1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
23 #define DEBUG_ANIM_DELAY 0
24 #define DEBUG_ANIM_EVENTS 0
27 // values for global toon animation definition
28 #define NUM_GLOBAL_TOON_ANIMS 1
29 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
31 // values for global animation definition (including toons)
32 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
33 NUM_GLOBAL_TOON_ANIMS)
34 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
35 NUM_GLOBAL_TOON_PARTS)
37 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
38 #define ANIM_CLASS_BIT_TITLE 1
39 #define ANIM_CLASS_BIT_MAIN 2
40 #define ANIM_CLASS_BIT_NAMES 3
41 #define ANIM_CLASS_BIT_SCORES 4
42 #define ANIM_CLASS_BIT_SCORESONLY 5
43 #define ANIM_CLASS_BIT_SUBMENU 6
44 #define ANIM_CLASS_BIT_MENU 7
45 #define ANIM_CLASS_BIT_TOONS 8
46 #define ANIM_CLASS_BIT_NO_TITLE 9
48 #define NUM_ANIM_CLASSES 10
50 #define ANIM_CLASS_NONE 0
51 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
52 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
53 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
54 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
55 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
56 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
57 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
58 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
59 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
60 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
62 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SCORESONLY | \
71 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
76 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
78 ANIM_CLASS_SUBMENU | \
81 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
83 ANIM_CLASS_SUBMENU | \
87 // values for global animation states
88 #define ANIM_STATE_INACTIVE 0
89 #define ANIM_STATE_RESTART (1 << 0)
90 #define ANIM_STATE_WAITING (1 << 1)
91 #define ANIM_STATE_RUNNING (1 << 2)
93 // values for global animation control
94 #define ANIM_NO_ACTION 0
96 #define ANIM_CONTINUE 2
100 struct GlobalAnimPartControlInfo
102 int old_nr; // position before mapping animation parts linearly
103 int old_anim_nr; // position before mapping animations linearly
109 boolean is_base; // animation part is base/main/default animation part
115 struct GraphicInfo graphic_info;
116 struct GraphicInfo control_info;
118 boolean class_playfield_or_door;
126 int step_xoffset, step_yoffset;
129 int tile_xoffset, tile_yoffset;
131 unsigned int initial_anim_sync_frame;
132 unsigned int anim_random_frame;
134 DelayCounter step_delay;
136 int init_delay_counter;
137 int anim_delay_counter;
138 int post_delay_counter;
140 int fade_delay_counter;
143 boolean init_event_state;
144 boolean anim_event_state;
153 int last_anim_status;
156 struct GlobalAnimMainControlInfo
158 struct GlobalAnimPartControlInfo base;
159 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
164 struct GraphicInfo control_info;
166 int num_parts; // number of animation parts, but without base part
167 int num_parts_all; // number of animation parts, including base part
171 boolean has_base; // animation has base/main/default animation part
175 int init_delay_counter;
179 int last_state, last_active_part_nr;
182 struct GlobalAnimControlInfo
184 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
190 struct GameModeAnimClass
194 } game_mode_anim_classes_list[] =
196 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
197 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
198 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
199 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
200 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
201 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
202 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
203 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
204 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
205 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
206 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
207 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
208 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
209 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
210 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
211 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
212 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
213 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
214 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
215 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
216 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
217 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
218 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
219 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
224 struct AnimClassGameMode
228 } anim_class_game_modes_list[] =
230 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
231 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
232 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
233 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
234 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
235 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
236 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
237 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
238 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
239 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
244 // forward declaration for internal use
245 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
246 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
247 static void HandleGlobalAnim(int, int);
248 static void DoAnimationExt(void);
249 static void ResetGlobalAnim_Clickable(void);
250 static void ResetGlobalAnim_Clicked(void);
252 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
254 static unsigned int anim_sync_frame = 0;
256 static int game_mode_anim_classes[NUM_GAME_MODES];
257 static int anim_class_game_modes[NUM_ANIM_CLASSES];
259 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
260 static int anim_status_last = GAME_MODE_DEFAULT;
261 static int anim_classes_last = ANIM_CLASS_NONE;
263 static boolean drawing_to_fading_buffer = FALSE;
265 static boolean handle_click = FALSE;
268 // ============================================================================
269 // generic animation frame calculation
270 // ============================================================================
272 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
277 if (delay < 1) // delay must be at least 1
280 sync_frame += start_frame * delay;
282 if (mode & ANIM_LOOP) // looping animation
284 frame = (sync_frame % (delay * num_frames)) / delay;
286 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
288 frame = sync_frame / delay;
290 if (frame > num_frames - 1)
291 frame = num_frames - 1;
293 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
295 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
297 frame = (sync_frame % (delay * max_anim_frames)) / delay;
298 frame = (frame < num_frames ? frame : max_anim_frames - frame);
300 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
302 int max_anim_frames = 2 * num_frames;
304 frame = (sync_frame % (delay * max_anim_frames)) / delay;
305 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
307 else if (mode & ANIM_RANDOM) // play frames in random order
309 // note: expect different frames for the same delay cycle!
