1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
22 #define DEBUG_ANIM_DELAY 0
23 #define DEBUG_ANIM_EVENTS 0
26 // values for global toon animation definition
27 #define NUM_GLOBAL_TOON_ANIMS 1
28 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
30 // values for global animation definition (including toons)
31 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
32 NUM_GLOBAL_TOON_ANIMS)
33 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
34 NUM_GLOBAL_TOON_PARTS)
36 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
37 #define ANIM_CLASS_BIT_TITLE 1
38 #define ANIM_CLASS_BIT_MAIN 2
39 #define ANIM_CLASS_BIT_SCORES 3
40 #define ANIM_CLASS_BIT_SUBMENU 4
41 #define ANIM_CLASS_BIT_MENU 5
42 #define ANIM_CLASS_BIT_TOONS 6
43 #define ANIM_CLASS_BIT_NO_TITLE 7
45 #define NUM_ANIM_CLASSES 8
47 #define ANIM_CLASS_NONE 0
48 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
49 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
50 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
51 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
52 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
53 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
54 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
55 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
57 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
61 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SUBMENU | \
71 // values for global animation states
72 #define ANIM_STATE_INACTIVE 0
73 #define ANIM_STATE_RESTART (1 << 0)
74 #define ANIM_STATE_WAITING (1 << 1)
75 #define ANIM_STATE_RUNNING (1 << 2)
77 // values for global animation control
78 #define ANIM_NO_ACTION 0
80 #define ANIM_CONTINUE 2
84 struct GlobalAnimPartControlInfo
86 int old_nr; // position before mapping animation parts linearly
87 int old_anim_nr; // position before mapping animations linearly
93 boolean is_base; // animation part is base/main/default animation part
99 struct GraphicInfo graphic_info;
100 struct GraphicInfo control_info;
108 int step_xoffset, step_yoffset;
110 unsigned int initial_anim_sync_frame;
111 unsigned int step_delay, step_delay_value;
113 int init_delay_counter;
114 int anim_delay_counter;
115 int post_delay_counter;
117 boolean init_event_state;
118 boolean anim_event_state;
127 int last_anim_status;
130 struct GlobalAnimMainControlInfo
132 struct GlobalAnimPartControlInfo base;
133 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
138 struct GraphicInfo control_info;
140 int num_parts; // number of animation parts, but without base part
141 int num_parts_all; // number of animation parts, including base part
145 boolean has_base; // animation has base/main/default animation part
149 int init_delay_counter;
153 int last_state, last_active_part_nr;
156 struct GlobalAnimControlInfo
158 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
164 struct GameModeAnimClass
168 } game_mode_anim_classes_list[] =
170 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
171 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
172 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
173 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
174 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
175 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
176 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
177 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
178 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
179 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
180 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
181 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
182 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
183 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
184 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
185 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
186 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
187 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
188 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
189 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
194 struct AnimClassGameMode
198 } anim_class_game_modes_list[] =
200 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
201 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
202 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
203 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
204 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
205 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
206 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
207 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
212 // forward declaration for internal use
213 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
214 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
215 static void HandleGlobalAnim(int, int);
216 static void DoAnimationExt(void);
217 static void ResetGlobalAnim_Clickable(void);
218 static void ResetGlobalAnim_Clicked(void);
220 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
222 static unsigned int anim_sync_frame = 0;
224 static int game_mode_anim_classes[NUM_GAME_MODES];
225 static int anim_class_game_modes[NUM_ANIM_CLASSES];
227 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
228 static int anim_status_last = GAME_MODE_DEFAULT;
229 static int anim_classes_last = ANIM_CLASS_NONE;
231 static boolean drawing_to_fading_buffer = FALSE;
233 static boolean handle_click = FALSE;
236 // ============================================================================
237 // generic animation frame calculation
238 // ============================================================================
240 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
245 sync_frame += start_frame * delay;
247 if (mode & ANIM_LOOP) // looping animation
249 frame = (sync_frame % (delay * num_frames)) / delay;
251 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
253 frame = sync_frame / delay;
255 if (frame > num_frames - 1)
256 frame = num_frames - 1;
258 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
260 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
262 frame = (sync_frame % (delay * max_anim_frames)) / delay;
263 frame = (frame < num_frames ? frame : max_anim_frames - frame);
265 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
267 int max_anim_frames = 2 * num_frames;
269 frame = (sync_frame % (delay * max_anim_frames)) / delay;
270 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
272 else if (mode & ANIM_RANDOM) // play frames in random order
274 // note: expect different frames for the same delay cycle!
