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_NAMES 3
40 #define ANIM_CLASS_BIT_SCORES 4
41 #define ANIM_CLASS_BIT_SCORESONLY 5
42 #define ANIM_CLASS_BIT_SUBMENU 6
43 #define ANIM_CLASS_BIT_MENU 7
44 #define ANIM_CLASS_BIT_TOONS 8
45 #define ANIM_CLASS_BIT_NO_TITLE 9
47 #define NUM_ANIM_CLASSES 10
49 #define ANIM_CLASS_NONE 0
50 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
51 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
52 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
53 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
54 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
55 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
56 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
57 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
58 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
59 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
61 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
65 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
67 ANIM_CLASS_SCORESONLY | \
70 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
75 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
77 ANIM_CLASS_SUBMENU | \
80 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
82 ANIM_CLASS_SUBMENU | \
86 // values for global animation states
87 #define ANIM_STATE_INACTIVE 0
88 #define ANIM_STATE_RESTART (1 << 0)
89 #define ANIM_STATE_WAITING (1 << 1)
90 #define ANIM_STATE_RUNNING (1 << 2)
92 // values for global animation control
93 #define ANIM_NO_ACTION 0
95 #define ANIM_CONTINUE 2
99 struct GlobalAnimPartControlInfo
101 int old_nr; // position before mapping animation parts linearly
102 int old_anim_nr; // position before mapping animations linearly
108 boolean is_base; // animation part is base/main/default animation part
114 struct GraphicInfo graphic_info;
115 struct GraphicInfo control_info;
123 int step_xoffset, step_yoffset;
125 unsigned int initial_anim_sync_frame;
126 unsigned int anim_random_frame;
128 DelayCounter step_delay;
130 int init_delay_counter;
131 int anim_delay_counter;
132 int post_delay_counter;
134 boolean init_event_state;
135 boolean anim_event_state;
144 int last_anim_status;
147 struct GlobalAnimMainControlInfo
149 struct GlobalAnimPartControlInfo base;
150 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
155 struct GraphicInfo control_info;
157 int num_parts; // number of animation parts, but without base part
158 int num_parts_all; // number of animation parts, including base part
162 boolean has_base; // animation has base/main/default animation part
166 int init_delay_counter;
170 int last_state, last_active_part_nr;
173 struct GlobalAnimControlInfo
175 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
181 struct GameModeAnimClass
185 } game_mode_anim_classes_list[] =
187 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
188 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
189 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
190 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
191 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
192 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
193 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
194 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
195 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
196 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
197 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
198 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
199 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
200 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
201 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
202 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
203 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
204 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
205 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
206 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
207 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
208 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
209 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
210 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
215 struct AnimClassGameMode
219 } anim_class_game_modes_list[] =
221 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
222 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
223 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
224 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
225 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
226 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
227 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
228 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
229 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
230 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
235 // forward declaration for internal use
236 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
237 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
238 static void HandleGlobalAnim(int, int);
239 static void DoAnimationExt(void);
240 static void ResetGlobalAnim_Clickable(void);
241 static void ResetGlobalAnim_Clicked(void);
243 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
245 static unsigned int anim_sync_frame = 0;
247 static int game_mode_anim_classes[NUM_GAME_MODES];
248 static int anim_class_game_modes[NUM_ANIM_CLASSES];
250 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
251 static int anim_status_last = GAME_MODE_DEFAULT;
252 static int anim_classes_last = ANIM_CLASS_NONE;
254 static boolean drawing_to_fading_buffer = FALSE;
256 static boolean handle_click = FALSE;
259 // ============================================================================
260 // generic animation frame calculation
261 // ============================================================================
263 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
268 if (delay < 1) // delay must be at least 1
271 sync_frame += start_frame * delay;
273 if (mode & ANIM_LOOP) // looping animation
275 frame = (sync_frame % (delay * num_frames)) / delay;
277 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
279 frame = sync_frame / delay;
281 if (frame > num_frames - 1)
282 frame = num_frames - 1;
284 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
286 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
288 frame = (sync_frame % (delay * max_anim_frames)) / delay;
289 frame = (frame < num_frames ? frame : max_anim_frames - frame);
291 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
293 int max_anim_frames = 2 * num_frames;
295 frame = (sync_frame % (delay * max_anim_frames)) / delay;
296 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
298 else if (mode & ANIM_RANDOM) // play frames in random order
300 // note: expect different frames for the same delay cycle!