311 if (gfx.anim_random_frame < 0)
312 frame = GetSimpleRandom(num_frames);
314 frame = gfx.anim_random_frame % num_frames;
316 else if (mode & ANIM_LEVEL_NR) // play frames by level number
318 int level_pos = level_nr - leveldir_current->first_level;
320 frame = level_pos % num_frames;
322 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
324 frame = sync_frame % num_frames;
327 if (mode & ANIM_REVERSE) // use reverse animation direction
328 frame = num_frames - frame - 1;
334 // ============================================================================
335 // global animation functions
336 // ============================================================================
338 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
340 struct GraphicInfo *c = &anim->control_info;
341 int last_anim_random_frame = gfx.anim_random_frame;
344 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
346 part_nr = getAnimationFrame(anim->num_parts, 1,
347 c->anim_mode, c->anim_start_frame,
350 gfx.anim_random_frame = last_anim_random_frame;
355 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
357 const struct GlobalAnimPartControlInfo *o1 =
358 (struct GlobalAnimPartControlInfo *)obj1;
359 const struct GlobalAnimPartControlInfo *o2 =
360 (struct GlobalAnimPartControlInfo *)obj2;
363 if (o1->control_info.draw_order != o2->control_info.draw_order)
364 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
366 compare_result = o1->nr - o2->nr;
368 return compare_result;
371 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
373 const struct GlobalAnimMainControlInfo *o1 =
374 (struct GlobalAnimMainControlInfo *)obj1;
375 const struct GlobalAnimMainControlInfo *o2 =
376 (struct GlobalAnimMainControlInfo *)obj2;
379 if (o1->control_info.draw_order != o2->control_info.draw_order)
380 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
382 compare_result = o1->nr - o2->nr;
384 return compare_result;
387 static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
389 // only pause playfield and door animations when playing
390 if (game_status != GAME_MODE_PLAYING)
393 // do not pause animations when game ended (and engine is running)
394 if (checkGameEnded())
397 // only pause animations on playfield and doors
398 if (!part->class_playfield_or_door)
401 // only pause animations when engine is paused or request dialog is active
402 if (!tape.pausing && !game.request_active)
408 static void InitToonControls(void)
410 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
411 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
412 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
413 int mode_nr, anim_nr, part_nr;
414 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
415 int num_toons = MAX_NUM_TOONS;
418 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
419 num_toons = global.num_toons;
421 mode_nr = mode_nr_toons;
422 anim_nr = ctrl->num_anims;
425 anim->mode_nr = mode_nr;
426 anim->control_info = graphic_info[control];
429 anim->num_parts_all = 0;
430 anim->part_counter = 0;
431 anim->active_part_nr = 0;
433 anim->has_base = FALSE;
435 anim->last_x = POS_OFFSCREEN;
436 anim->last_y = POS_OFFSCREEN;
438 anim->init_delay_counter = 0;
440 anim->state = ANIM_STATE_INACTIVE;
444 for (i = 0; i < num_toons; i++)
446 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
447 int sound = SND_UNDEFINED;
448 int music = MUS_UNDEFINED;
449 int graphic = IMG_TOON_1 + i;
454 part->anim_nr = anim_nr;
455 part->mode_nr = mode_nr;
457 part->is_base = FALSE;
461 part->graphic = graphic;
463 part->graphic_info = graphic_info[graphic];
464 part->control_info = graphic_info[control];
466 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
468 part->control_info.init_delay_fixed = 0;
469 part->control_info.init_delay_random = 150;
471 part->control_info.x = ARG_UNDEFINED_VALUE;
472 part->control_info.y = ARG_UNDEFINED_VALUE;
474 part->initial_anim_sync_frame = 0;
475 part->anim_random_frame = -1;
477 part->step_delay.count = 0;
478 part->step_delay.value = graphic_info[control].step_delay;
480 part->state = ANIM_STATE_INACTIVE;
481 part->last_anim_status = -1;
484 anim->num_parts_all++;
492 static void InitGlobalAnimControls(void)
495 int mode_nr, anim_nr, part_nr;
496 int sound, music, graphic, control;
500 for (m = 0; m < NUM_GAME_MODES; m++)
504 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
511 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
513 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
514 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
516 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
518 // if no base animation parameters defined, use default values
519 if (control == IMG_UNDEFINED)
520 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
523 anim->mode_nr = mode_nr;
524 anim->control_info = graphic_info[control];
527 anim->num_parts_all = 0;
528 anim->part_counter = 0;
529 anim->active_part_nr = 0;
531 anim->has_base = FALSE;
533 anim->last_x = POS_OFFSCREEN;
534 anim->last_y = POS_OFFSCREEN;
536 anim->init_delay_counter = 0;
538 anim->state = ANIM_STATE_INACTIVE;
542 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
544 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
546 sound = global_anim_info[a].sound[p][m];
547 music = global_anim_info[a].music[p][m];
548 graphic = global_anim_info[a].graphic[p][m];
549 control = global_anim_info[ctrl_id].graphic[p][m];
551 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
552 control == IMG_UNDEFINED)
556 Debug("anim:InitGlobalAnimControls",
557 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
558 m, a, p, mode_nr, anim_nr, part_nr, control);
562 Debug("anim:InitGlobalAnimControls",
563 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
564 m, a, p, mode_nr, anim_nr, part_nr, sound);
568 part->old_anim_nr = a;
571 part->anim_nr = anim_nr;
572 part->mode_nr = mode_nr;
576 part->graphic = graphic;
578 part->graphic_info = graphic_info[graphic];
579 part->control_info = graphic_info[control];
581 part->initial_anim_sync_frame = 0;
582 part->anim_random_frame = -1;
584 part->step_delay.count = 0;
585 part->step_delay.value = graphic_info[control].step_delay;
587 part->state = ANIM_STATE_INACTIVE;
588 part->last_anim_status = -1;
590 anim->num_parts_all++;
592 if (p < GLOBAL_ANIM_ID_PART_BASE)
594 part->is_base = FALSE;
601 part->is_base = TRUE;
604 anim->has_base = TRUE;
607 // apply special settings for pointer-style animations
608 if (part->control_info.class == get_hash_from_key("pointer"))
610 // force animation to be on top (must set anim and part control)
611 if (anim->control_info.draw_order == 0)
612 anim->control_info.draw_order = 1000000;