276 if (gfx.anim_random_frame < 0)
277 frame = GetSimpleRandom(num_frames);
279 frame = gfx.anim_random_frame % num_frames;
281 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
283 frame = sync_frame % num_frames;
286 if (mode & ANIM_REVERSE) // use reverse animation direction
287 frame = num_frames - frame - 1;
293 // ============================================================================
294 // global animation functions
295 // ============================================================================
297 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
299 struct GraphicInfo *c = &anim->control_info;
300 int last_anim_random_frame = gfx.anim_random_frame;
303 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
305 part_nr = getAnimationFrame(anim->num_parts, 1,
306 c->anim_mode, c->anim_start_frame,
309 gfx.anim_random_frame = last_anim_random_frame;
314 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
316 const struct GlobalAnimPartControlInfo *o1 =
317 (struct GlobalAnimPartControlInfo *)obj1;
318 const struct GlobalAnimPartControlInfo *o2 =
319 (struct GlobalAnimPartControlInfo *)obj2;
322 if (o1->control_info.draw_order != o2->control_info.draw_order)
323 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
325 compare_result = o1->nr - o2->nr;
327 return compare_result;
330 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
332 const struct GlobalAnimMainControlInfo *o1 =
333 (struct GlobalAnimMainControlInfo *)obj1;
334 const struct GlobalAnimMainControlInfo *o2 =
335 (struct GlobalAnimMainControlInfo *)obj2;
338 if (o1->control_info.draw_order != o2->control_info.draw_order)
339 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
341 compare_result = o1->nr - o2->nr;
343 return compare_result;
346 static void InitToonControls(void)
348 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
349 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
350 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
351 int mode_nr, anim_nr, part_nr;
352 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
353 int num_toons = MAX_NUM_TOONS;
356 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
357 num_toons = global.num_toons;
359 mode_nr = mode_nr_toons;
360 anim_nr = ctrl->num_anims;
363 anim->mode_nr = mode_nr;
364 anim->control_info = graphic_info[control];
367 anim->num_parts_all = 0;
368 anim->part_counter = 0;
369 anim->active_part_nr = 0;
371 anim->has_base = FALSE;
373 anim->last_x = POS_OFFSCREEN;
374 anim->last_y = POS_OFFSCREEN;
376 anim->init_delay_counter = 0;
378 anim->state = ANIM_STATE_INACTIVE;
382 for (i = 0; i < num_toons; i++)
384 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
385 int sound = SND_UNDEFINED;
386 int music = MUS_UNDEFINED;
387 int graphic = IMG_TOON_1 + i;
388 int control = graphic;
391 part->anim_nr = anim_nr;
392 part->mode_nr = mode_nr;
394 part->is_base = FALSE;
398 part->graphic = graphic;
400 part->graphic_info = graphic_info[graphic];
401 part->control_info = graphic_info[control];
403 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
405 part->control_info.init_delay_fixed = 0;
406 part->control_info.init_delay_random = 150;
408 part->control_info.x = ARG_UNDEFINED_VALUE;
409 part->control_info.y = ARG_UNDEFINED_VALUE;
411 part->initial_anim_sync_frame = 0;
413 part->step_delay = 0;
414 part->step_delay_value = graphic_info[control].step_delay;
416 part->state = ANIM_STATE_INACTIVE;
417 part->last_anim_status = -1;
420 anim->num_parts_all++;
428 static void InitGlobalAnimControls(void)
431 int mode_nr, anim_nr, part_nr;
432 int sound, music, graphic, control;
436 for (m = 0; m < NUM_GAME_MODES; m++)
440 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
447 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
449 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
450 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
452 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
454 // if no base animation parameters defined, use default values
455 if (control == IMG_UNDEFINED)
456 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
459 anim->mode_nr = mode_nr;
460 anim->control_info = graphic_info[control];
463 anim->num_parts_all = 0;
464 anim->part_counter = 0;
465 anim->active_part_nr = 0;
467 anim->has_base = FALSE;
469 anim->last_x = POS_OFFSCREEN;
470 anim->last_y = POS_OFFSCREEN;
472 anim->init_delay_counter = 0;
474 anim->state = ANIM_STATE_INACTIVE;
478 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
480 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
482 sound = global_anim_info[a].sound[p][m];
483 music = global_anim_info[a].music[p][m];
484 graphic = global_anim_info[a].graphic[p][m];
485 control = global_anim_info[ctrl_id].graphic[p][m];
487 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
488 control == IMG_UNDEFINED)
492 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
493 m, a, p, mode_nr, anim_nr, part_nr, control);
497 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
498 m, a, p, mode_nr, anim_nr, part_nr, sound);
502 part->old_anim_nr = a;
505 part->anim_nr = anim_nr;
506 part->mode_nr = mode_nr;
510 part->graphic = graphic;
512 part->graphic_info = graphic_info[graphic];
