music = global_anim_info[a].music[p][m];
546 graphic = global_anim_info[a].graphic[p][m];
547 control = global_anim_info[ctrl_id].graphic[p][m];
549 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
550 control == IMG_UNDEFINED)
554 Debug("anim:InitGlobalAnimControls",
555 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
556 m, a, p, mode_nr, anim_nr, part_nr, control);
560 Debug("anim:InitGlobalAnimControls",
561 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
562 m, a, p, mode_nr, anim_nr, part_nr, sound);
566 part->old_anim_nr = a;
569 part->anim_nr = anim_nr;
570 part->mode_nr = mode_nr;
574 part->graphic = graphic;
576 part->graphic_info = graphic_info[graphic];
577 part->control_info = graphic_info[control];
579 part->initial_anim_sync_frame = 0;
580 part->anim_random_frame = -1;
582 part->step_delay.count = 0;
583 part->step_delay.value = graphic_info[control].step_delay;
585 part->state = ANIM_STATE_INACTIVE;
586 part->last_anim_status = -1;
588 anim->num_parts_all++;
590 if (p < GLOBAL_ANIM_ID_PART_BASE)
592 part->is_base = FALSE;
599 part->is_base = TRUE;
602 anim->has_base = TRUE;
605 // apply special settings for pointer-style animations
606 if (part->control_info.class == get_hash_from_key("pointer"))
608 // force animation to be on top (must set anim and part control)
609 if (anim->control_info.draw_order == 0)
610 anim->control_info.draw_order = 1000000;
611 if (part->control_info.draw_order == 0)
612 part->control_info.draw_order = 1000000;
614 // force animation to pass-through clicks (must set part control)
615 if (part->control_info.style == STYLE_DEFAULT)
616 part->control_info.style |= STYLE_PASSTHROUGH;
620 if (anim->num_parts > 0 || anim->has_base)
630 // sort all animations according to draw_order and animation number
631 for (m = 0; m < NUM_GAME_MODES; m++)
633 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
635 // sort all main animations for this game mode
636 qsort(ctrl->anim, ctrl->num_anims,
637 sizeof(struct GlobalAnimMainControlInfo),
638 compareGlobalAnimMainControlInfo);
640 for (a = 0; a < ctrl->num_anims; a++)
642 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
644 // sort all animation parts for this main animation
645 qsort(anim->part, anim->num_parts,
646 sizeof(struct GlobalAnimPartControlInfo),
647 compareGlobalAnimPartControlInfo);
651 for (i = 0; i < NUM_GAME_MODES; i++)
652 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
653 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
654 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
655 game_mode_anim_classes_list[i].class;
657 for (i = 0; i < NUM_ANIM_CLASSES; i++)
658 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
659 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
660 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
661 anim_class_game_modes_list[i].game_mode;
663 anim_status_last_before_fading = GAME_MODE_LOADING;
664 anim_status_last = GAME_MODE_LOADING;
665 anim_classes_last = ANIM_CLASS_NONE;
668 static void SetGlobalAnimEventsForCustomElements(int list_pos)
670 int num_events = GetGlobalAnimEventValueCount(list_pos);
673 for (i = 0; i < num_events; i++)
675 int event = GetGlobalAnimEventValue(list_pos, i);
677 if (event & ANIM_EVENT_CE_CHANGE)
679 int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
681 if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
682 element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
687 void InitGlobalAnimEventsForCustomElements(void)
692 // custom element events for global animations only relevant while playing
693 m = GAME_MODE_PLAYING;
695 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
697 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
699 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
701 // if no base animation parameters defined, use default values
702 if (control == IMG_UNDEFINED)
703 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
705 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
706 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
708 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
710 control = global_anim_info[ctrl_id].graphic[p][m];
712 if (control == IMG_UNDEFINED)
715 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
716 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
721 void InitGlobalAnimations(void)
723 InitGlobalAnimControls();
726 static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
727 Bitmap *src_bitmap, int src_x0, int src_y0,
730 struct GraphicInfo *g = &part->graphic_info;
731 struct GraphicInfo *c = &part->control_info;
732 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
733 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
734 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
735 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
736 Bitmap *fade_bitmap =
737 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
738 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
739 int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
742 for (y = 0; y < c->stacked_yfactor; y++)
744 for (x = 0; x < c->stacked_xfactor; x++)
748 int dst_x = part->x + x * (g->width + c->stacked_xoffset);
749 int dst_y = part->y + y * (g->height + c->stacked_yoffset);
752 int width = g->width;
753 int height = g->height;
761 else if (dst_x > part->viewport_width - g->width)