613 if (part->control_info.draw_order == 0)
614 part->control_info.draw_order = 1000000;
616 // force animation to pass-through clicks (must set part control)
617 if (part->control_info.style == STYLE_DEFAULT)
618 part->control_info.style |= STYLE_PASSTHROUGH;
622 if (anim->num_parts > 0 || anim->has_base)
632 // sort all animations according to draw_order and animation number
633 for (m = 0; m < NUM_GAME_MODES; m++)
635 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
637 // sort all main animations for this game mode
638 qsort(ctrl->anim, ctrl->num_anims,
639 sizeof(struct GlobalAnimMainControlInfo),
640 compareGlobalAnimMainControlInfo);
642 for (a = 0; a < ctrl->num_anims; a++)
644 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
646 // sort all animation parts for this main animation
647 qsort(anim->part, anim->num_parts,
648 sizeof(struct GlobalAnimPartControlInfo),
649 compareGlobalAnimPartControlInfo);
653 for (i = 0; i < NUM_GAME_MODES; i++)
654 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
655 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
656 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
657 game_mode_anim_classes_list[i].class;
659 for (i = 0; i < NUM_ANIM_CLASSES; i++)
660 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
661 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
662 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
663 anim_class_game_modes_list[i].game_mode;
665 anim_status_last_before_fading = GAME_MODE_LOADING;
666 anim_status_last = GAME_MODE_LOADING;
667 anim_classes_last = ANIM_CLASS_NONE;
670 static void SetGlobalAnimEventsForCustomElements(int list_pos)
672 int num_events = GetGlobalAnimEventValueCount(list_pos);
675 for (i = 0; i < num_events; i++)
677 int event = GetGlobalAnimEventValue(list_pos, i);
679 if (event & ANIM_EVENT_CE_CHANGE)
681 int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
683 if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
684 element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
689 void InitGlobalAnimEventsForCustomElements(void)
694 // custom element events for global animations only relevant while playing
695 m = GAME_MODE_PLAYING;
697 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
699 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
701 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
703 // if no base animation parameters defined, use default values
704 if (control == IMG_UNDEFINED)
705 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
707 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
708 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
710 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
712 control = global_anim_info[ctrl_id].graphic[p][m];
714 if (control == IMG_UNDEFINED)
717 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
718 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
723 void InitGlobalAnimations(void)
725 InitGlobalAnimControls();
728 static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
729 Bitmap *src_bitmap, int src_x0, int src_y0,
732 struct GraphicInfo *g = &part->graphic_info;
733 struct GraphicInfo *c = &part->control_info;
734 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
735 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
736 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
737 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
738 Bitmap *fade_bitmap =
739 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
740 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
741 int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
744 for (y = 0; y < c->stacked_yfactor; y++)
746 for (x = 0; x < c->stacked_xfactor; x++)
750 int dst_x = part->x + x * (g->width + c->stacked_xoffset);
751 int dst_y = part->y + y * (g->height + c->stacked_yoffset);
754 int width = g->width;
755 int height = g->height;
763 else if (dst_x > part->viewport_width - g->width)
765 width -= (dst_x - (part->viewport_width - g->width));
774 else if (dst_y > part->viewport_height - g->height)
776 height -= (dst_y - (part->viewport_height - g->height));
779 if (width <= 0 || height <= 0)
785 dst_x += part->viewport_x;
786 dst_y += part->viewport_y;
788 SetBitmapAlphaNextBlit(src_bitmap, alpha);
790 if (drawing_target == DRAW_TO_SCREEN)
791 blit_screen(src_bitmap, src_x, src_y, width, height,
794 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
800 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
802 int game_mode_anim_action[NUM_GAME_MODES];
808 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
809 drawing_target == DRAW_TO_SCREEN)
812 // always start with reliable default values (no animation actions)
813 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
814 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
816 if (global.anim_status != anim_status_last)
818 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
819 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
820 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
823 if (drawing_target == DRAW_TO_FADE_TARGET)
826 // special case: changing from/to these screens is done without fading
827 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
828 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
829 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
830 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
833 // ---------- part 1 ------------------------------------------------------
834 // start or stop global animations by change of game mode
835 // (special handling of animations for "current screen" and "all screens")
837 if (global.anim_status_next != anim_status_last_before_fading)
839 // stop animations for last screen before fading to new screen
840 game_mode_anim_action[anim_status_last] = ANIM_STOP;
842 // start animations for current screen after fading to new screen
843 game_mode_anim_action[global.anim_status] = ANIM_START;
846 // start animations for all screens after loading new artwork set
847 if (anim_status_last == GAME_MODE_LOADING)
848 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
850 // ---------- part 2 ------------------------------------------------------
851 // start or stop global animations by change of animation class
852 // (generic handling of animations for "class of screens")
854 for (i = 0; i < NUM_ANIM_CLASSES; i++)
856 int anim_class_check = (1 << i);
857 int anim_class_game_mode = anim_class_game_modes[i];
858 int anim_class_last = anim_classes_last & anim_class_check;
859 int anim_class_next = anim_classes_next & anim_class_check;
861 // stop animations for changed screen class before fading to new screen