513 part->control_info = graphic_info[control];
515 part->initial_anim_sync_frame = 0;
517 part->step_delay = 0;
518 part->step_delay_value = graphic_info[control].step_delay;
520 part->state = ANIM_STATE_INACTIVE;
521 part->last_anim_status = -1;
523 anim->num_parts_all++;
525 if (p < GLOBAL_ANIM_ID_PART_BASE)
527 part->is_base = FALSE;
534 part->is_base = TRUE;
537 anim->has_base = TRUE;
540 // apply special settings for pointer-style animations
541 if (part->control_info.class == get_hash_from_key("pointer"))
543 // force animation to be on top (must set anim and part control)
544 if (anim->control_info.draw_order == 0)
545 anim->control_info.draw_order = 1000000;
546 if (part->control_info.draw_order == 0)
547 part->control_info.draw_order = 1000000;
549 // force animation to pass-through clicks (must set part control)
550 if (part->control_info.style == STYLE_DEFAULT)
551 part->control_info.style |= STYLE_PASSTHROUGH;
555 if (anim->num_parts > 0 || anim->has_base)
565 // sort all animations according to draw_order and animation number
566 for (m = 0; m < NUM_GAME_MODES; m++)
568 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
570 // sort all main animations for this game mode
571 qsort(ctrl->anim, ctrl->num_anims,
572 sizeof(struct GlobalAnimMainControlInfo),
573 compareGlobalAnimMainControlInfo);
575 for (a = 0; a < ctrl->num_anims; a++)
577 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
579 // sort all animation parts for this main animation
580 qsort(anim->part, anim->num_parts,
581 sizeof(struct GlobalAnimPartControlInfo),
582 compareGlobalAnimPartControlInfo);
586 for (i = 0; i < NUM_GAME_MODES; i++)
587 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
588 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
589 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
590 game_mode_anim_classes_list[i].class;
592 for (i = 0; i < NUM_ANIM_CLASSES; i++)
593 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
594 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
595 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
596 anim_class_game_modes_list[i].game_mode;
598 anim_status_last_before_fading = GAME_MODE_LOADING;
599 anim_status_last = GAME_MODE_LOADING;
600 anim_classes_last = ANIM_CLASS_NONE;
603 void InitGlobalAnimations(void)
605 InitGlobalAnimControls();
608 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
610 Bitmap *fade_bitmap =
611 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
612 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
613 int game_mode_anim_action[NUM_GAME_MODES];
619 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
620 drawing_target == DRAW_TO_SCREEN)
623 // always start with reliable default values (no animation actions)
624 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
625 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
627 if (global.anim_status != anim_status_last)
629 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
630 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
631 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
634 if (drawing_target == DRAW_TO_FADE_TARGET)
637 // special case: changing from/to this screen is done without fading
638 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
639 anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
642 // ---------- part 1 ------------------------------------------------------
643 // start or stop global animations by change of game mode
644 // (special handling of animations for "current screen" and "all screens")
646 if (global.anim_status_next != anim_status_last_before_fading)
648 // stop animations for last screen before fading to new screen
649 game_mode_anim_action[anim_status_last] = ANIM_STOP;
651 // start animations for current screen after fading to new screen
652 game_mode_anim_action[global.anim_status] = ANIM_START;
655 // start animations for all screens after loading new artwork set
656 if (anim_status_last == GAME_MODE_LOADING)
657 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
659 // ---------- part 2 ------------------------------------------------------
660 // start or stop global animations by change of animation class
661 // (generic handling of animations for "class of screens")
663 for (i = 0; i < NUM_ANIM_CLASSES; i++)
665 int anim_class_check = (1 << i);
666 int anim_class_game_mode = anim_class_game_modes[i];
667 int anim_class_last = anim_classes_last & anim_class_check;
668 int anim_class_next = anim_classes_next & anim_class_check;
670 // stop animations for changed screen class before fading to new screen
671 if (before_fading && anim_class_last && !anim_class_next)
672 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
674 // start animations for changed screen class after fading to new screen
675 if (after_fading && !anim_class_last && anim_class_next)
676 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
679 if (drawing_target == DRAW_TO_SCREEN)
683 anim_classes_last = anim_classes_next;
684 anim_status_last_before_fading = global.anim_status;
687 anim_status_last = global.anim_status;
689 // start or stop animations determined to be started or stopped above