763 width -= (dst_x - (part->viewport_width - g->width));
772 else if (dst_y > part->viewport_height - g->height)
774 height -= (dst_y - (part->viewport_height - g->height));
777 if (width <= 0 || height <= 0)
783 dst_x += part->viewport_x;
784 dst_y += part->viewport_y;
786 SetBitmapAlphaNextBlit(src_bitmap, alpha);
788 if (drawing_target == DRAW_TO_SCREEN)
789 blit_screen(src_bitmap, src_x, src_y, width, height,
792 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
798 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
800 int game_mode_anim_action[NUM_GAME_MODES];
806 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
807 drawing_target == DRAW_TO_SCREEN)
810 // always start with reliable default values (no animation actions)
811 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
812 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
814 if (global.anim_status != anim_status_last)
816 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
817 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
818 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
821 if (drawing_target == DRAW_TO_FADE_TARGET)
824 // special case: changing from/to these screens is done without fading
825 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
826 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
827 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
828 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
831 // ---------- part 1 ------------------------------------------------------
832 // start or stop global animations by change of game mode
833 // (special handling of animations for "current screen" and "all screens")
835 if (global.anim_status_next != anim_status_last_before_fading)
837 // stop animations for last screen before fading to new screen
838 game_mode_anim_action[anim_status_last] = ANIM_STOP;
840 // start animations for current screen after fading to new screen
841 game_mode_anim_action[global.anim_status] = ANIM_START;
844 // start animations for all screens after loading new artwork set
845 if (anim_status_last == GAME_MODE_LOADING)
846 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
848 // ---------- part 2 ------------------------------------------------------
849 // start or stop global animations by change of animation class
850 // (generic handling of animations for "class of screens")
852 for (i = 0; i < NUM_ANIM_CLASSES; i++)
854 int anim_class_check = (1 << i);
855 int anim_class_game_mode = anim_class_game_modes[i];
856 int anim_class_last = anim_classes_last & anim_class_check;
857 int anim_class_next = anim_classes_next & anim_class_check;
859 // stop animations for changed screen class before fading to new screen
860 if (before_fading && anim_class_last && !anim_class_next)
861 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
863 // start animations for changed screen class after fading to new screen
864 if (after_fading && !anim_class_last && anim_class_next)
865 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
868 if (drawing_target == DRAW_TO_SCREEN)
872 anim_classes_last = anim_classes_next;
873 anim_status_last_before_fading = global.anim_status;
876 anim_status_last = global.anim_status;
878 // start or stop animations determined to be started or stopped above
879 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
880 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
881 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
883 else if (drawing_target == DRAW_TO_FADE_TARGET)
885 drawing_to_fading_buffer = TRUE;
887 // start animations determined to be (temporary) started above
888 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
889 if (game_mode_anim_action[mode_nr] == ANIM_START)
890 HandleGlobalAnim(ANIM_START, mode_nr);
894 // when restarting global animations, do not redraw them, but stop here
895 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
898 if (global.anim_status == GAME_MODE_LOADING)
901 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
903 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
906 // when preparing source fading buffer, only draw animations to be stopped
907 if (drawing_target == DRAW_TO_FADE_SOURCE &&
908 game_mode_anim_action[mode_nr] != ANIM_STOP)
911 // when preparing target fading buffer, only draw animations to be started
912 if (drawing_target == DRAW_TO_FADE_TARGET &&
913 game_mode_anim_action[mode_nr] != ANIM_START)
917 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
918 mode_nr != game_status)
922 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
924 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
925 struct GraphicInfo *c = &anim->control_info;
926 int part_first, part_last;
929 if (!(anim->state & ANIM_STATE_RUNNING))
932 part_first = part_last = anim->active_part_nr;
934 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
936 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
939 part_last = num_parts - 1;
942 for (part_nr = part_first; part_nr <= part_last; part_nr++)
944 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
945 struct GraphicInfo *g = &part->graphic_info;
950 int last_anim_random_frame = gfx.anim_random_frame;
952 if (!(part->state & ANIM_STATE_RUNNING))
955 if (part->drawing_stage != drawing_stage)
958 // if game is paused, also pause playfield and door animations
959 if (isPausedOnPlayfieldOrDoor(part))