862 if (before_fading && anim_class_last && !anim_class_next)
863 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
865 // start animations for changed screen class after fading to new screen
866 if (after_fading && !anim_class_last && anim_class_next)
867 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
870 if (drawing_target == DRAW_TO_SCREEN)
874 anim_classes_last = anim_classes_next;
875 anim_status_last_before_fading = global.anim_status;
878 anim_status_last = global.anim_status;
880 // start or stop animations determined to be started or stopped above
881 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
882 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
883 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
885 else if (drawing_target == DRAW_TO_FADE_TARGET)
887 drawing_to_fading_buffer = TRUE;
889 // start animations determined to be (temporary) started above
890 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
891 if (game_mode_anim_action[mode_nr] == ANIM_START)
892 HandleGlobalAnim(ANIM_START, mode_nr);
896 // when restarting global animations, do not redraw them, but stop here
897 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
900 if (global.anim_status == GAME_MODE_LOADING)
903 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
905 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
908 // when preparing source fading buffer, only draw animations to be stopped
909 if (drawing_target == DRAW_TO_FADE_SOURCE &&
910 game_mode_anim_action[mode_nr] != ANIM_STOP)
913 // when preparing target fading buffer, only draw animations to be started
914 if (drawing_target == DRAW_TO_FADE_TARGET &&
915 game_mode_anim_action[mode_nr] != ANIM_START)
919 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
920 mode_nr != game_status)
924 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
926 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
927 struct GraphicInfo *c = &anim->control_info;
928 int part_first, part_last;
931 if (!(anim->state & ANIM_STATE_RUNNING))
934 part_first = part_last = anim->active_part_nr;
936 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
938 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
941 part_last = num_parts - 1;
944 for (part_nr = part_first; part_nr <= part_last; part_nr++)
946 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
947 struct GraphicInfo *g = &part->graphic_info;
952 int last_anim_random_frame = gfx.anim_random_frame;
954 if (!(part->state & ANIM_STATE_RUNNING))
957 if (part->drawing_stage != drawing_stage)
960 // if game is paused, also pause playfield and door animations
961 if (isPausedOnPlayfieldOrDoor(part))
962 part->initial_anim_sync_frame++;
964 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
966 // re-initialize random animation frame after animation delay
967 if (g->anim_mode == ANIM_RANDOM &&
968 sync_frame % g->anim_delay == 0 &&
970 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
972 gfx.anim_random_frame = part->anim_random_frame;
974 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
975 g->anim_mode, g->anim_start_frame,
978 gfx.anim_random_frame = last_anim_random_frame;
980 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
983 BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
988 if (drawing_target == DRAW_TO_FADE_TARGET)
990 // stop animations determined to be (temporary) started above
991 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
992 if (game_mode_anim_action[mode_nr] == ANIM_START)
993 HandleGlobalAnim(ANIM_STOP, mode_nr);
995 drawing_to_fading_buffer = FALSE;
999 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
1001 int last_cursor_mode_override = gfx.cursor_mode_override;
1003 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
1005 ResetGlobalAnim_Clickable();
1007 gfx.cursor_mode_override = CURSOR_UNDEFINED;
1010 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
1012 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
1014 ResetGlobalAnim_Clicked();
1017 if (gfx.cursor_mode_override != last_cursor_mode_override)
1018 SetMouseCursor(gfx.cursor_mode);
1021 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
1026 int viewport_height;
1027 boolean changed = FALSE;
1029 if (part->last_anim_status == global.anim_status &&
1030 part->control_info.class != get_hash_from_key("pointer"))
1033 part->last_anim_status = global.anim_status;
1035 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
1037 part->class_playfield_or_door = FALSE;
1039 if (part->control_info.class == get_hash_from_key("window") ||
1040 part->control_info.class == get_hash_from_key("border"))
1044 viewport_width = WIN_XSIZE;
1045 viewport_height = WIN_YSIZE;
1047 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
1049 else if (part->control_info.class == get_hash_from_key("pointer"))
1051 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
1052 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
1054 // prevent displaying off-screen custom mouse cursor in upper left corner
1055 if (gfx.mouse_x == POS_OFFSCREEN &&
1056 gfx.mouse_y == POS_OFFSCREEN)
1057 mx = my = POS_OFFSCREEN;
1059 viewport_x = mx - part->control_info.x;
1060 viewport_y = my - part->control_info.y;
1061 viewport_width = part->graphic_info.width;
1062 viewport_height = part->graphic_info.height;
1064 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
1066 // do not use global animation mouse pointer when reloading artwork
1067 if (global.anim_status != GAME_MODE_LOADING)
1068 gfx.cursor_mode_override = CURSOR_NONE;
1070 else if (part->control_info.class == get_hash_from_key("door_1"))
1074 viewport_width = DXSIZE;
1075 viewport_height = DYSIZE;
1077 part->class_playfield_or_door = TRUE;
1079 else if (part->control_info.class == get_hash_from_key("door_2"))
1081 if (part->mode_nr == GAME_MODE_EDITOR)
1085 viewport_width = EXSIZE;
1086 viewport_height = EYSIZE;
1092 viewport_width = VXSIZE;
1093 viewport_height = VYSIZE;
1096 part->class_playfield_or_door = TRUE;
1098 else // default: "playfield"
1100 viewport_x = REAL_SX;
1101 viewport_y = REAL_SY;
1102 viewport_width = FULL_SXSIZE;
1103 viewport_height = FULL_SYSIZE;
1105 part->class_playfield_or_door = TRUE;
1108 if (viewport_x != part->viewport_x ||
1109 viewport_y != part->viewport_y ||
1110 viewport_width != part->viewport_width ||
1111 viewport_height != part->viewport_height)
1113 part->viewport_x = viewport_x;
1114 part->viewport_y = viewport_y;
1115 part->viewport_width = viewport_width;
1116 part->viewport_height = viewport_height;
1118 if (part->control_info.class != get_hash_from_key("pointer"))
1125 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1127 int sound = part->sound;