302 if (gfx.anim_random_frame < 0)
303 frame = GetSimpleRandom(num_frames);
305 frame = gfx.anim_random_frame % num_frames;
307 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
309 frame = sync_frame % num_frames;
312 if (mode & ANIM_REVERSE) // use reverse animation direction
313 frame = num_frames - frame - 1;
319 // ============================================================================
320 // global animation functions
321 // ============================================================================
323 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
325 struct GraphicInfo *c = &anim->control_info;
326 int last_anim_random_frame = gfx.anim_random_frame;
329 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
331 part_nr = getAnimationFrame(anim->num_parts, 1,
332 c->anim_mode, c->anim_start_frame,
335 gfx.anim_random_frame = last_anim_random_frame;
340 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
342 const struct GlobalAnimPartControlInfo *o1 =
343 (struct GlobalAnimPartControlInfo *)obj1;
344 const struct GlobalAnimPartControlInfo *o2 =
345 (struct GlobalAnimPartControlInfo *)obj2;
348 if (o1->control_info.draw_order != o2->control_info.draw_order)
349 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
351 compare_result = o1->nr - o2->nr;
353 return compare_result;
356 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
358 const struct GlobalAnimMainControlInfo *o1 =
359 (struct GlobalAnimMainControlInfo *)obj1;
360 const struct GlobalAnimMainControlInfo *o2 =
361 (struct GlobalAnimMainControlInfo *)obj2;
364 if (o1->control_info.draw_order != o2->control_info.draw_order)
365 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
367 compare_result = o1->nr - o2->nr;
369 return compare_result;
372 static void InitToonControls(void)
374 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
375 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
376 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
377 int mode_nr, anim_nr, part_nr;
378 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
379 int num_toons = MAX_NUM_TOONS;
382 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
383 num_toons = global.num_toons;
385 mode_nr = mode_nr_toons;
386 anim_nr = ctrl->num_anims;
389 anim->mode_nr = mode_nr;
390 anim->control_info = graphic_info[control];
393 anim->num_parts_all = 0;
394 anim->part_counter = 0;
395 anim->active_part_nr = 0;
397 anim->has_base = FALSE;
399 anim->last_x = POS_OFFSCREEN;
400 anim->last_y = POS_OFFSCREEN;
402 anim->init_delay_counter = 0;
404 anim->state = ANIM_STATE_INACTIVE;
408 for (i = 0; i < num_toons; i++)
410 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
411 int sound = SND_UNDEFINED;
412 int music = MUS_UNDEFINED;
413 int graphic = IMG_TOON_1 + i;
418 part->anim_nr = anim_nr;
419 part->mode_nr = mode_nr;
421 part->is_base = FALSE;
425 part->graphic = graphic;
427 part->graphic_info = graphic_info[graphic];
428 part->control_info = graphic_info[control];
430 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
432 part->control_info.init_delay_fixed = 0;
433 part->control_info.init_delay_random = 150;
435 part->control_info.x = ARG_UNDEFINED_VALUE;
436 part->control_info.y = ARG_UNDEFINED_VALUE;
438 part->initial_anim_sync_frame = 0;
439 part->anim_random_frame = -1;
441 part->step_delay.count = 0;
442 part->step_delay.value = graphic_info[control].step_delay;
444 part->state = ANIM_STATE_INACTIVE;
445 part->last_anim_status = -1;
448 anim->num_parts_all++;
456 static void InitGlobalAnimControls(void)
459 int mode_nr, anim_nr, part_nr;
460 int sound, music, graphic, control;
464 for (m = 0; m < NUM_GAME_MODES; m++)
468 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
475 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
477 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
478 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
480 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
482 // if no base animation parameters defined, use default values
483 if (control == IMG_UNDEFINED)
484 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
487 anim->mode_nr = mode_nr;
488 anim->control_info = graphic_info[control];
491 anim->num_parts_all = 0;
492 anim->part_counter = 0;
493 anim->active_part_nr = 0;
495 anim->has_base = FALSE;
497 anim->last_x = POS_OFFSCREEN;
498 anim->last_y = POS_OFFSCREEN;
500 anim->init_delay_counter = 0;
502 anim->state = ANIM_STATE_INACTIVE;
506 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
508 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
510 sound = global_anim_info[a].sound[p][m];
511 music = global_anim_info[a].music[p][m];
512 graphic = global_anim_info[a].graphic[p][m];
513 control = global_anim_info[ctrl_id].graphic[p][m];
515 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
516 control == IMG_UNDEFINED)
520 Debug("anim:InitGlobalAnimControls",
521 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
522 m, a, p, mode_nr, anim_nr, part_nr, control);
526 Debug("anim:InitGlobalAnimControls",
527 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
528 m, a, p, mode_nr, anim_nr, part_nr, sound);
532 part->old_anim_nr = a;
535 part->anim_nr = anim_nr;
536 part->mode_nr = mode_nr;
540 part->graphic = graphic;
542 part->graphic_info = graphic_info[graphic];
543 part->control_info = graphic_info[control];
545 part->initial_anim_sync_frame = 0;
546 part->anim_random_frame = -1;
548 part->step_delay.count = 0;
549 part->step_delay.value = graphic_info[control].step_delay;