690 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
691 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
692 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
694 else if (drawing_target == DRAW_TO_FADE_TARGET)
696 drawing_to_fading_buffer = TRUE;
698 // start animations determined to be (temporary) started above
699 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
700 if (game_mode_anim_action[mode_nr] == ANIM_START)
701 HandleGlobalAnim(ANIM_START, mode_nr);
705 if (global.anim_status == GAME_MODE_LOADING)
708 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
710 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
713 // when preparing source fading buffer, only draw animations to be stopped
714 if (drawing_target == DRAW_TO_FADE_SOURCE &&
715 game_mode_anim_action[mode_nr] != ANIM_STOP)
718 // when preparing target fading buffer, only draw animations to be started
719 if (drawing_target == DRAW_TO_FADE_TARGET &&
720 game_mode_anim_action[mode_nr] != ANIM_START)
724 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
725 mode_nr != game_status)
729 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
731 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
732 struct GraphicInfo *c = &anim->control_info;
733 int part_first, part_last;
736 if (!(anim->state & ANIM_STATE_RUNNING))
739 part_first = part_last = anim->active_part_nr;
741 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
743 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
746 part_last = num_parts - 1;
749 for (part_nr = part_first; part_nr <= part_last; part_nr++)
751 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
752 struct GraphicInfo *g = &part->graphic_info;
755 int width = g->width;
756 int height = g->height;
763 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
764 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
765 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
766 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
768 if (!(part->state & ANIM_STATE_RUNNING))
771 if (part->drawing_stage != drawing_stage)
780 else if (part->x > part->viewport_width - g->width)
781 width -= (part->x - (part->viewport_width - g->width));
789 else if (part->y > part->viewport_height - g->height)
790 height -= (part->y - (part->viewport_height - g->height));
792 if (width <= 0 || height <= 0)
795 dst_x += part->viewport_x;
796 dst_y += part->viewport_y;
798 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
799 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
800 g->anim_mode, g->anim_start_frame,
803 getFixedGraphicSource(part->graphic, frame, &src_bitmap,
809 if (drawing_target == DRAW_TO_SCREEN)
810 blit_screen(src_bitmap, src_x, src_y, width, height,
813 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
819 if (drawing_target == DRAW_TO_FADE_TARGET)
821 // stop animations determined to be (temporary) started above
822 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
823 if (game_mode_anim_action[mode_nr] == ANIM_START)
824 HandleGlobalAnim(ANIM_STOP, mode_nr);
826 drawing_to_fading_buffer = FALSE;
830 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
832 int last_cursor_mode_override = gfx.cursor_mode_override;
834 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
836 ResetGlobalAnim_Clickable();
838 gfx.cursor_mode_override = CURSOR_UNDEFINED;
841 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
843 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
845 ResetGlobalAnim_Clicked();
848 if (gfx.cursor_mode_override != last_cursor_mode_override)
849 SetMouseCursor(gfx.cursor_mode);
852 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
858 boolean changed = FALSE;
860 if (part->last_anim_status == global.anim_status &&
861 part->control_info.class != get_hash_from_key("pointer"))
864 part->last_anim_status = global.anim_status;
866 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
868 if (part->control_info.class == get_hash_from_key("window") ||
869 part->control_info.class == get_hash_from_key("border"))
873 viewport_width = WIN_XSIZE;
874 viewport_height = WIN_YSIZE;
876 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
878 else if (part->control_info.class == get_hash_from_key("pointer"))
880 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
881 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
883 viewport_x = mx - part->control_info.x;
884 viewport_y = my - part->control_info.y;
885 viewport_width = part->graphic_info.width;
886 viewport_height = part->graphic_info.height;
888 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
890 // do not use global animation mouse pointer when reloading artwork
891 if (global.anim_status != GAME_MODE_LOADING)
892 gfx.cursor_mode_override = CURSOR_NONE;
894 else if (part->control_info.class == get_hash_from_key("door_1"))
898 viewport_width = DXSIZE;
899 viewport_height = DYSIZE;
901 else if (part->control_info.class == get_hash_from_key("door_2"))
903 if (part->mode_nr == GAME_MODE_EDITOR)
907 viewport_width = EXSIZE;
908 viewport_height = EYSIZE;
914 viewport_width = VXSIZE;
915 viewport_height = VYSIZE;
918 else // default: "playfield"
920 viewport_x = REAL_SX;