960 part->initial_anim_sync_frame++;
962 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
964 // re-initialize random animation frame after animation delay
965 if (g->anim_mode == ANIM_RANDOM &&
966 sync_frame % g->anim_delay == 0 &&
968 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
970 gfx.anim_random_frame = part->anim_random_frame;
972 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
973 g->anim_mode, g->anim_start_frame,
976 gfx.anim_random_frame = last_anim_random_frame;
978 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
981 BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
986 if (drawing_target == DRAW_TO_FADE_TARGET)
988 // stop animations determined to be (temporary) started above
989 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
990 if (game_mode_anim_action[mode_nr] == ANIM_START)
991 HandleGlobalAnim(ANIM_STOP, mode_nr);
993 drawing_to_fading_buffer = FALSE;
997 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
999 int last_cursor_mode_override = gfx.cursor_mode_override;
1001 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
1003 ResetGlobalAnim_Clickable();
1005 gfx.cursor_mode_override = CURSOR_UNDEFINED;
1008 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
1010 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
1012 ResetGlobalAnim_Clicked();
1015 if (gfx.cursor_mode_override != last_cursor_mode_override)
1016 SetMouseCursor(gfx.cursor_mode);
1019 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
1024 int viewport_height;
1025 boolean changed = FALSE;
1027 if (part->last_anim_status == global.anim_status &&
1028 part->control_info.class != get_hash_from_key("pointer"))
1031 part->last_anim_status = global.anim_status;
1033 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
1035 part->class_playfield_or_door = FALSE;
1037 if (part->control_info.class == get_hash_from_key("window") ||
1038 part->control_info.class == get_hash_from_key("border"))
1042 viewport_width = WIN_XSIZE;
1043 viewport_height = WIN_YSIZE;
1045 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
1047 else if (part->control_info.class == get_hash_from_key("pointer"))
1049 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
1050 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
1052 // prevent displaying off-screen custom mouse cursor in upper left corner
1053 if (gfx.mouse_x == POS_OFFSCREEN &&
1054 gfx.mouse_y == POS_OFFSCREEN)
1055 mx = my = POS_OFFSCREEN;
1057 viewport_x = mx - part->control_info.x;
1058 viewport_y = my - part->control_info.y;
1059 viewport_width = part->graphic_info.width;
1060 viewport_height = part->graphic_info.height;
1062 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
1064 // do not use global animation mouse pointer when reloading artwork
1065 if (global.anim_status != GAME_MODE_LOADING)
1066 gfx.cursor_mode_override = CURSOR_NONE;
1068 else if (part->control_info.class == get_hash_from_key("door_1"))
1072 viewport_width = DXSIZE;
1073 viewport_height = DYSIZE;
1075 part->class_playfield_or_door = TRUE;
1077 else if (part->control_info.class == get_hash_from_key("door_2"))
1079 if (part->mode_nr == GAME_MODE_EDITOR)
1083 viewport_width = EXSIZE;
1084 viewport_height = EYSIZE;
1090 viewport_width = VXSIZE;
1091 viewport_height = VYSIZE;
1094 part->class_playfield_or_door = TRUE;
1096 else // default: "playfield"
1098 viewport_x = REAL_SX;
1099 viewport_y = REAL_SY;
1100 viewport_width = FULL_SXSIZE;
1101 viewport_height = FULL_SYSIZE;
1103 part->class_playfield_or_door = TRUE;
1106 if (viewport_x != part->viewport_x ||
1107 viewport_y != part->viewport_y ||
1108 viewport_width != part->viewport_width ||
1109 viewport_height != part->viewport_height)
1111 part->viewport_x = viewport_x;
1112 part->viewport_y = viewport_y;
1113 part->viewport_width = viewport_width;
1114 part->viewport_height = viewport_height;
1116 if (part->control_info.class != get_hash_from_key("pointer"))
1123 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1125 int sound = part->sound;
1127 if (sound == SND_UNDEFINED)
1130 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1131 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1134 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1135 if (IS_LOOP_SOUND(sound))
1136 PlaySoundLoop(sound);
1141 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1142 part->anim_nr, part->nr, part->mode_nr, sound);
1146 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1148 int sound = part->sound;
1150 if (sound == SND_UNDEFINED)
1156 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1157 part->anim_nr, part->nr, part->mode_nr, sound);
1161 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1163 int music = part->music;
1165 if (music == MUS_UNDEFINED)
1168 if (!setup.sound_music)
1171 if (IS_LOOP_MUSIC(music))
1172 PlayMusicLoop(music);
1177 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1178 part->anim_nr, part->nr, part->mode_nr, music);
1182 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1184 int music = part->music;
1186 if (music == MUS_UNDEFINED)
1189 char *anim_music = getMusicInfoEntryFilename(music);
1190 char *curr_music = getCurrentlyPlayingMusicFilename();
1192 // do not stop music if global anim music differs from current music
1193 if (!strEqual(curr_music, anim_music))