551 part->state = ANIM_STATE_INACTIVE;
552 part->last_anim_status = -1;
554 anim->num_parts_all++;
556 if (p < GLOBAL_ANIM_ID_PART_BASE)
558 part->is_base = FALSE;
565 part->is_base = TRUE;
568 anim->has_base = TRUE;
571 // apply special settings for pointer-style animations
572 if (part->control_info.class == get_hash_from_key("pointer"))
574 // force animation to be on top (must set anim and part control)
575 if (anim->control_info.draw_order == 0)
576 anim->control_info.draw_order = 1000000;
577 if (part->control_info.draw_order == 0)
578 part->control_info.draw_order = 1000000;
580 // force animation to pass-through clicks (must set part control)
581 if (part->control_info.style == STYLE_DEFAULT)
582 part->control_info.style |= STYLE_PASSTHROUGH;
586 if (anim->num_parts > 0 || anim->has_base)
596 // sort all animations according to draw_order and animation number
597 for (m = 0; m < NUM_GAME_MODES; m++)
599 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
601 // sort all main animations for this game mode
602 qsort(ctrl->anim, ctrl->num_anims,
603 sizeof(struct GlobalAnimMainControlInfo),
604 compareGlobalAnimMainControlInfo);
606 for (a = 0; a < ctrl->num_anims; a++)
608 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
610 // sort all animation parts for this main animation
611 qsort(anim->part, anim->num_parts,
612 sizeof(struct GlobalAnimPartControlInfo),
613 compareGlobalAnimPartControlInfo);
617 for (i = 0; i < NUM_GAME_MODES; i++)
618 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
619 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
620 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
621 game_mode_anim_classes_list[i].class;
623 for (i = 0; i < NUM_ANIM_CLASSES; i++)
624 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
625 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
626 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
627 anim_class_game_modes_list[i].game_mode;
629 anim_status_last_before_fading = GAME_MODE_LOADING;
630 anim_status_last = GAME_MODE_LOADING;
631 anim_classes_last = ANIM_CLASS_NONE;
634 void InitGlobalAnimations(void)
636 InitGlobalAnimControls();
639 static void BlitGlobalAnimation(struct GraphicInfo *g, Bitmap *src_bitmap,
640 int src_x, int src_y, int width, int height,
641 int dst_x, int dst_y, int drawing_target)
643 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
644 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
645 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
646 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
647 Bitmap *fade_bitmap =
648 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
649 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
651 if (drawing_target == DRAW_TO_SCREEN)
652 blit_screen(src_bitmap, src_x, src_y, width, height,
655 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
659 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
661 int game_mode_anim_action[NUM_GAME_MODES];
667 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
668 drawing_target == DRAW_TO_SCREEN)
671 // always start with reliable default values (no animation actions)
672 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
673 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
675 if (global.anim_status != anim_status_last)
677 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
678 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
679 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
682 if (drawing_target == DRAW_TO_FADE_TARGET)
685 // special case: changing from/to these screens is done without fading
686 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
687 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
688 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
689 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
692 // ---------- part 1 ------------------------------------------------------
693 // start or stop global animations by change of game mode
694 // (special handling of animations for "current screen" and "all screens")
696 if (global.anim_status_next != anim_status_last_before_fading)
698 // stop animations for last screen before fading to new screen
699 game_mode_anim_action[anim_status_last] = ANIM_STOP;
701 // start animations for current screen after fading to new screen
702 game_mode_anim_action[global.anim_status] = ANIM_START;
705 // start animations for all screens after loading new artwork set
706 if (anim_status_last == GAME_MODE_LOADING)
707 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
709 // ---------- part 2 ------------------------------------------------------
710 // start or stop global animations by change of animation class
711 // (generic handling of animations for "class of screens")
713 for (i = 0; i < NUM_ANIM_CLASSES; i++)
715 int anim_class_check = (1 << i);
716 int anim_class_game_mode = anim_class_game_modes[i];
717 int anim_class_last = anim_classes_last & anim_class_check;
718 int anim_class_next = anim_classes_next & anim_class_check;
720 // stop animations for changed screen class before fading to new screen
721 if (before_fading && anim_class_last && !anim_class_next)
722 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
724 // start animations for changed screen class after fading to new screen
725 if (after_fading && !anim_class_last && anim_class_next)
726 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
729 if (drawing_target == DRAW_TO_SCREEN)
733 anim_classes_last = anim_classes_next;
734 anim_status_last_before_fading = global.anim_status;