921 viewport_y = REAL_SY;
922 viewport_width = FULL_SXSIZE;
923 viewport_height = FULL_SYSIZE;
926 if (viewport_x != part->viewport_x ||
927 viewport_y != part->viewport_y ||
928 viewport_width != part->viewport_width ||
929 viewport_height != part->viewport_height)
931 part->viewport_x = viewport_x;
932 part->viewport_y = viewport_y;
933 part->viewport_width = viewport_width;
934 part->viewport_height = viewport_height;
942 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
944 int sound = part->sound;
946 if (sound == SND_UNDEFINED)
949 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
950 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
953 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
954 if (IS_LOOP_SOUND(sound))
955 PlaySoundLoop(sound);
960 printf("::: PLAY SOUND %d.%d.%d: %d\n",
961 part->anim_nr, part->nr, part->mode_nr, sound);
965 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
967 int sound = part->sound;
969 if (sound == SND_UNDEFINED)
975 printf("::: STOP SOUND %d.%d.%d: %d\n",
976 part->anim_nr, part->nr, part->mode_nr, sound);
980 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
982 int music = part->music;
984 if (music == MUS_UNDEFINED)
987 if (!setup.sound_music)
990 if (IS_LOOP_MUSIC(music))
991 PlayMusicLoop(music);
996 printf("::: PLAY MUSIC %d.%d.%d: %d\n",
997 part->anim_nr, part->nr, part->mode_nr, music);
1001 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1003 int music = part->music;
1005 if (music == MUS_UNDEFINED)
1011 printf("::: STOP MUSIC %d.%d.%d: %d\n",
1012 part->anim_nr, part->nr, part->mode_nr, music);
1016 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1018 // when drawing animations to fading buffer, do not play sounds or music
1019 if (drawing_to_fading_buffer)
1022 PlayGlobalAnimSound(part);
1023 PlayGlobalAnimMusic(part);
1026 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1028 StopGlobalAnimSound(part);
1029 StopGlobalAnimMusic(part);
1032 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1034 // when drawing animations to fading buffer, do not play sounds
1035 if (drawing_to_fading_buffer)
1038 // loop sounds only expire when playing
1039 if (game_status != GAME_MODE_PLAYING)
1042 // check if any sound is defined for this animation part
1043 if (part->sound == SND_UNDEFINED)
1046 // normal (non-loop) sounds do not expire when playing
1047 if (!IS_LOOP_SOUND(part->sound))
1050 // prevent expiring loop sounds when playing
1051 PlayGlobalAnimSound(part);
1054 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1056 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1058 if (mask & ANIM_EVENT_ANY)
1059 return (anim_event & ANIM_EVENT_ANY);
1060 else if (mask & ANIM_EVENT_SELF)
1061 return (anim_event & ANIM_EVENT_SELF);
1062 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1063 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1065 return (anim_event == mask ||
1066 anim_event == mask_anim_only);
1069 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1071 struct GraphicInfo *c = &part->control_info;
1072 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1073 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1076 for (i = 0; i < num_init_events; i++)
1078 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1080 if (checkGlobalAnimEvent(init_event, mask))
1084 for (i = 0; i < num_anim_events; i++)
1086 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1088 if (checkGlobalAnimEvent(anim_event, mask))
1095 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1096 int mx, int my, boolean clicked)
1098 struct GraphicInfo *g = &part->graphic_info;
1099 int part_x = part->viewport_x + part->x;
1100 int part_y = part->viewport_y + part->y;
1101 int part_width = g->width;
1102 int part_height = g->height;
1104 // check if mouse click was detected at all
1108 // check if mouse click is inside the animation part's viewport
1109 if (mx < part->viewport_x ||
1110 mx >= part->viewport_x + part->viewport_width ||
1111 my < part->viewport_y ||
1112 my >= part->viewport_y + part->viewport_height)
1115 // check if mouse click is inside the animation part's graphic
1117 mx >= part_x + part_width ||
1119 my >= part_y + part_height)
1125 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1127 return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
1130 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1131 boolean *anything_clicked,
1132 boolean *any_event_action,
1133 int event_value, char *info_text)
1135 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1137 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1138 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1139 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1142 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1146 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1148 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1151 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1153 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1155 if (part2->state != ANIM_STATE_RUNNING)
1158 if (isClickablePart(part2, mask))
1160 part2->triggered = TRUE;
1161 *anything_clicked = clickConsumed(part); // click was on "part"!