1199 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1200 part->anim_nr, part->nr, part->mode_nr, music);
1204 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1206 // when drawing animations to fading buffer, do not play sounds or music
1207 if (drawing_to_fading_buffer)
1210 PlayGlobalAnimSound(part);
1211 PlayGlobalAnimMusic(part);
1214 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1216 StopGlobalAnimSound(part);
1217 StopGlobalAnimMusic(part);
1220 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1222 // when drawing animations to fading buffer, do not play sounds
1223 if (drawing_to_fading_buffer)
1226 // loop sounds only expire when playing
1227 if (game_status != GAME_MODE_PLAYING)
1230 // check if any sound is defined for this animation part
1231 if (part->sound == SND_UNDEFINED)
1234 // normal (non-loop) sounds do not expire when playing
1235 if (!IS_LOOP_SOUND(part->sound))
1238 // prevent expiring loop sounds when playing
1239 PlayGlobalAnimSound(part);
1242 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1244 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1245 int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
1247 if (mask & ANIM_EVENT_ANY)
1248 return (anim_event & ANIM_EVENT_ANY);
1249 else if (mask & ANIM_EVENT_SELF)
1250 return (anim_event & ANIM_EVENT_SELF);
1251 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1252 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1253 else if (mask & ANIM_EVENT_CE_CHANGE)
1254 return (anim_event == mask ||
1255 anim_event == mask_ce_only);
1257 return (anim_event == mask ||
1258 anim_event == mask_anim_only);
1261 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1263 struct GraphicInfo *c = &part->control_info;
1266 if (part->init_event_state)
1268 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1270 for (i = 0; i < num_init_events; i++)
1272 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1274 if (checkGlobalAnimEvent(init_event, mask))
1278 else if (part->anim_event_state)
1280 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1282 for (i = 0; i < num_anim_events; i++)
1284 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1286 if (checkGlobalAnimEvent(anim_event, mask))
1294 static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
1297 struct GraphicInfo *g = &part->graphic_info;
1298 struct GraphicInfo *c = &part->control_info;
1299 int part_x = part->viewport_x + part->x;
1300 int part_y = part->viewport_y + part->y;
1301 int part_width = g->width;
1302 int part_height = g->height;
1305 for (y = 0; y < c->stacked_yfactor; y++)
1307 for (x = 0; x < c->stacked_xfactor; x++)
1309 int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
1310 int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
1312 if (mx >= part_stacked_x &&
1313 mx < part_stacked_x + part_width &&
1314 my >= part_stacked_y &&
1315 my < part_stacked_y + part_height)
1323 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1324 int mx, int my, boolean clicked)
1326 // check if mouse click was detected at all
1330 // check if mouse click is outside the animation part's viewport
1331 if (mx < part->viewport_x ||
1332 mx >= part->viewport_x + part->viewport_width ||
1333 my < part->viewport_y ||
1334 my >= part->viewport_y + part->viewport_height)
1337 // check if mouse click is inside the animation part's (stacked) graphic
1338 if (isInsidePartStacked(part, mx, my))
1344 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1346 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1349 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1351 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1354 static void SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
1356 // calculate playfield position (with scrolling) for related CE tile
1357 // (do not use FX/FY, which are incorrect during envelope requests)
1358 int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
1359 int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
1360 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
1361 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
1362 int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
1363 int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
1364 int cx = SX - REAL_SX;
1365 int cy = SY - REAL_SY;
1366 int x = sx - fx + cx;
1367 int y = sy - fy + cy;
1369 part->tile_xoffset += part->step_xoffset;
1370 part->tile_yoffset += part->step_yoffset;
1372 part->x = x + part->tile_xoffset;
1373 part->y = y + part->tile_yoffset;
1376 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1377 boolean *click_consumed,
1378 boolean *any_event_action,
1379 int event_value, char *info_text)
1381 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1383 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1384 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1385 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1388 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1392 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1394 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1397 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1399 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1401 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1404 if (isClickablePart(part2, mask))
1406 part2->triggered = TRUE;
1407 *click_consumed |= clickConsumed(part); // click was on "part"!