737 anim_status_last = global.anim_status;
739 // start or stop animations determined to be started or stopped above
740 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
741 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
742 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
744 else if (drawing_target == DRAW_TO_FADE_TARGET)
746 drawing_to_fading_buffer = TRUE;
748 // start animations determined to be (temporary) started above
749 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
750 if (game_mode_anim_action[mode_nr] == ANIM_START)
751 HandleGlobalAnim(ANIM_START, mode_nr);
755 if (global.anim_status == GAME_MODE_LOADING)
758 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
760 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
763 // when preparing source fading buffer, only draw animations to be stopped
764 if (drawing_target == DRAW_TO_FADE_SOURCE &&
765 game_mode_anim_action[mode_nr] != ANIM_STOP)
768 // when preparing target fading buffer, only draw animations to be started
769 if (drawing_target == DRAW_TO_FADE_TARGET &&
770 game_mode_anim_action[mode_nr] != ANIM_START)
774 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
775 mode_nr != game_status)
779 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
781 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
782 struct GraphicInfo *c = &anim->control_info;
783 int part_first, part_last;
786 if (!(anim->state & ANIM_STATE_RUNNING))
789 part_first = part_last = anim->active_part_nr;
791 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
793 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
796 part_last = num_parts - 1;
799 for (part_nr = part_first; part_nr <= part_last; part_nr++)
801 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
802 struct GraphicInfo *g = &part->graphic_info;
805 int width = g->width;
806 int height = g->height;
813 int last_anim_random_frame = gfx.anim_random_frame;
815 if (!(part->state & ANIM_STATE_RUNNING))
818 if (part->drawing_stage != drawing_stage)
827 else if (part->x > part->viewport_width - g->width)
828 width -= (part->x - (part->viewport_width - g->width));
836 else if (part->y > part->viewport_height - g->height)
837 height -= (part->y - (part->viewport_height - g->height));
839 if (width <= 0 || height <= 0)
842 dst_x += part->viewport_x;
843 dst_y += part->viewport_y;
845 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
847 // re-initialize random animation frame after animation delay
848 if (g->anim_mode == ANIM_RANDOM &&
849 sync_frame % g->anim_delay == 0 &&
851 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
853 gfx.anim_random_frame = part->anim_random_frame;
855 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
856 g->anim_mode, g->anim_start_frame,
859 gfx.anim_random_frame = last_anim_random_frame;
861 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
867 BlitGlobalAnimation(g, src_bitmap, src_x, src_y, width, height,
868 dst_x, dst_y, drawing_target);
873 if (drawing_target == DRAW_TO_FADE_TARGET)
875 // stop animations determined to be (temporary) started above
876 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
877 if (game_mode_anim_action[mode_nr] == ANIM_START)
878 HandleGlobalAnim(ANIM_STOP, mode_nr);
880 drawing_to_fading_buffer = FALSE;
884 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
886 int last_cursor_mode_override = gfx.cursor_mode_override;
888 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
890 ResetGlobalAnim_Clickable();
892 gfx.cursor_mode_override = CURSOR_UNDEFINED;
895 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
897 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
899 ResetGlobalAnim_Clicked();
902 DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
904 if (gfx.cursor_mode_override != last_cursor_mode_override)
905 SetMouseCursor(gfx.cursor_mode);
908 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
914 boolean changed = FALSE;
916 if (part->last_anim_status == global.anim_status &&
917 part->control_info.class != get_hash_from_key("pointer"))
920 part->last_anim_status = global.anim_status;
922 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
924 if (part->control_info.class == get_hash_from_key("window") ||
925 part->control_info.class == get_hash_from_key("border"))
929 viewport_width = WIN_XSIZE;
930 viewport_height = WIN_YSIZE;
932 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
934 else if (part->control_info.class == get_hash_from_key("pointer"))
936 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
937 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
939 // prevent displaying off-screen custom mouse cursor in upper left corner
940 if (gfx.mouse_x == POS_OFFSCREEN &&
941 gfx.mouse_y == POS_OFFSCREEN)
942 mx = my = POS_OFFSCREEN;
944 viewport_x = mx - part->control_info.x;
945 viewport_y = my - part->control_info.y;
946 viewport_width = part->graphic_info.width;
947 viewport_height = part->graphic_info.height;
949 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
951 // do not use global animation mouse pointer when reloading artwork
952 if (global.anim_status != GAME_MODE_LOADING)
953 gfx.cursor_mode_override = CURSOR_NONE;
955 else if (part->control_info.class == get_hash_from_key("door_1"))
959 viewport_width = DXSIZE;
960 viewport_height = DYSIZE;
962 else if (part->control_info.class == get_hash_from_key("door_2"))
964 if (part->mode_nr == GAME_MODE_EDITOR)
968 viewport_width = EXSIZE;
969 viewport_height = EYSIZE;
975 viewport_width = VXSIZE;