1163 #if DEBUG_ANIM_EVENTS
1164 printf("::: => %d.%d TRIGGERED BY %s OF %d.%d\n",
1165 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1166 part->old_anim_nr + 1, part->old_nr + 1);
1169 printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
1170 part2->control_info.anim_event_action);
1173 // after executing event action, ignore any further actions
1174 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1175 *any_event_action = TRUE;
1179 struct GraphicInfo *c = &part2->control_info;
1181 printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
1182 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1184 if (isClickablePart(part2, mask))
1185 printf(" <--- TRIGGERED BY %d.%d",
1194 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1195 int delay_type, char *info_text)
1197 #if DEBUG_ANIM_DELAY
1198 printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
1201 DoGlobalAnim_DelayAction(part, delay_type);
1204 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1205 int event_value, char *info_text)
1207 #if DEBUG_ANIM_EVENTS
1208 printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
1211 boolean anything_clicked = FALSE;
1212 boolean any_event_action = FALSE;
1214 // check if this event is defined to trigger other animations
1215 InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
1216 event_value, info_text);
1219 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1222 if (handle_click && !part->clicked)
1225 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1226 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1227 struct GraphicInfo *g = &part->graphic_info;
1228 struct GraphicInfo *c = &part->control_info;
1229 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1231 if (viewport_changed)
1232 state |= ANIM_STATE_RESTART;
1234 if (state & ANIM_STATE_RESTART)
1236 // when drawing animations to fading buffer, only start fixed animations
1237 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1238 c->y == ARG_UNDEFINED_VALUE))
1239 return ANIM_STATE_INACTIVE;
1241 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1243 part->init_delay_counter =
1244 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1246 part->anim_delay_counter =
1247 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1249 part->post_delay_counter = 0;
1251 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1252 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1254 part->initial_anim_sync_frame =
1255 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1257 if (c->direction & MV_HORIZONTAL)
1259 int pos_bottom = part->viewport_height - g->height;
1261 if (c->position == POS_TOP)
1263 else if (c->position == POS_UPPER)
1264 part->y = GetSimpleRandom(pos_bottom / 2);
1265 else if (c->position == POS_MIDDLE)
1266 part->y = pos_bottom / 2;
1267 else if (c->position == POS_LOWER)
1268 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1269 else if (c->position == POS_BOTTOM)
1270 part->y = pos_bottom;
1272 part->y = GetSimpleRandom(pos_bottom);
1274 if (c->direction == MV_RIGHT)
1276 part->step_xoffset = c->step_offset;
1277 part->x = -g->width + part->step_xoffset;
1281 part->step_xoffset = -c->step_offset;
1282 part->x = part->viewport_width + part->step_xoffset;
1285 part->step_yoffset = 0;
1287 else if (c->direction & MV_VERTICAL)
1289 int pos_right = part->viewport_width - g->width;
1291 if (c->position == POS_LEFT)
1293 else if (c->position == POS_RIGHT)
1294 part->x = pos_right;
1296 part->x = GetSimpleRandom(pos_right);
1298 if (c->direction == MV_DOWN)
1300 part->step_yoffset = c->step_offset;
1301 part->y = -g->height + part->step_yoffset;
1305 part->step_yoffset = -c->step_offset;
1306 part->y = part->viewport_height + part->step_yoffset;
1309 part->step_xoffset = 0;
1316 part->step_xoffset = 0;
1317 part->step_yoffset = 0;
1320 if (part->control_info.class != get_hash_from_key("pointer"))
1322 if (c->x != ARG_UNDEFINED_VALUE)
1324 if (c->y != ARG_UNDEFINED_VALUE)
1328 if (c->position == POS_LAST &&
1329 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1330 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1332 part->x = anim->last_x;
1333 part->y = anim->last_y;
1336 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1337 part->step_xoffset = c->step_xoffset;
1338 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1339 part->step_yoffset = c->step_yoffset;
1341 if (part->init_delay_counter == 0 &&
1342 !part->init_event_state)
1344 PlayGlobalAnimSoundAndMusic(part);
1346 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1347 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1351 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1355 if (part->clicked &&
1356 part->init_event_state)
1358 if (part->initial_anim_sync_frame > 0)
1359 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1361 part->init_delay_counter = 1;
1362 part->init_event_state = FALSE;
1364 part->clicked = FALSE;
1367 if (part->clicked &&
1368 part->anim_event_state)
1370 part->anim_delay_counter = 1;
1371 part->anim_event_state = FALSE;
1373 part->clicked = FALSE;
1376 if (part->init_delay_counter > 0)
1378 part->init_delay_counter--;
1380 if (part->init_delay_counter == 0)
1382 part->init_event_state = FALSE;
1384 PlayGlobalAnimSoundAndMusic(part);
1386 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1387 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1390 return ANIM_STATE_WAITING;
1393 if (part->init_event_state)
1394 return ANIM_STATE_WAITING;
1396 // animation part is now running/visible and therefore clickable
1397 part->clickable = TRUE;
1399 // check if moving animation has left the visible screen area
1400 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1401 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1402 (part->y <= -g->height && part->step_yoffset <= 0) ||
1403 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1405 // do not wait for "anim" events for off-screen animations
1406 part->anim_event_state = FALSE;
1408 // do not stop animation before "anim" or "post" counter are finished
1409 if (part->anim_delay_counter == 0 &&
1410 part->post_delay_counter == 0)
1412 StopGlobalAnimSoundAndMusic(part);
1414 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1416 part->post_delay_counter =