1409 #if DEBUG_ANIM_EVENTS
1410 Debug("anim:InitGlobalAnim_Triggered",
1411 "%d.%d TRIGGERED BY %s OF %d.%d",
1412 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1413 part->old_anim_nr + 1, part->old_nr + 1);
1416 Debug("anim:InitGlobalAnim_Triggered",
1417 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1418 part2->control_info.anim_event_action);
1421 // after executing event action, ignore any further actions
1422 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1423 *any_event_action = TRUE;
1427 struct GraphicInfo *c = &part2->control_info;
1429 if (isClickablePart(part2, mask))
1430 Debug("anim:InitGlobalAnim_Triggered",
1431 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1432 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1435 Debug("anim:InitGlobalAnim_Triggered",
1436 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1437 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1443 static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
1448 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
1450 int event_value = ANIM_EVENT_CE_CHANGE;
1451 int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
1452 int mask = event_value | event_bits;
1455 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1457 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1460 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1462 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1464 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1467 if (isClickablePart(part2, mask) && !part2->triggered)
1469 struct GraphicInfo *c = &part2->control_info;
1471 if (c->position == POS_CE ||
1472 c->position == POS_CE_TRIGGER)
1474 // store CE tile and offset position to handle scrolling
1475 part2->tile_x = (c->position == POS_CE_TRIGGER ? trigger_x : x);
1476 part2->tile_y = (c->position == POS_CE_TRIGGER ? trigger_y : y);
1477 part2->tile_xoffset = c->x;
1478 part2->tile_yoffset = c->y;
1480 // set resulting animation position relative to CE tile position
1481 // (but only for ".init_event", not ".anim_event" type events)
1482 if (part2->init_event_state)
1483 SetGlobalAnimPartTileXY(part2);
1485 // restart animation (by using current sync frame)
1486 part2->initial_anim_sync_frame = anim_sync_frame;
1489 part2->triggered = TRUE;
1491 // do not trigger any other animation if CE change event was consumed
1492 if (c->style == STYLE_CONSUME_CE_EVENT)
1496 Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
1497 "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
1504 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1505 int delay_type, char *info_text)
1507 #if DEBUG_ANIM_DELAY
1508 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1509 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1512 DoGlobalAnim_DelayAction(part, delay_type);
1515 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1516 int event_value, char *info_text)
1518 #if DEBUG_ANIM_EVENTS
1519 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1520 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1523 boolean click_consumed = FALSE;
1524 boolean any_event_action = FALSE;
1526 // check if this event is defined to trigger other animations
1527 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1528 event_value, info_text);
1531 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1534 if (handle_click && !part->clicked)
1537 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1538 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1539 struct GraphicInfo *g = &part->graphic_info;
1540 struct GraphicInfo *c = &part->control_info;
1541 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1542 int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
1544 // if game is paused, also pause playfield and door animations
1545 if (isPausedOnPlayfieldOrDoor(part))
1548 if (viewport_changed)
1549 state |= ANIM_STATE_RESTART;
1551 if (state & ANIM_STATE_RESTART)
1553 // when drawing animations to fading buffer, only start fixed animations
1554 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1555 c->y == ARG_UNDEFINED_VALUE))
1556 return ANIM_STATE_INACTIVE;
1558 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1560 part->init_delay_counter =
1561 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1563 part->anim_delay_counter =
1564 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1566 part->post_delay_counter = 0;
1568 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1569 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1571 part->initial_anim_sync_frame =
1572 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1573 anim_sync_frame + part->init_delay_counter);
1575 // do not re-initialize random animation frame after fade-in
1576 if (part->anim_random_frame == -1)
1577 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1579 if (c->fade_mode & FADE_MODE_FADE)
1581 // when fading in screen, first frame is 100 % transparent or opaque
1582 part->fade_delay_counter = c->fade_delay + 1;
1583 part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
1587 part->fade_delay_counter = 0;
1588 part->fade_alpha = -1;
1591 if (c->direction & MV_HORIZONTAL)
1593 int pos_bottom = part->viewport_height - g->height;
1595 if (c->position == POS_TOP)