976 viewport_height = VYSIZE;
979 else // default: "playfield"
981 viewport_x = REAL_SX;
982 viewport_y = REAL_SY;
983 viewport_width = FULL_SXSIZE;
984 viewport_height = FULL_SYSIZE;
987 if (viewport_x != part->viewport_x ||
988 viewport_y != part->viewport_y ||
989 viewport_width != part->viewport_width ||
990 viewport_height != part->viewport_height)
992 part->viewport_x = viewport_x;
993 part->viewport_y = viewport_y;
994 part->viewport_width = viewport_width;
995 part->viewport_height = viewport_height;
997 if (part->control_info.class != get_hash_from_key("pointer"))
1004 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1006 int sound = part->sound;
1008 if (sound == SND_UNDEFINED)
1011 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1012 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1015 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1016 if (IS_LOOP_SOUND(sound))
1017 PlaySoundLoop(sound);
1022 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1023 part->anim_nr, part->nr, part->mode_nr, sound);
1027 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1029 int sound = part->sound;
1031 if (sound == SND_UNDEFINED)
1037 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1038 part->anim_nr, part->nr, part->mode_nr, sound);
1042 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1044 int music = part->music;
1046 if (music == MUS_UNDEFINED)
1049 if (!setup.sound_music)
1052 if (IS_LOOP_MUSIC(music))
1053 PlayMusicLoop(music);
1058 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1059 part->anim_nr, part->nr, part->mode_nr, music);
1063 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1065 int music = part->music;
1067 if (music == MUS_UNDEFINED)
1073 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1074 part->anim_nr, part->nr, part->mode_nr, music);
1078 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1080 // when drawing animations to fading buffer, do not play sounds or music
1081 if (drawing_to_fading_buffer)
1084 PlayGlobalAnimSound(part);
1085 PlayGlobalAnimMusic(part);
1088 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1090 StopGlobalAnimSound(part);
1091 StopGlobalAnimMusic(part);
1094 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1096 // when drawing animations to fading buffer, do not play sounds
1097 if (drawing_to_fading_buffer)
1100 // loop sounds only expire when playing
1101 if (game_status != GAME_MODE_PLAYING)
1104 // check if any sound is defined for this animation part
1105 if (part->sound == SND_UNDEFINED)
1108 // normal (non-loop) sounds do not expire when playing
1109 if (!IS_LOOP_SOUND(part->sound))
1112 // prevent expiring loop sounds when playing
1113 PlayGlobalAnimSound(part);
1116 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1118 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1120 if (mask & ANIM_EVENT_ANY)
1121 return (anim_event & ANIM_EVENT_ANY);
1122 else if (mask & ANIM_EVENT_SELF)
1123 return (anim_event & ANIM_EVENT_SELF);
1124 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1125 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1127 return (anim_event == mask ||
1128 anim_event == mask_anim_only);
1131 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1133 struct GraphicInfo *c = &part->control_info;
1134 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1135 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1138 for (i = 0; i < num_init_events; i++)
1140 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1142 if (checkGlobalAnimEvent(init_event, mask))
1146 for (i = 0; i < num_anim_events; i++)
1148 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1150 if (checkGlobalAnimEvent(anim_event, mask))
1157 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1158 int mx, int my, boolean clicked)
1160 struct GraphicInfo *g = &part->graphic_info;
1161 int part_x = part->viewport_x + part->x;
1162 int part_y = part->viewport_y + part->y;
1163 int part_width = g->width;
1164 int part_height = g->height;
1166 // check if mouse click was detected at all
1170 // check if mouse click is inside the animation part's viewport
1171 if (mx < part->viewport_x ||
1172 mx >= part->viewport_x + part->viewport_width ||
1173 my < part->viewport_y ||
1174 my >= part->viewport_y + part->viewport_height)
1177 // check if mouse click is inside the animation part's graphic
1179 mx >= part_x + part_width ||
1181 my >= part_y + part_height)
1187 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1189 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1192 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1194 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1197 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1198 boolean *click_consumed,
1199 boolean *any_event_action,
1200 int event_value, char *info_text)
1202 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1204 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1205 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1206 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1209 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1213 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1215 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1218 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1220 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1222 if (!(part2->state & ANIM_STATE_RUNNING))
1225 if (isClickablePart(part2, mask))
1227 part2->triggered = TRUE;
1228 *click_consumed |= clickConsumed(part); // click was on "part"!