1417 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1419 if (part->post_delay_counter > 0)
1420 return ANIM_STATE_RUNNING;
1422 // drawing last frame not needed here -- animation not visible anymore
1423 return ANIM_STATE_RESTART;
1427 if (part->anim_delay_counter > 0)
1429 part->anim_delay_counter--;
1431 if (part->anim_delay_counter == 0)
1433 part->anim_event_state = FALSE;
1435 StopGlobalAnimSoundAndMusic(part);
1437 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1438 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1440 part->post_delay_counter =
1441 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1443 if (part->post_delay_counter > 0)
1444 return ANIM_STATE_RUNNING;
1446 // additional state "RUNNING" required to not skip drawing last frame
1447 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1451 if (part->post_delay_counter > 0)
1453 part->post_delay_counter--;
1455 if (part->post_delay_counter == 0)
1457 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1458 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1460 return ANIM_STATE_RESTART;
1463 return ANIM_STATE_WAITING;
1466 // special case to prevent expiring loop sounds when playing
1467 PlayGlobalAnimSoundIfLoop(part);
1469 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1471 return ANIM_STATE_RUNNING;
1475 static unsigned int last_counter = -1;
1476 unsigned int counter = Counter();
1478 printf("::: NEXT ANIM PART [%d, %d]\n",
1479 anim_sync_frame, counter - last_counter);
1481 last_counter = counter;
1485 part->x += part->step_xoffset;
1486 part->y += part->step_yoffset;
1488 anim->last_x = part->x;
1489 anim->last_y = part->y;
1491 return ANIM_STATE_RUNNING;
1494 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1497 struct GlobalAnimPartControlInfo *part;
1498 struct GraphicInfo *c = &anim->control_info;
1499 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1500 int state, active_part_nr;
1504 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1505 anim->mode_nr, anim->nr, anim->num_parts);
1506 printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
1510 printf("::: %s(%d): %d, %d, %d [%d]\n",
1511 (action == ANIM_START ? "ANIM_START" :
1512 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1513 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1515 anim->state & ANIM_STATE_RESTART,
1516 anim->state & ANIM_STATE_WAITING,
1517 anim->state & ANIM_STATE_RUNNING,
1524 anim->state = anim->last_state = ANIM_STATE_RESTART;
1525 anim->active_part_nr = anim->last_active_part_nr = 0;
1526 anim->part_counter = 0;
1531 if (anim->state == ANIM_STATE_INACTIVE)
1534 anim->state = anim->last_state;
1535 anim->active_part_nr = anim->last_active_part_nr;
1540 anim->state = ANIM_STATE_INACTIVE;
1542 for (i = 0; i < num_parts; i++)
1543 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1551 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1554 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1555 anim->mode_nr, anim->nr, num_parts);
1558 for (i = 0; i < num_parts; i++)
1560 part = &anim->part[i];
1565 anim->state = ANIM_STATE_RUNNING;
1566 part->state = ANIM_STATE_RESTART;
1571 if (part->state == ANIM_STATE_INACTIVE)
1577 part->state = ANIM_STATE_INACTIVE;
1585 part->state = HandleGlobalAnim_Part(part, part->state);
1587 // when animation mode is "once", stop after animation was played once
1588 if (c->anim_mode & ANIM_ONCE &&
1589 part->state & ANIM_STATE_RESTART)
1590 part->state = ANIM_STATE_INACTIVE;
1593 anim->last_state = anim->state;
1594 anim->last_active_part_nr = anim->active_part_nr;
1599 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1600 anim->active_part_nr = getGlobalAnimationPart(anim);
1602 part = &anim->part[anim->active_part_nr];
1604 // first set all animation parts to "inactive", ...
1605 for (i = 0; i < num_parts; i++)
1606 anim->part[i].state = ANIM_STATE_INACTIVE;
1608 // ... then set current animation parts to "running"
1609 part->state = ANIM_STATE_RUNNING;
1611 anim->state = HandleGlobalAnim_Part(part, anim->state);
1613 if (anim->state & ANIM_STATE_RESTART)
1614 anim->part_counter++;
1616 // when animation mode is "once", stop after all animations were played once
1617 if (c->anim_mode & ANIM_ONCE &&
1618 anim->part_counter == anim->num_parts)
1619 anim->state = ANIM_STATE_INACTIVE;
1621 state = anim->state;
1622 active_part_nr = anim->active_part_nr;
1624 // while the animation parts are pausing (waiting or inactive), play the base
1625 // (main) animation; this corresponds to the "boring player animation" logic
1626 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1629 if (anim->state == ANIM_STATE_WAITING ||
1630 anim->state == ANIM_STATE_INACTIVE)
1632 anim->active_part_nr = anim->num_parts; // part nr of base animation
1633 part = &anim->part[anim->active_part_nr];
1635 if (anim->state != anim->last_state)
1636 part->state = ANIM_STATE_RESTART;
1638 anim->state = ANIM_STATE_RUNNING;
1639 part->state = HandleGlobalAnim_Part(part, part->state);
1643 anim->last_state = state;
1644 anim->last_active_part_nr = active_part_nr;
1647 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1652 printf("::: HandleGlobalAnim_Mode: %d => %d\n",
1653 ctrl->nr, ctrl->num_anims);
1656 for (i = 0; i < ctrl->num_anims; i++)
1657 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1660 static void HandleGlobalAnim(int action, int game_mode)
1663 printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
1666 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1669 static void DoAnimationExt(void)
1674 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
1677 // global animations now synchronized with frame delay of screen update
1680 for (i = 0; i < NUM_GAME_MODES; i++)
1681 HandleGlobalAnim(ANIM_CONTINUE, i);
1684 // force screen redraw in next frame to continue drawing global animations
1685 redraw_mask = REDRAW_ALL;
1689 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1693 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1694 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
1695 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
1696 ANIM_DELAY_ACTION_NONE);
1698 if (delay_action == ANIM_DELAY_ACTION_NONE)
1701 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
1704 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1706 int event_action = (part->init_event_state ?