1597 else if (c->position == POS_UPPER)
1598 part->y = GetSimpleRandom(pos_bottom / 2);
1599 else if (c->position == POS_MIDDLE)
1600 part->y = pos_bottom / 2;
1601 else if (c->position == POS_LOWER)
1602 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1603 else if (c->position == POS_BOTTOM)
1604 part->y = pos_bottom;
1606 part->y = GetSimpleRandom(pos_bottom);
1608 if (c->direction == MV_RIGHT)
1610 part->step_xoffset = c->step_offset;
1611 part->x = -g->width + part->step_xoffset;
1615 part->step_xoffset = -c->step_offset;
1616 part->x = part->viewport_width + part->step_xoffset;
1619 part->step_yoffset = 0;
1621 else if (c->direction & MV_VERTICAL)
1623 int pos_right = part->viewport_width - g->width;
1625 if (c->position == POS_LEFT)
1627 else if (c->position == POS_RIGHT)
1628 part->x = pos_right;
1630 part->x = GetSimpleRandom(pos_right);
1632 if (c->direction == MV_DOWN)
1634 part->step_yoffset = c->step_offset;
1635 part->y = -g->height + part->step_yoffset;
1639 part->step_yoffset = -c->step_offset;
1640 part->y = part->viewport_height + part->step_yoffset;
1643 part->step_xoffset = 0;
1650 part->step_xoffset = 0;
1651 part->step_yoffset = 0;
1654 if (part->control_info.class != get_hash_from_key("pointer"))
1656 if (c->x != ARG_UNDEFINED_VALUE)
1658 if (c->y != ARG_UNDEFINED_VALUE)
1662 if (c->position == POS_LAST &&
1663 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1664 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1666 part->x = anim->last_x;
1667 part->y = anim->last_y;
1670 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1671 part->step_xoffset = c->step_xoffset;
1672 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1673 part->step_yoffset = c->step_yoffset;
1675 if (part->init_delay_counter == 0 &&
1676 !part->init_event_state)
1678 PlayGlobalAnimSoundAndMusic(part);
1680 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1681 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1685 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1689 if (part->clicked &&
1690 part->init_event_state)
1692 if (part->initial_anim_sync_frame > 0)
1693 part->initial_anim_sync_frame = anim_sync_frame;
1695 part->init_delay_counter = 1;
1696 part->init_event_state = FALSE;
1698 part->clicked = FALSE;
1701 if (part->clicked &&
1702 part->anim_event_state)
1704 part->anim_delay_counter = 1;
1705 part->anim_event_state = FALSE;
1707 part->clicked = FALSE;
1710 if (part->init_delay_counter > 0)
1712 part->init_delay_counter--;
1714 if (part->init_delay_counter == 0)
1716 part->init_event_state = FALSE;
1718 PlayGlobalAnimSoundAndMusic(part);
1720 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1721 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1723 // continue with state ANIM_STATE_RUNNING (set below)
1727 return ANIM_STATE_WAITING;
1731 if (part->init_event_state)
1732 return ANIM_STATE_WAITING;
1734 // animation part is now running/visible and therefore clickable
1735 part->clickable = TRUE;
1737 // check if moving animation has left the visible screen area
1738 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1739 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1740 (part->y <= -g->height && part->step_yoffset <= 0) ||
1741 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1743 // do not wait for "anim" events for off-screen animations
1744 part->anim_event_state = FALSE;
1746 // do not stop animation before "anim" or "post" counter are finished
1747 if (part->anim_delay_counter == 0 &&
1748 part->post_delay_counter == 0)
1750 StopGlobalAnimSoundAndMusic(part);
1752 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1754 part->post_delay_counter =
1755 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1757 if (part->post_delay_counter > 0)
1758 return ANIM_STATE_RUNNING;
1760 // drawing last frame not needed here -- animation not visible anymore
1761 return ANIM_STATE_RESTART;
1765 if (part->anim_delay_counter > 0)
1767 part->anim_delay_counter--;
1769 if (part->anim_delay_counter == 0)
1771 part->anim_event_state = FALSE;
1773 StopGlobalAnimSoundAndMusic(part);
1775 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1776 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1778 part->post_delay_counter =
1779 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1781 if (part->post_delay_counter > 0)
1782 return ANIM_STATE_RUNNING;
1784 // additional state "RUNNING" required to not skip drawing last frame
1785 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1789 if (part->post_delay_counter > 0)
1791 part->post_delay_counter--;
1793 if (part->post_delay_counter == 0)
1795 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1796 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1798 return ANIM_STATE_RESTART;
1801 return ANIM_STATE_WAITING;
1804 if (part->fade_delay_counter > 0)
1806 part->fade_delay_counter--;
1807 part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
1808 c->fade_delay - part->fade_delay_counter :
1809 part->fade_delay_counter) / c->fade_delay;
1812 // special case to prevent expiring loop sounds when playing
1813 PlayGlobalAnimSoundIfLoop(part);
1815 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1816 return ANIM_STATE_RUNNING;
1820 static unsigned int last_counter = -1;