1129 if (sound == SND_UNDEFINED)
1132 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1133 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1136 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1137 if (IS_LOOP_SOUND(sound))
1138 PlaySoundLoop(sound);
1143 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1144 part->anim_nr, part->nr, part->mode_nr, sound);
1148 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1150 int sound = part->sound;
1152 if (sound == SND_UNDEFINED)
1158 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1159 part->anim_nr, part->nr, part->mode_nr, sound);
1163 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1165 int music = part->music;
1167 if (music == MUS_UNDEFINED)
1170 if (!setup.sound_music)
1173 if (IS_LOOP_MUSIC(music))
1174 PlayMusicLoop(music);
1179 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1180 part->anim_nr, part->nr, part->mode_nr, music);
1184 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1186 int music = part->music;
1188 if (music == MUS_UNDEFINED)
1191 char *anim_music = getMusicInfoEntryFilename(music);
1192 char *curr_music = getCurrentlyPlayingMusicFilename();
1194 // do not stop music if global anim music differs from current music
1195 if (!strEqual(curr_music, anim_music))
1201 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1202 part->anim_nr, part->nr, part->mode_nr, music);
1206 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1208 // when drawing animations to fading buffer, do not play sounds or music
1209 if (drawing_to_fading_buffer)
1212 PlayGlobalAnimSound(part);
1213 PlayGlobalAnimMusic(part);
1216 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1218 StopGlobalAnimSound(part);
1219 StopGlobalAnimMusic(part);
1222 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1224 // when drawing animations to fading buffer, do not play sounds
1225 if (drawing_to_fading_buffer)
1228 // loop sounds only expire when playing
1229 if (game_status != GAME_MODE_PLAYING)
1232 // check if any sound is defined for this animation part
1233 if (part->sound == SND_UNDEFINED)
1236 // normal (non-loop) sounds do not expire when playing
1237 if (!IS_LOOP_SOUND(part->sound))
1240 // prevent expiring loop sounds when playing
1241 PlayGlobalAnimSound(part);
1244 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1246 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1247 int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
1249 if (mask & ANIM_EVENT_ANY)
1250 return (anim_event & ANIM_EVENT_ANY);
1251 else if (mask & ANIM_EVENT_SELF)
1252 return (anim_event & ANIM_EVENT_SELF);
1253 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1254 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1255 else if (mask & ANIM_EVENT_CE_CHANGE)
1256 return (anim_event == mask ||
1257 anim_event == mask_ce_only);
1259 return (anim_event == mask ||
1260 anim_event == mask_anim_only);
1263 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1265 struct GraphicInfo *c = &part->control_info;
1268 if (part->init_event_state)
1270 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1272 for (i = 0; i < num_init_events; i++)
1274 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1276 if (checkGlobalAnimEvent(init_event, mask))
1280 else if (part->anim_event_state)
1282 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1284 for (i = 0; i < num_anim_events; i++)
1286 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1288 if (checkGlobalAnimEvent(anim_event, mask))
1296 static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
1299 struct GraphicInfo *g = &part->graphic_info;
1300 struct GraphicInfo *c = &part->control_info;
1301 int part_x = part->viewport_x + part->x;
1302 int part_y = part->viewport_y + part->y;
1303 int part_width = g->width;
1304 int part_height = g->height;
1307 for (y = 0; y < c->stacked_yfactor; y++)
1309 for (x = 0; x < c->stacked_xfactor; x++)
1311 int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
1312 int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
1314 if (mx >= part_stacked_x &&
1315 mx < part_stacked_x + part_width &&
1316 my >= part_stacked_y &&
1317 my < part_stacked_y + part_height)
1325 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1326 int mx, int my, boolean clicked)
1328 // check if mouse click was detected at all
1332 // check if mouse click is outside the animation part's viewport
1333 if (mx < part->viewport_x ||
1334 mx >= part->viewport_x + part->viewport_width ||
1335 my < part->viewport_y ||
1336 my >= part->viewport_y + part->viewport_height)
1339 // check if mouse click is inside the animation part's (stacked) graphic
1340 if (isInsidePartStacked(part, mx, my))
1346 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1348 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1351 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1353 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1356 static void SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
1358 // calculate playfield position (with scrolling) for related CE tile
1359 // (do not use FX/FY, which are incorrect during envelope requests)
1360 int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
1361 int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
1362 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
1363 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
1364 int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
1365 int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
1366 int cx = SX - REAL_SX;
1367 int cy = SY - REAL_SY;
1368 int x = sx - fx + cx;
1369 int y = sy - fy + cy;
1371 part->tile_xoffset += part->step_xoffset;
1372 part->tile_yoffset += part->step_yoffset;
1374 part->x = x + part->tile_xoffset;
1375 part->y = y + part->tile_yoffset;
1378 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1379 boolean *click_consumed,
1380 boolean *any_event_action,
1381 int event_value, char *info_text)
1383 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1385 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1386 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1387 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1390 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1394 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1396 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1399 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1401 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1403 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1406 if (isClickablePart(part2, mask))
1408 part2->triggered = TRUE;
1409 *click_consumed |= clickConsumed(part); // click was on "part"!