1707 part->control_info.init_event_action :
1708 part->control_info.anim_event_action);
1710 if (event_action == ANIM_EVENT_ACTION_NONE)
1713 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
1715 // check if further actions are allowed to be executed
1716 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1722 static void InitGlobalAnim_Clickable(void)
1726 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1728 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1731 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1733 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1736 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1738 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1740 if (part->triggered)
1741 part->clicked = TRUE;
1743 part->triggered = FALSE;
1744 part->clickable = FALSE;
1750 #define ANIM_CLICKED_RESET 0
1751 #define ANIM_CLICKED_PRESSED 1
1752 #define ANIM_CLICKED_RELEASED 2
1754 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
1756 boolean anything_clicked = FALSE;
1757 boolean any_part_clicked = FALSE;
1758 boolean any_event_action = FALSE;
1761 // check game modes in reverse draw order (to stop when clicked)
1762 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1764 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1767 // check animations in reverse draw order (to stop when clicked)
1768 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1770 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1773 // check animation parts in reverse draw order (to stop when clicked)
1774 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1776 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1778 if (clicked_event == ANIM_CLICKED_RESET)
1780 part->clicked = FALSE;
1785 if (!part->clickable)
1788 if (part->state != ANIM_STATE_RUNNING)
1791 // always handle "any" click events (clicking anywhere on screen) ...
1792 if (clicked_event == ANIM_CLICKED_PRESSED &&
1793 isClickablePart(part, ANIM_EVENT_ANY))
1795 #if DEBUG_ANIM_EVENTS
1796 printf("::: => %d.%d TRIGGERED BY ANY\n",
1797 part->old_anim_nr + 1, part->old_nr + 1);
1800 part->clicked = TRUE;
1801 anything_clicked = clickConsumed(part);
1804 // always handle "unclick:any" events (releasing anywhere on screen) ...
1805 if (clicked_event == ANIM_CLICKED_RELEASED &&
1806 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
1808 #if DEBUG_ANIM_EVENTS
1809 printf("::: => %d.%d TRIGGERED BY UNCLICK:ANY\n",
1810 part->old_anim_nr + 1, part->old_nr + 1);
1813 part->clicked = TRUE;
1814 anything_clicked = clickConsumed(part);
1817 // ... but only handle the first (topmost) clickable animation
1818 if (any_part_clicked)
1821 if (clicked_event == ANIM_CLICKED_PRESSED &&
1822 isClickedPart(part, mx, my, TRUE))
1825 printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_nr,
1826 part->control_info.anim_event_action);
1829 // after executing event action, ignore any further actions
1830 if (!any_event_action && DoGlobalAnim_EventAction(part))
1831 any_event_action = TRUE;
1833 // determine if mouse clicks should be blocked from other animations
1834 any_part_clicked = clickConsumed(part);
1836 if (isClickablePart(part, ANIM_EVENT_SELF))
1838 #if DEBUG_ANIM_EVENTS
1839 printf("::: => %d.%d TRIGGERED BY SELF\n",
1840 part->old_anim_nr + 1, part->old_nr + 1);
1843 part->clicked = TRUE;
1844 anything_clicked = clickConsumed(part);
1847 // check if this click is defined to trigger other animations
1848 InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
1849 ANIM_EVENT_CLICK, "CLICK");
1855 if (anything_clicked)
1857 handle_click = TRUE;
1859 HandleGlobalAnim(ANIM_CONTINUE, game_status);
1861 handle_click = FALSE;
1864 return (anything_clicked || any_event_action);
1867 static void ResetGlobalAnim_Clickable(void)
1869 InitGlobalAnim_Clickable();
1872 static void ResetGlobalAnim_Clicked(void)
1874 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
1877 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
1879 static boolean click_consumed = FALSE;
1880 static int last_button = 0;
1881 boolean press_event;
1882 boolean release_event;
1883 boolean click_consumed_current = click_consumed;
1885 if (button != 0 && force_click)
1888 // check if button state has changed since last invocation
1889 press_event = (button != 0 && last_button == 0);
1890 release_event = (button == 0 && last_button != 0);
1891 last_button = button;
1895 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
1896 click_consumed_current = click_consumed;
1901 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
1902 click_consumed = FALSE;
1905 return click_consumed_current;