1230 #if DEBUG_ANIM_EVENTS
1231 Debug("anim:InitGlobalAnim_Triggered",
1232 "%d.%d TRIGGERED BY %s OF %d.%d",
1233 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1234 part->old_anim_nr + 1, part->old_nr + 1);
1237 Debug("anim:InitGlobalAnim_Triggered",
1238 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1239 part2->control_info.anim_event_action);
1242 // after executing event action, ignore any further actions
1243 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1244 *any_event_action = TRUE;
1248 struct GraphicInfo *c = &part2->control_info;
1250 if (isClickablePart(part2, mask))
1251 Debug("anim:InitGlobalAnim_Triggered",
1252 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1253 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1256 Debug("anim:InitGlobalAnim_Triggered",
1257 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1258 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1264 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1265 int delay_type, char *info_text)
1267 #if DEBUG_ANIM_DELAY
1268 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1269 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1272 DoGlobalAnim_DelayAction(part, delay_type);
1275 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1276 int event_value, char *info_text)
1278 #if DEBUG_ANIM_EVENTS
1279 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1280 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1283 boolean click_consumed = FALSE;
1284 boolean any_event_action = FALSE;
1286 // check if this event is defined to trigger other animations
1287 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1288 event_value, info_text);
1291 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1294 if (handle_click && !part->clicked)
1297 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1298 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1299 struct GraphicInfo *g = &part->graphic_info;
1300 struct GraphicInfo *c = &part->control_info;
1301 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1303 if (viewport_changed)
1304 state |= ANIM_STATE_RESTART;
1306 if (state & ANIM_STATE_RESTART)
1308 // when drawing animations to fading buffer, only start fixed animations
1309 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1310 c->y == ARG_UNDEFINED_VALUE))
1311 return ANIM_STATE_INACTIVE;
1313 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1315 part->init_delay_counter =
1316 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1318 part->anim_delay_counter =
1319 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1321 part->post_delay_counter = 0;
1323 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1324 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1326 part->initial_anim_sync_frame =
1327 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1328 anim_sync_frame + part->init_delay_counter);
1330 // do not re-initialize random animation frame after fade-in
1331 if (part->anim_random_frame == -1)
1332 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1334 if (c->direction & MV_HORIZONTAL)
1336 int pos_bottom = part->viewport_height - g->height;
1338 if (c->position == POS_TOP)
1340 else if (c->position == POS_UPPER)
1341 part->y = GetSimpleRandom(pos_bottom / 2);
1342 else if (c->position == POS_MIDDLE)
1343 part->y = pos_bottom / 2;
1344 else if (c->position == POS_LOWER)
1345 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1346 else if (c->position == POS_BOTTOM)
1347 part->y = pos_bottom;
1349 part->y = GetSimpleRandom(pos_bottom);
1351 if (c->direction == MV_RIGHT)
1353 part->step_xoffset = c->step_offset;
1354 part->x = -g->width + part->step_xoffset;
1358 part->step_xoffset = -c->step_offset;
1359 part->x = part->viewport_width + part->step_xoffset;
1362 part->step_yoffset = 0;
1364 else if (c->direction & MV_VERTICAL)
1366 int pos_right = part->viewport_width - g->width;
1368 if (c->position == POS_LEFT)
1370 else if (c->position == POS_RIGHT)
1371 part->x = pos_right;
1373 part->x = GetSimpleRandom(pos_right);
1375 if (c->direction == MV_DOWN)
1377 part->step_yoffset = c->step_offset;
1378 part->y = -g->height + part->step_yoffset;
1382 part->step_yoffset = -c->step_offset;
1383 part->y = part->viewport_height + part->step_yoffset;
1386 part->step_xoffset = 0;
1393 part->step_xoffset = 0;
1394 part->step_yoffset = 0;
1397 if (part->control_info.class != get_hash_from_key("pointer"))
1399 if (c->x != ARG_UNDEFINED_VALUE)
1401 if (c->y != ARG_UNDEFINED_VALUE)
1405 if (c->position == POS_LAST &&
1406 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1407 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1409 part->x = anim->last_x;
1410 part->y = anim->last_y;
1413 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1414 part->step_xoffset = c->step_xoffset;
1415 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1416 part->step_yoffset = c->step_yoffset;
1418 if (part->init_delay_counter == 0 &&
1419 !part->init_event_state)
1421 PlayGlobalAnimSoundAndMusic(part);
1423 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1424 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1428 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1432 if (part->clicked &&
1433 part->init_event_state)
1435 if (part->initial_anim_sync_frame > 0)
1436 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1438 part->init_delay_counter = 1;
1439 part->init_event_state = FALSE;
1441 part->clicked = FALSE;
1444 if (part->clicked &&
1445 part->anim_event_state)
1447 part->anim_delay_counter = 1;
1448 part->anim_event_state = FALSE;
1450 part->clicked = FALSE;
1453 if (part->init_delay_counter > 0)
1455 part->init_delay_counter--;
1457 if (part->init_delay_counter == 0)
1459 part->init_event_state = FALSE;
1461 PlayGlobalAnimSoundAndMusic(part);
1463 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1464 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1467 return ANIM_STATE_WAITING;
1470 if (part->init_event_state)
1471 return ANIM_STATE_WAITING;
1473 // animation part is now running/visible and therefore clickable
1474 part->clickable = TRUE;
1476 // check if moving animation has left the visible screen area
1477 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1478 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1479 (part->y <= -g->height && part->step_yoffset <= 0) ||
1480 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1482 // do not wait for "anim" events for off-screen animations
1483 part->anim_event_state = FALSE;
1485 // do not stop animation before "anim" or "post" counter are finished