1411 #if DEBUG_ANIM_EVENTS
1412 Debug("anim:InitGlobalAnim_Triggered",
1413 "%d.%d TRIGGERED BY %s OF %d.%d",
1414 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1415 part->old_anim_nr + 1, part->old_nr + 1);
1418 Debug("anim:InitGlobalAnim_Triggered",
1419 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1420 part2->control_info.anim_event_action);
1423 // after executing event action, ignore any further actions
1424 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1425 *any_event_action = TRUE;
1429 struct GraphicInfo *c = &part2->control_info;
1431 if (isClickablePart(part2, mask))
1432 Debug("anim:InitGlobalAnim_Triggered",
1433 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1434 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1437 Debug("anim:InitGlobalAnim_Triggered",
1438 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1439 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1445 static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
1450 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
1452 int event_value = ANIM_EVENT_CE_CHANGE;
1453 int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
1454 int mask = event_value | event_bits;
1457 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1459 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1462 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1464 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1466 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1469 if (isClickablePart(part2, mask) && !part2->triggered)
1471 struct GraphicInfo *c = &part2->control_info;
1473 if (c->position == POS_CE ||
1474 c->position == POS_CE_TRIGGER)
1476 // store CE tile and offset position to handle scrolling
1477 part2->tile_x = (c->position == POS_CE_TRIGGER ? trigger_x : x);
1478 part2->tile_y = (c->position == POS_CE_TRIGGER ? trigger_y : y);
1479 part2->tile_xoffset = c->x;
1480 part2->tile_yoffset = c->y;
1482 // set resulting animation position relative to CE tile position
1483 // (but only for ".init_event", not ".anim_event" type events)
1484 if (part2->init_event_state)
1485 SetGlobalAnimPartTileXY(part2);
1487 // restart animation (by using current sync frame)
1488 part2->initial_anim_sync_frame = anim_sync_frame;
1491 part2->triggered = TRUE;
1493 // do not trigger any other animation if CE change event was consumed
1494 if (c->style == STYLE_CONSUME_CE_EVENT)
1498 Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
1499 "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
1506 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1507 int delay_type, char *info_text)
1509 #if DEBUG_ANIM_DELAY
1510 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1511 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1514 DoGlobalAnim_DelayAction(part, delay_type);
1517 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1518 int event_value, char *info_text)
1520 #if DEBUG_ANIM_EVENTS
1521 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1522 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1525 boolean click_consumed = FALSE;
1526 boolean any_event_action = FALSE;
1528 // check if this event is defined to trigger other animations
1529 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1530 event_value, info_text);
1533 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1536 if (handle_click && !part->clicked)
1539 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1540 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1541 struct GraphicInfo *g = &part->graphic_info;
1542 struct GraphicInfo *c = &part->control_info;
1543 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1544 int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
1546 // if game is paused, also pause playfield and door animations
1547 if (isPausedOnPlayfieldOrDoor(part))
1550 if (viewport_changed)
1551 state |= ANIM_STATE_RESTART;
1553 if (state & ANIM_STATE_RESTART)
1555 // when drawing animations to fading buffer, only start fixed animations
1556 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1557 c->y == ARG_UNDEFINED_VALUE))
1558 return ANIM_STATE_INACTIVE;
1560 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1562 part->init_delay_counter =
1563 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1565 part->anim_delay_counter =
1566 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1568 part->post_delay_counter = 0;
1570 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1571 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1573 part->initial_anim_sync_frame =
1574 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1575 anim_sync_frame + part->init_delay_counter);
1577 // do not re-initialize random animation frame after fade-in
1578 if (part->anim_random_frame == -1)
1579 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1581 if (c->fade_mode & FADE_MODE_FADE)
1583 // when fading in screen, first frame is 100 % transparent or opaque
1584 part->fade_delay_counter = c->fade_delay + 1;
1585 part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
1589 part->fade_delay_counter = 0;
1590 part->fade_alpha = -1;
1593 if (c->direction & MV_HORIZONTAL)
1595 int pos_bottom = part->viewport_height - g->height;
1597 if (c->position == POS_TOP)
1599 else if (c->position == POS_UPPER)
1600 part->y = GetSimpleRandom(pos_bottom / 2);
1601 else if (c->position == POS_MIDDLE)
1602 part->y = pos_bottom / 2;
1603 else if (c->position == POS_LOWER)
1604 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1605 else if (c->position == POS_BOTTOM)
1606 part->y = pos_bottom;
1608 part->y = GetSimpleRandom(pos_bottom);
1610 if (c->direction == MV_RIGHT)
1612 part->step_xoffset = c->step_offset;
1613 part->x = -g->width + part->step_xoffset;
1617 part->step_xoffset = -c->step_offset;
1618 part->x = part->viewport_width + part->step_xoffset;
1621 part->step_yoffset = 0;
1623 else if (c->direction & MV_VERTICAL)
1625 int pos_right = part->viewport_width - g->width;
1627 if (c->position == POS_LEFT)
1629 else if (c->position == POS_RIGHT)
1630 part->x = pos_right;
1632 part->x = GetSimpleRandom(pos_right);
1634 if (c->direction == MV_DOWN)
1636 part->step_yoffset = c->step_offset;
1637 part->y = -g->height + part->step_yoffset;
1641 part->step_yoffset = -c->step_offset;
1642 part->y = part->viewport_height + part->step_yoffset;
1645 part->step_xoffset = 0;
1652 part->step_xoffset = 0;
1653 part->step_yoffset = 0;
1656 if (part->control_info.class != get_hash_from_key("pointer"))
1658 if (c->x != ARG_UNDEFINED_VALUE)
1660 if (c->y != ARG_UNDEFINED_VALUE)
1664 if (c->position == POS_LAST &&
1665 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1666 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1668 part->x = anim->last_x;
1669 part->y = anim->last_y;
1672 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1673 part->step_xoffset = c->step_xoffset;
1674 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1675 part->step_yoffset = c->step_yoffset;
1677 if (part->init_delay_counter == 0 &&
1678 !part->init_event_state)
1680 PlayGlobalAnimSoundAndMusic(part);
1682 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1683 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1687 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1691 if (part->clicked &&
1692 part->init_event_state)
1694 if (part->initial_anim_sync_frame > 0)
1695 part->initial_anim_sync_frame = anim_sync_frame;
1697 part->init_delay_counter = 1;
1698 part->init_event_state = FALSE;
1700 part->clicked = FALSE;
1703 if (part->clicked &&
1704 part->anim_event_state)
1706 part->anim_delay_counter = 1;
1707 part->anim_event_state = FALSE;
1709 part->clicked = FALSE;
1712 if (part->init_delay_counter > 0)
1714 part->init_delay_counter--;
1716 if (part->init_delay_counter == 0)
1718 part->init_event_state = FALSE;
1720 PlayGlobalAnimSoundAndMusic(part);