1821 unsigned int counter = Counter();
1823 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1824 anim_sync_frame, counter - last_counter);
1826 last_counter = counter;
1830 if (c->position == POS_CE ||
1831 c->position == POS_CE_TRIGGER)
1833 SetGlobalAnimPartTileXY(part);
1837 part->x += part->step_xoffset;
1838 part->y += part->step_yoffset;
1841 anim->last_x = part->x;
1842 anim->last_y = part->y;
1844 return ANIM_STATE_RUNNING;
1847 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1850 struct GlobalAnimPartControlInfo *part;
1851 struct GraphicInfo *c = &anim->control_info;
1852 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1853 int state, active_part_nr;
1857 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1858 anim->mode_nr, anim->nr, anim->num_parts);
1859 Debug("anim:HandleGlobalAnim_Main",
1860 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1864 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1865 (action == ANIM_START ? "ANIM_START" :
1866 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1867 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1869 anim->state & ANIM_STATE_RESTART,
1870 anim->state & ANIM_STATE_WAITING,
1871 anim->state & ANIM_STATE_RUNNING,
1878 anim->state = anim->last_state = ANIM_STATE_RESTART;
1879 anim->active_part_nr = anim->last_active_part_nr = 0;
1880 anim->part_counter = 0;
1885 if (anim->state == ANIM_STATE_INACTIVE)
1888 anim->state = anim->last_state;
1889 anim->active_part_nr = anim->last_active_part_nr;
1894 anim->state = ANIM_STATE_INACTIVE;
1896 for (i = 0; i < num_parts; i++)
1897 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1905 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1908 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1909 anim->mode_nr, anim->nr, num_parts);
1912 for (i = 0; i < num_parts; i++)
1914 part = &anim->part[i];
1919 anim->state = ANIM_STATE_RUNNING;
1920 part->state = ANIM_STATE_RESTART;
1925 if (part->state == ANIM_STATE_INACTIVE)
1931 part->state = ANIM_STATE_INACTIVE;
1939 part->state = HandleGlobalAnim_Part(part, part->state);
1941 // when animation mode is "once", stop after animation was played once
1942 if (c->anim_mode & ANIM_ONCE &&
1943 part->state & ANIM_STATE_RESTART)
1944 part->state = ANIM_STATE_INACTIVE;
1947 anim->last_state = anim->state;
1948 anim->last_active_part_nr = anim->active_part_nr;
1953 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1954 anim->active_part_nr = getGlobalAnimationPart(anim);
1956 part = &anim->part[anim->active_part_nr];
1958 // first set all animation parts to "inactive", ...
1959 for (i = 0; i < num_parts; i++)
1960 anim->part[i].state = ANIM_STATE_INACTIVE;
1962 // ... then set current animation part to "running" ...
1963 part->state = ANIM_STATE_RUNNING;
1965 // ... unless it is waiting for an initial event
1966 if (part->init_event_state)
1967 part->state = ANIM_STATE_WAITING;
1969 anim->state = HandleGlobalAnim_Part(part, anim->state);
1971 if (anim->state & ANIM_STATE_RESTART)
1972 anim->part_counter++;
1974 // when animation mode is "once", stop after all animations were played once
1975 if (c->anim_mode & ANIM_ONCE &&
1976 anim->part_counter == anim->num_parts)
1977 anim->state = ANIM_STATE_INACTIVE;
1979 state = anim->state;
1980 active_part_nr = anim->active_part_nr;
1982 // while the animation parts are pausing (waiting or inactive), play the base
1983 // (main) animation; this corresponds to the "boring player animation" logic
1984 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1987 if (anim->state == ANIM_STATE_WAITING ||
1988 anim->state == ANIM_STATE_INACTIVE)
1990 anim->active_part_nr = anim->num_parts; // part nr of base animation
1991 part = &anim->part[anim->active_part_nr];
1993 if (anim->state != anim->last_state)
1994 part->state = ANIM_STATE_RESTART;
1996 anim->state = ANIM_STATE_RUNNING;
1997 part->state = HandleGlobalAnim_Part(part, part->state);
2001 anim->last_state = state;
2002 anim->last_active_part_nr = active_part_nr;
2005 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
2010 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
2013 for (i = 0; i < ctrl->num_anims; i++)
2014 HandleGlobalAnim_Main(&ctrl->anim[i], action);
2017 static void HandleGlobalAnim(int action, int game_mode)
2020 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
2023 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
2026 static void DoAnimationExt(void)
2031 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
2034 // global animations now synchronized with frame delay of screen update
2037 for (i = 0; i < NUM_GAME_MODES; i++)
2038 HandleGlobalAnim(ANIM_CONTINUE, i);
2041 // force screen redraw in next frame to continue drawing global animations
2042 redraw_mask = REDRAW_ALL;
2046 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
2050 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
2051 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
2052 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
2053 ANIM_DELAY_ACTION_NONE);
2055 if (delay_action == ANIM_DELAY_ACTION_NONE)
2058 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
2061 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
2063 int event_action = (part->init_event_state ?