1486 if (part->anim_delay_counter == 0 &&
1487 part->post_delay_counter == 0)
1489 StopGlobalAnimSoundAndMusic(part);
1491 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1493 part->post_delay_counter =
1494 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1496 if (part->post_delay_counter > 0)
1497 return ANIM_STATE_RUNNING;
1499 // drawing last frame not needed here -- animation not visible anymore
1500 return ANIM_STATE_RESTART;
1504 if (part->anim_delay_counter > 0)
1506 part->anim_delay_counter--;
1508 if (part->anim_delay_counter == 0)
1510 part->anim_event_state = FALSE;
1512 StopGlobalAnimSoundAndMusic(part);
1514 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1515 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1517 part->post_delay_counter =
1518 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1520 if (part->post_delay_counter > 0)
1521 return ANIM_STATE_RUNNING;
1523 // additional state "RUNNING" required to not skip drawing last frame
1524 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1528 if (part->post_delay_counter > 0)
1530 part->post_delay_counter--;
1532 if (part->post_delay_counter == 0)
1534 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1535 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1537 return ANIM_STATE_RESTART;
1540 return ANIM_STATE_WAITING;
1543 // special case to prevent expiring loop sounds when playing
1544 PlayGlobalAnimSoundIfLoop(part);
1546 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1547 return ANIM_STATE_RUNNING;
1551 static unsigned int last_counter = -1;
1552 unsigned int counter = Counter();
1554 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1555 anim_sync_frame, counter - last_counter);
1557 last_counter = counter;
1561 part->x += part->step_xoffset;
1562 part->y += part->step_yoffset;
1564 anim->last_x = part->x;
1565 anim->last_y = part->y;
1567 return ANIM_STATE_RUNNING;
1570 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1573 struct GlobalAnimPartControlInfo *part;
1574 struct GraphicInfo *c = &anim->control_info;
1575 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1576 int state, active_part_nr;
1580 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1581 anim->mode_nr, anim->nr, anim->num_parts);
1582 Debug("anim:HandleGlobalAnim_Main",
1583 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1587 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1588 (action == ANIM_START ? "ANIM_START" :
1589 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1590 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1592 anim->state & ANIM_STATE_RESTART,
1593 anim->state & ANIM_STATE_WAITING,
1594 anim->state & ANIM_STATE_RUNNING,
1601 anim->state = anim->last_state = ANIM_STATE_RESTART;
1602 anim->active_part_nr = anim->last_active_part_nr = 0;
1603 anim->part_counter = 0;
1608 if (anim->state == ANIM_STATE_INACTIVE)
1611 anim->state = anim->last_state;
1612 anim->active_part_nr = anim->last_active_part_nr;
1617 anim->state = ANIM_STATE_INACTIVE;
1619 for (i = 0; i < num_parts; i++)
1620 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1628 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1631 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1632 anim->mode_nr, anim->nr, num_parts);
1635 for (i = 0; i < num_parts; i++)
1637 part = &anim->part[i];
1642 anim->state = ANIM_STATE_RUNNING;
1643 part->state = ANIM_STATE_RESTART;
1648 if (part->state == ANIM_STATE_INACTIVE)
1654 part->state = ANIM_STATE_INACTIVE;
1662 part->state = HandleGlobalAnim_Part(part, part->state);
1664 // when animation mode is "once", stop after animation was played once
1665 if (c->anim_mode & ANIM_ONCE &&
1666 part->state & ANIM_STATE_RESTART)
1667 part->state = ANIM_STATE_INACTIVE;
1670 anim->last_state = anim->state;
1671 anim->last_active_part_nr = anim->active_part_nr;
1676 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1677 anim->active_part_nr = getGlobalAnimationPart(anim);
1679 part = &anim->part[anim->active_part_nr];
1681 // first set all animation parts to "inactive", ...
1682 for (i = 0; i < num_parts; i++)
1683 anim->part[i].state = ANIM_STATE_INACTIVE;
1685 // ... then set current animation parts to "running"
1686 part->state = ANIM_STATE_RUNNING;
1688 anim->state = HandleGlobalAnim_Part(part, anim->state);
1690 if (anim->state & ANIM_STATE_RESTART)
1691 anim->part_counter++;
1693 // when animation mode is "once", stop after all animations were played once
1694 if (c->anim_mode & ANIM_ONCE &&
1695 anim->part_counter == anim->num_parts)
1696 anim->state = ANIM_STATE_INACTIVE;
1698 state = anim->state;
1699 active_part_nr = anim->active_part_nr;
1701 // while the animation parts are pausing (waiting or inactive), play the base
1702 // (main) animation; this corresponds to the "boring player animation" logic
1703 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1706 if (anim->state == ANIM_STATE_WAITING ||
1707 anim->state == ANIM_STATE_INACTIVE)
1709 anim->active_part_nr = anim->num_parts; // part nr of base animation
1710 part = &anim->part[anim->active_part_nr];
1712 if (anim->state != anim->last_state)
1713 part->state = ANIM_STATE_RESTART;
1715 anim->state = ANIM_STATE_RUNNING;
1716 part->state = HandleGlobalAnim_Part(part, part->state);
1720 anim->last_state = state;
1721 anim->last_active_part_nr = active_part_nr;
1724 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1729 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1732 for (i = 0; i < ctrl->num_anims; i++)
1733 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1736 static void HandleGlobalAnim(int action, int game_mode)
1739 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1742 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1745 static void DoAnimationExt(void)
1750 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1753 // global animations now synchronized with frame delay of screen update
1756 for (i = 0; i < NUM_GAME_MODES; i++)
1757 HandleGlobalAnim(ANIM_CONTINUE, i);
1760 // force screen redraw in next frame to continue drawing global animations
1761 redraw_mask = REDRAW_ALL;
1765 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1769 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1770 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
1771 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
1772 ANIM_DELAY_ACTION_NONE);
1774 if (delay_action == ANIM_DELAY_ACTION_NONE)
1777 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
1780 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1782 int event_action = (part->init_event_state ?