1722 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1723 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1725 // continue with state ANIM_STATE_RUNNING (set below)
1729 return ANIM_STATE_WAITING;
1733 if (part->init_event_state)
1734 return ANIM_STATE_WAITING;
1736 // animation part is now running/visible and therefore clickable
1737 part->clickable = TRUE;
1739 // check if moving animation has left the visible screen area
1740 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1741 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1742 (part->y <= -g->height && part->step_yoffset <= 0) ||
1743 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1745 // do not wait for "anim" events for off-screen animations
1746 part->anim_event_state = FALSE;
1748 // do not stop animation before "anim" or "post" counter are finished
1749 if (part->anim_delay_counter == 0 &&
1750 part->post_delay_counter == 0)
1752 StopGlobalAnimSoundAndMusic(part);
1754 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1756 part->post_delay_counter =
1757 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1759 if (part->post_delay_counter > 0)
1760 return ANIM_STATE_RUNNING;
1762 // drawing last frame not needed here -- animation not visible anymore
1763 return ANIM_STATE_RESTART;
1767 if (part->anim_delay_counter > 0)
1769 part->anim_delay_counter--;
1771 if (part->anim_delay_counter == 0)
1773 part->anim_event_state = FALSE;
1775 StopGlobalAnimSoundAndMusic(part);
1777 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1778 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1780 part->post_delay_counter =
1781 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1783 if (part->post_delay_counter > 0)
1784 return ANIM_STATE_RUNNING;
1786 // additional state "RUNNING" required to not skip drawing last frame
1787 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1791 if (part->post_delay_counter > 0)
1793 part->post_delay_counter--;
1795 if (part->post_delay_counter == 0)
1797 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1798 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1800 return ANIM_STATE_RESTART;
1803 return ANIM_STATE_WAITING;
1806 if (part->fade_delay_counter > 0)
1808 part->fade_delay_counter--;
1809 part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
1810 c->fade_delay - part->fade_delay_counter :
1811 part->fade_delay_counter) / c->fade_delay;
1814 // special case to prevent expiring loop sounds when playing
1815 PlayGlobalAnimSoundIfLoop(part);
1817 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1818 return ANIM_STATE_RUNNING;
1822 static unsigned int last_counter = -1;
1823 unsigned int counter = Counter();
1825 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1826 anim_sync_frame, counter - last_counter);
1828 last_counter = counter;
1832 if (c->position == POS_CE ||
1833 c->position == POS_CE_TRIGGER)
1835 SetGlobalAnimPartTileXY(part);
1839 part->x += part->step_xoffset;
1840 part->y += part->step_yoffset;
1843 anim->last_x = part->x;
1844 anim->last_y = part->y;
1846 return ANIM_STATE_RUNNING;
1849 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1852 struct GlobalAnimPartControlInfo *part;
1853 struct GraphicInfo *c = &anim->control_info;
1854 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1855 int state, active_part_nr;
1859 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1860 anim->mode_nr, anim->nr, anim->num_parts);
1861 Debug("anim:HandleGlobalAnim_Main",
1862 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1866 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1867 (action == ANIM_START ? "ANIM_START" :
1868 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1869 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1871 anim->state & ANIM_STATE_RESTART,
1872 anim->state & ANIM_STATE_WAITING,
1873 anim->state & ANIM_STATE_RUNNING,
1880 anim->state = anim->last_state = ANIM_STATE_RESTART;
1881 anim->active_part_nr = anim->last_active_part_nr = 0;
1882 anim->part_counter = 0;
1887 if (anim->state == ANIM_STATE_INACTIVE)
1890 anim->state = anim->last_state;
1891 anim->active_part_nr = anim->last_active_part_nr;
1896 anim->state = ANIM_STATE_INACTIVE;
1898 for (i = 0; i < num_parts; i++)
1899 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1907 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1910 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1911 anim->mode_nr, anim->nr, num_parts);
1914 for (i = 0; i < num_parts; i++)
1916 part = &anim->part[i];
1921 anim->state = ANIM_STATE_RUNNING;
1922 part->state = ANIM_STATE_RESTART;
1927 if (part->state == ANIM_STATE_INACTIVE)
1933 part->state = ANIM_STATE_INACTIVE;
1941 part->state = HandleGlobalAnim_Part(part, part->state);
1943 // when animation mode is "once", stop after animation was played once
1944 if (c->anim_mode & ANIM_ONCE &&
1945 part->state & ANIM_STATE_RESTART)
1946 part->state = ANIM_STATE_INACTIVE;
1949 anim->last_state = anim->state;
1950 anim->last_active_part_nr = anim->active_part_nr;
1955 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1956 anim->active_part_nr = getGlobalAnimationPart(anim);
1958 part = &anim->part[anim->active_part_nr];
1960 // first set all animation parts to "inactive", ...
1961 for (i = 0; i < num_parts; i++)
1962 anim->part[i].state = ANIM_STATE_INACTIVE;
1964 // ... then set current animation part to "running" ...
1965 part->state = ANIM_STATE_RUNNING;
1967 // ... unless it is waiting for an initial event
1968 if (part->init_event_state)
1969 part->state = ANIM_STATE_WAITING;
1971 anim->state = HandleGlobalAnim_Part(part, anim->state);
1973 if (anim->state & ANIM_STATE_RESTART)
1974 anim->part_counter++;
1976 // when animation mode is "once", stop after all animations were played once
1977 if (c->anim_mode & ANIM_ONCE &&
1978 anim->part_counter == anim->num_parts)
1979 anim->state = ANIM_STATE_INACTIVE;
1981 state = anim->state;
1982 active_part_nr = anim->active_part_nr;
1984 // while the animation parts are pausing (waiting or inactive), play the base
1985 // (main) animation; this corresponds to the "boring player animation" logic
1986 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1989 if (anim->state == ANIM_STATE_WAITING ||
1990 anim->state == ANIM_STATE_INACTIVE)
1992 anim->active_part_nr = anim->num_parts; // part nr of base animation
1993 part = &anim->part[anim->active_part_nr];
1995 if (anim->state != anim->last_state)
1996 part->state = ANIM_STATE_RESTART;
1998 anim->state = ANIM_STATE_RUNNING;
1999 part->state = HandleGlobalAnim_Part(part, part->state);
2003 anim->last_state = state;
2004 anim->last_active_part_nr = active_part_nr;
2007 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
2012 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
2015 for (i = 0; i < ctrl->num_anims; i++)
2016 HandleGlobalAnim_Main(&ctrl->anim[i], action);
2019 static void HandleGlobalAnim(int action, int game_mode)
2022 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
2025 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
2028 static void DoAnimationExt(void)
2033 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
2036 // global animations now synchronized with frame delay of screen update
2039 for (i = 0; i < NUM_GAME_MODES; i++)
2040 HandleGlobalAnim(ANIM_CONTINUE, i);
2043 // force screen redraw in next frame to continue drawing global animations
2044 redraw_mask = REDRAW_ALL;
2048 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
2052 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
2053 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
2054 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
2055 ANIM_DELAY_ACTION_NONE);
2057 if (delay_action == ANIM_DELAY_ACTION_NONE)
2060 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
2063 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
2065 int event_action = (part->init_event_state ?