2064 part->control_info.init_event_action :
2065 part->control_info.anim_event_action);
2067 if (event_action == ANIM_EVENT_ACTION_NONE)
2070 if (event_action < MAX_IMAGE_FILES)
2071 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
2073 OpenURLFromHash(anim_url_hash, event_action);
2075 // check if further actions are allowed to be executed
2076 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
2082 static void InitGlobalAnim_Clickable(void)
2086 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
2088 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2091 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
2093 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2096 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
2098 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2100 if (part->triggered)
2101 part->clicked = TRUE;
2103 part->triggered = FALSE;
2104 part->clickable = FALSE;
2110 #define ANIM_CLICKED_RESET 0
2111 #define ANIM_CLICKED_PRESSED 1
2112 #define ANIM_CLICKED_RELEASED 2
2114 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
2116 boolean click_consumed = FALSE;
2117 boolean anything_clicked = FALSE;
2118 boolean any_part_clicked = FALSE;
2119 boolean any_event_action = FALSE;
2123 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
2125 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2128 // check animations in reverse draw order (to stop when clicked)
2129 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
2131 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2134 // check animation parts in reverse draw order (to stop when clicked)
2135 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
2137 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2139 // if request dialog is active, only handle pointer-style animations
2140 if (game.request_active &&
2141 part->control_info.class != get_hash_from_key("pointer"))
2144 if (clicked_event == ANIM_CLICKED_RESET)
2146 part->clicked = FALSE;
2151 if (!part->clickable)
2154 if (!(part->state & ANIM_STATE_RUNNING))
2157 // always handle "any" click events (clicking anywhere on screen) ...
2158 if (clicked_event == ANIM_CLICKED_PRESSED &&
2159 isClickablePart(part, ANIM_EVENT_ANY))
2161 #if DEBUG_ANIM_EVENTS
2162 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
2163 part->old_anim_nr + 1, part->old_nr + 1);
2166 anything_clicked = part->clicked = TRUE;
2167 click_consumed |= clickConsumed(part);
2170 // always handle "unclick:any" events (releasing anywhere on screen) ...
2171 if (clicked_event == ANIM_CLICKED_RELEASED &&
2172 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
2174 #if DEBUG_ANIM_EVENTS
2175 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
2176 part->old_anim_nr + 1, part->old_nr + 1);
2179 anything_clicked = part->clicked = TRUE;
2180 click_consumed |= clickConsumed(part);
2183 // ... but only handle the first (topmost) clickable animation
2184 if (any_part_clicked)
2187 if (clicked_event == ANIM_CLICKED_PRESSED &&
2188 isClickedPart(part, mx, my, TRUE))
2191 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
2192 anim_nr, part_nr, part->control_info.anim_event_action);
2195 // after executing event action, ignore any further actions
2196 if (!any_event_action && DoGlobalAnim_EventAction(part))
2197 any_event_action = TRUE;
2199 // determine if mouse clicks should be blocked from other animations
2200 any_part_clicked |= clickConsumed(part);
2202 if (isClickablePart(part, ANIM_EVENT_SELF))
2204 #if DEBUG_ANIM_EVENTS
2205 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
2206 part->old_anim_nr + 1, part->old_nr + 1);
2209 anything_clicked = part->clicked = TRUE;
2210 click_consumed |= clickConsumed(part);
2213 // determine if mouse clicks should be blocked by this animation
2214 click_consumed |= clickBlocked(part);
2216 // check if this click is defined to trigger other animations
2217 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
2218 ANIM_EVENT_CLICK, "CLICK");
2224 if (anything_clicked)
2226 handle_click = TRUE;
2228 for (i = 0; i < NUM_GAME_MODES; i++)
2229 HandleGlobalAnim(ANIM_CONTINUE, i);
2231 handle_click = FALSE;
2233 // prevent ignoring release event if processed within same game frame
2234 StopProcessingEvents();
2237 return (click_consumed || any_event_action);
2240 static void ResetGlobalAnim_Clickable(void)
2242 InitGlobalAnim_Clickable();
2245 static void ResetGlobalAnim_Clicked(void)
2247 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
2250 void RestartGlobalAnimsByStatus(int status)
2252 int anim_status_last = global.anim_status;
2254 global.anim_status = status;
2256 // force restarting global animations by changed global animation status
2257 DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
2259 global.anim_status = anim_status_last;
2262 void SetAnimStatusBeforeFading(int status)
2264 anim_status_last_before_fading = status;
2267 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
2269 static boolean click_consumed = FALSE;
2270 static int last_button = 0;
2271 boolean press_event;
2272 boolean release_event;
2273 boolean click_consumed_current = click_consumed;
2275 if (button != 0 && force_click)
2278 // check if button state has changed since last invocation
2279 press_event = (button != 0 && last_button == 0);
2280 release_event = (button == 0 && last_button != 0);
2281 last_button = button;
2285 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
2286 click_consumed_current = click_consumed;
2291 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
2292 click_consumed = FALSE;
2295 return click_consumed_current;
2298 int getGlobalAnimSyncFrame(void)
2300 return anim_sync_frame;
2303 void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y,
2304 int trigger_x, int trigger_y)
2306 if (!IS_CUSTOM_ELEMENT(element))
2309 // custom element stored as 0 to 255, change page stored as 1 to 32
2310 InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
2311 x, y, trigger_x, trigger_y);