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 MAX_GLOBAL_ANIM_LIST (NUM_GAME_MODES * \
38 NUM_GLOBAL_ANIMS_AND_TOONS * \
39 NUM_GLOBAL_ANIM_PARTS_AND_TOONS)
41 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
42 #define ANIM_CLASS_BIT_TITLE 1
43 #define ANIM_CLASS_BIT_MAIN 2
44 #define ANIM_CLASS_BIT_NAMES 3
45 #define ANIM_CLASS_BIT_SCORES 4
46 #define ANIM_CLASS_BIT_SCORESONLY 5
47 #define ANIM_CLASS_BIT_SUBMENU 6
48 #define ANIM_CLASS_BIT_MENU 7
49 #define ANIM_CLASS_BIT_TOONS 8
50 #define ANIM_CLASS_BIT_NO_TITLE 9
52 #define NUM_ANIM_CLASSES 10
54 #define ANIM_CLASS_NONE 0
55 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
56 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
57 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
58 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
59 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
60 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
61 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
62 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
63 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
64 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
66 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
70 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
72 ANIM_CLASS_SCORESONLY | \
75 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
80 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
82 ANIM_CLASS_SUBMENU | \
85 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
87 ANIM_CLASS_SUBMENU | \
91 // values for global animation states
92 #define ANIM_STATE_INACTIVE 0
93 #define ANIM_STATE_RESTART (1 << 0)
94 #define ANIM_STATE_WAITING (1 << 1)
95 #define ANIM_STATE_RUNNING (1 << 2)
97 // values for global animation control
98 #define ANIM_NO_ACTION 0
100 #define ANIM_CONTINUE 2
104 struct GlobalAnimPartControlInfo
106 int old_nr; // position before mapping animation parts linearly
107 int old_anim_nr; // position before mapping animations linearly
113 boolean is_base; // animation part is base/main/default animation part
119 struct GraphicInfo graphic_info;
120 struct GraphicInfo control_info;
122 boolean class_playfield_or_door;
130 int step_xoffset, step_yoffset;
133 int tile_xoffset, tile_yoffset;
135 unsigned int initial_anim_sync_frame;
136 unsigned int anim_random_frame;
138 DelayCounter step_delay;
140 int init_delay_counter;
141 int anim_delay_counter;
142 int post_delay_counter;
144 int fade_delay_counter;
147 boolean init_event_state;
148 boolean anim_event_state;
157 int last_anim_status;
160 struct GlobalAnimMainControlInfo
162 struct GlobalAnimPartControlInfo base;
163 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
168 struct GraphicInfo control_info;
170 int num_parts; // number of animation parts, but without base part
171 int num_parts_all; // number of animation parts, including base part
175 boolean has_base; // animation has base/main/default animation part
179 int init_delay_counter;
183 int last_state, last_active_part_nr;
186 struct GlobalAnimControlInfo
188 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
194 struct GameModeAnimClass
198 } game_mode_anim_classes_list[] =
200 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
201 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
202 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
203 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
204 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
205 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
206 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
207 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
208 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
209 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
210 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
211 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
212 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
213 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
214 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
215 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
216 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
217 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
218 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
219 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
220 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
221 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
222 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
223 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
228 struct AnimClassGameMode
232 } anim_class_game_modes_list[] =
234 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
235 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
236 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
237 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
238 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
239 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
240 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
241 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
242 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
243 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
248 // forward declaration for internal use
249 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
250 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
251 static void HandleGlobalAnim(int, int);
252 static void DoAnimationExt(void);
253 static void ResetGlobalAnim_Clickable(void);
254 static void ResetGlobalAnim_Clicked(void);
256 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
257 static struct GlobalAnimPartControlInfo *global_anim_list[MAX_GLOBAL_ANIM_LIST];
258 static int num_global_anim_list = 0;
260 static unsigned int anim_sync_frame = 0;
262 static int game_mode_anim_classes[NUM_GAME_MODES];
263 static int anim_class_game_modes[NUM_ANIM_CLASSES];
265 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
266 static int anim_status_last = GAME_MODE_DEFAULT;
267 static int anim_classes_last = ANIM_CLASS_NONE;
269 static boolean drawing_to_fading_buffer = FALSE;
271 static boolean handle_click = FALSE;
274 // ============================================================================
275 // generic animation frame calculation
276 // ============================================================================
278 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
283 if (delay < 1) // delay must be at least 1
286 sync_frame += start_frame * delay;
288 if (mode & ANIM_LOOP) // looping animation
290 frame = (sync_frame % (delay * num_frames)) / delay;
292 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
294 frame = sync_frame / delay;
296 if (frame > num_frames - 1)
297 frame = num_frames - 1;
299 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
301 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
303 frame = (sync_frame % (delay * max_anim_frames)) / delay;
304 frame = (frame < num_frames ? frame : max_anim_frames - frame);
306 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
308 int max_anim_frames = 2 * num_frames;
310 frame = (sync_frame % (delay * max_anim_frames)) / delay;
311 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
313 else if (mode & ANIM_RANDOM) // play frames in random order
315 // note: expect different frames for the same delay cycle!