2066 part->control_info.init_event_action :
2067 part->control_info.anim_event_action);
2069 if (event_action == ANIM_EVENT_ACTION_NONE)
2072 if (event_action < MAX_IMAGE_FILES)
2073 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
2075 OpenURLFromHash(anim_url_hash, event_action);
2077 // check if further actions are allowed to be executed
2078 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
2084 static void InitGlobalAnim_Clickable(void)
2088 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
2090 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2093 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
2095 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2098 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
2100 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2102 if (part->triggered)
2103 part->clicked = TRUE;
2105 part->triggered = FALSE;
2106 part->clickable = FALSE;
2112 #define ANIM_CLICKED_RESET 0
2113 #define ANIM_CLICKED_PRESSED 1
2114 #define ANIM_CLICKED_RELEASED 2
2116 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
2118 boolean click_consumed = FALSE;
2119 boolean anything_clicked = FALSE;
2120 boolean any_part_clicked = FALSE;
2121 boolean any_event_action = FALSE;
2125 // check game modes in reverse draw order (to stop when clicked)
2126 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
2128 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2131 // check animations in reverse draw order (to stop when clicked)
2132 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
2134 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2137 // check animation parts in reverse draw order (to stop when clicked)
2138 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
2140 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2142 if (clicked_event == ANIM_CLICKED_RESET)
2144 part->clicked = FALSE;
2149 if (!part->clickable)
2152 if (!(part->state & ANIM_STATE_RUNNING))
2155 // always handle "any" click events (clicking anywhere on screen) ...
2156 if (clicked_event == ANIM_CLICKED_PRESSED &&
2157 isClickablePart(part, ANIM_EVENT_ANY))
2159 #if DEBUG_ANIM_EVENTS
2160 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
2161 part->old_anim_nr + 1, part->old_nr + 1);
2164 anything_clicked = part->clicked = TRUE;
2165 click_consumed |= clickConsumed(part);
2168 // always handle "unclick:any" events (releasing anywhere on screen) ...
2169 if (clicked_event == ANIM_CLICKED_RELEASED &&
2170 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
2172 #if DEBUG_ANIM_EVENTS
2173 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
2174 part->old_anim_nr + 1, part->old_nr + 1);
2177 anything_clicked = part->clicked = TRUE;
2178 click_consumed |= clickConsumed(part);
2181 // ... but only handle the first (topmost) clickable animation
2182 if (any_part_clicked)
2185 if (clicked_event == ANIM_CLICKED_PRESSED &&
2186 isClickedPart(part, mx, my, TRUE))
2189 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
2190 anim_nr, part_nr, part->control_info.anim_event_action);
2193 // after executing event action, ignore any further actions
2194 if (!any_event_action && DoGlobalAnim_EventAction(part))
2195 any_event_action = TRUE;
2197 // determine if mouse clicks should be blocked from other animations
2198 any_part_clicked |= clickConsumed(part);
2200 if (isClickablePart(part, ANIM_EVENT_SELF))
2202 #if DEBUG_ANIM_EVENTS
2203 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
2204 part->old_anim_nr + 1, part->old_nr + 1);
2207 anything_clicked = part->clicked = TRUE;
2208 click_consumed |= clickConsumed(part);
2211 // determine if mouse clicks should be blocked by this animation
2212 click_consumed |= clickBlocked(part);
2214 // check if this click is defined to trigger other animations
2215 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
2216 ANIM_EVENT_CLICK, "CLICK");
2222 if (anything_clicked)
2224 handle_click = TRUE;
2226 for (i = 0; i < NUM_GAME_MODES; i++)
2227 HandleGlobalAnim(ANIM_CONTINUE, i);
2229 handle_click = FALSE;
2231 // prevent ignoring release event if processed within same game frame
2232 StopProcessingEvents();
2235 return (click_consumed || any_event_action);
2238 static void ResetGlobalAnim_Clickable(void)
2240 InitGlobalAnim_Clickable();
2243 static void ResetGlobalAnim_Clicked(void)
2245 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
2248 void RestartGlobalAnimsByStatus(int status)
2250 int anim_status_last = global.anim_status;
2252 global.anim_status = status;
2254 // force restarting global animations by changed global animation status
2255 DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
2257 global.anim_status = anim_status_last;
2260 void SetAnimStatusBeforeFading(int status)
2262 anim_status_last_before_fading = status;
2265 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
2267 static boolean click_consumed = FALSE;
2268 static int last_button = 0;
2269 boolean press_event;
2270 boolean release_event;
2271 boolean click_consumed_current = click_consumed;
2273 if (button != 0 && force_click)
2276 // check if button state has changed since last invocation
2277 press_event = (button != 0 && last_button == 0);
2278 release_event = (button == 0 && last_button != 0);
2279 last_button = button;
2283 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
2284 click_consumed_current = click_consumed;
2289 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
2290 click_consumed = FALSE;
2293 return click_consumed_current;
2296 int getGlobalAnimSyncFrame(void)
2298 return anim_sync_frame;
2301 void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y,
2302 int trigger_x, int trigger_y)
2304 if (!IS_CUSTOM_ELEMENT(element))
2307 // custom element stored as 0 to 255, change page stored as 1 to 32
2308 InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
2309 x, y, trigger_x, trigger_y);