1783 part->control_info.init_event_action :
1784 part->control_info.anim_event_action);
1786 if (event_action == ANIM_EVENT_ACTION_NONE)
1789 if (event_action < MAX_IMAGE_FILES)
1790 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
1792 OpenURLFromHash(anim_url_hash, event_action);
1794 // check if further actions are allowed to be executed
1795 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1801 static void InitGlobalAnim_Clickable(void)
1805 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1807 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1810 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1812 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1815 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1817 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1819 if (part->triggered)
1820 part->clicked = TRUE;
1822 part->triggered = FALSE;
1823 part->clickable = FALSE;
1829 #define ANIM_CLICKED_RESET 0
1830 #define ANIM_CLICKED_PRESSED 1
1831 #define ANIM_CLICKED_RELEASED 2
1833 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
1835 boolean click_consumed = FALSE;
1836 boolean anything_clicked = FALSE;
1837 boolean any_part_clicked = FALSE;
1838 boolean any_event_action = FALSE;
1842 // check game modes in reverse draw order (to stop when clicked)
1843 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1845 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1848 // check animations in reverse draw order (to stop when clicked)
1849 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1851 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1854 // check animation parts in reverse draw order (to stop when clicked)
1855 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1857 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1859 if (clicked_event == ANIM_CLICKED_RESET)
1861 part->clicked = FALSE;
1866 if (!part->clickable)
1869 if (!(part->state & ANIM_STATE_RUNNING))
1872 // always handle "any" click events (clicking anywhere on screen) ...
1873 if (clicked_event == ANIM_CLICKED_PRESSED &&
1874 isClickablePart(part, ANIM_EVENT_ANY))
1876 #if DEBUG_ANIM_EVENTS
1877 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
1878 part->old_anim_nr + 1, part->old_nr + 1);
1881 anything_clicked = part->clicked = TRUE;
1882 click_consumed |= clickConsumed(part);
1885 // always handle "unclick:any" events (releasing anywhere on screen) ...
1886 if (clicked_event == ANIM_CLICKED_RELEASED &&
1887 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
1889 #if DEBUG_ANIM_EVENTS
1890 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
1891 part->old_anim_nr + 1, part->old_nr + 1);
1894 anything_clicked = part->clicked = TRUE;
1895 click_consumed |= clickConsumed(part);
1898 // ... but only handle the first (topmost) clickable animation
1899 if (any_part_clicked)
1902 if (clicked_event == ANIM_CLICKED_PRESSED &&
1903 isClickedPart(part, mx, my, TRUE))
1906 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
1907 anim_nr, part_nr, part->control_info.anim_event_action);
1910 // after executing event action, ignore any further actions
1911 if (!any_event_action && DoGlobalAnim_EventAction(part))
1912 any_event_action = TRUE;
1914 // determine if mouse clicks should be blocked from other animations
1915 any_part_clicked |= clickConsumed(part);
1917 if (isClickablePart(part, ANIM_EVENT_SELF))
1919 #if DEBUG_ANIM_EVENTS
1920 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
1921 part->old_anim_nr + 1, part->old_nr + 1);
1924 anything_clicked = part->clicked = TRUE;
1925 click_consumed |= clickConsumed(part);
1928 // determine if mouse clicks should be blocked by this animation
1929 click_consumed |= clickBlocked(part);
1931 // check if this click is defined to trigger other animations
1932 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1933 ANIM_EVENT_CLICK, "CLICK");
1939 if (anything_clicked)
1941 handle_click = TRUE;
1943 for (i = 0; i < NUM_GAME_MODES; i++)
1944 HandleGlobalAnim(ANIM_CONTINUE, i);
1946 handle_click = FALSE;
1948 // prevent ignoring release event if processed within same game frame
1949 StopProcessingEvents();
1952 return (click_consumed || any_event_action);
1955 static void ResetGlobalAnim_Clickable(void)
1957 InitGlobalAnim_Clickable();
1960 static void ResetGlobalAnim_Clicked(void)
1962 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
1965 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
1967 static boolean click_consumed = FALSE;
1968 static int last_button = 0;
1969 boolean press_event;
1970 boolean release_event;
1971 boolean click_consumed_current = click_consumed;
1973 if (button != 0 && force_click)
1976 // check if button state has changed since last invocation
1977 press_event = (button != 0 && last_button == 0);
1978 release_event = (button == 0 && last_button != 0);
1979 last_button = button;
1983 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
1984 click_consumed_current = click_consumed;
1989 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
1990 click_consumed = FALSE;
1993 return click_consumed_current;
1996 int getGlobalAnimSyncFrame(void)
1998 return anim_sync_frame;