317 if (gfx.anim_random_frame < 0)
318 frame = GetSimpleRandom(num_frames);
320 frame = gfx.anim_random_frame % num_frames;
322 else if (mode & ANIM_LEVEL_NR) // play frames by level number
324 int level_pos = level_nr - gfx.anim_first_level;
326 frame = level_pos % num_frames;
328 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
330 frame = sync_frame % num_frames;
333 if (mode & ANIM_REVERSE) // use reverse animation direction
334 frame = num_frames - frame - 1;
340 // ============================================================================
341 // global animation functions
342 // ============================================================================
344 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
346 struct GraphicInfo *c = &anim->control_info;
347 int last_anim_random_frame = gfx.anim_random_frame;
350 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
352 part_nr = getAnimationFrame(anim->num_parts, 1,
353 c->anim_mode, c->anim_start_frame,
356 gfx.anim_random_frame = last_anim_random_frame;
361 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
363 const struct GlobalAnimPartControlInfo *o1 =
364 *(struct GlobalAnimPartControlInfo **)obj1;
365 const struct GlobalAnimPartControlInfo *o2 =
366 *(struct GlobalAnimPartControlInfo **)obj2;
369 if (o1->control_info.draw_order != o2->control_info.draw_order)
370 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
371 else if (o1->mode_nr != o2->mode_nr)
372 compare_result = o1->mode_nr - o2->mode_nr;
373 else if (o1->anim_nr != o2->anim_nr)
374 compare_result = o1->anim_nr - o2->anim_nr;
376 compare_result = o1->nr - o2->nr;
378 return compare_result;
381 static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
383 // only pause playfield and door animations when playing
384 if (game_status != GAME_MODE_PLAYING)
387 // do not pause animations when game ended (and engine is running)
388 if (checkGameEnded())
391 // only pause animations on playfield and doors
392 if (!part->class_playfield_or_door)
395 // only pause animations when engine is paused or request dialog is active
396 if (!tape.pausing && !game.request_active)
402 static void InitToonControls(void)
404 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
405 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
406 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
407 int mode_nr, anim_nr, part_nr;
408 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
409 int num_toons = MAX_NUM_TOONS;
412 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
413 num_toons = global.num_toons;
415 mode_nr = mode_nr_toons;
416 anim_nr = ctrl->num_anims;
419 anim->mode_nr = mode_nr;
420 anim->control_info = graphic_info[control];
423 anim->num_parts_all = 0;
424 anim->part_counter = 0;
425 anim->active_part_nr = 0;
427 anim->has_base = FALSE;
429 anim->last_x = POS_OFFSCREEN;
430 anim->last_y = POS_OFFSCREEN;
432 anim->init_delay_counter = 0;
434 anim->state = ANIM_STATE_INACTIVE;
438 for (i = 0; i < num_toons; i++)
440 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
441 int sound = SND_UNDEFINED;
442 int music = MUS_UNDEFINED;
443 int graphic = IMG_TOON_1 + i;
448 part->anim_nr = anim_nr;
449 part->mode_nr = mode_nr;
451 part->is_base = FALSE;
455 part->graphic = graphic;
457 part->graphic_info = graphic_info[graphic];
458 part->control_info = graphic_info[control];
460 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
462 part->control_info.init_delay_fixed = 0;
463 part->control_info.init_delay_random = 150;
465 part->control_info.x = ARG_UNDEFINED_VALUE;
466 part->control_info.y = ARG_UNDEFINED_VALUE;
468 part->initial_anim_sync_frame = 0;
469 part->anim_random_frame = -1;
471 part->step_delay.count = 0;
472 part->step_delay.value = graphic_info[control].step_delay;
474 part->state = ANIM_STATE_INACTIVE;
475 part->last_anim_status = -1;
478 anim->num_parts_all++;
486 static void InitGlobalAnimControls(void)
489 int mode_nr, anim_nr, part_nr;
490 int sound, music, graphic, control;
494 for (m = 0; m < NUM_GAME_MODES; m++)
498 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
505 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
507 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
508 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
510 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
512 // if no base animation parameters defined, use default values
513 if (control == IMG_UNDEFINED)
514 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
517 anim->mode_nr = mode_nr;
518 anim->control_info = graphic_info[control];
521 anim->num_parts_all = 0;
522 anim->part_counter = 0;
523 anim->active_part_nr = 0;
525 anim->has_base = FALSE;
527 anim->last_x = POS_OFFSCREEN;
528 anim->last_y = POS_OFFSCREEN;
530 anim->init_delay_counter = 0;
532 anim->state = ANIM_STATE_INACTIVE;
536 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
538 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
540 sound = global_anim_info[a].sound[p][m];
541 music = global_anim_info[a].music[p][m];
542 graphic = global_anim_info[a].graphic[p][m];
543 control = global_anim_info[ctrl_id].graphic[p][m];
545 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
546 control == IMG_UNDEFINED)
550 Debug("anim:InitGlobalAnimControls",
551 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
552 m, a, p, mode_nr, anim_nr, part_nr, control);
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, sound);
562 part->old_anim_nr = a;
565 part->anim_nr = anim_nr;
566 part->mode_nr = mode_nr;
570 part->graphic = graphic;
572 part->graphic_info = graphic_info[graphic];
573 part->control_info = graphic_info[control];
575 part->initial_anim_sync_frame = 0;
576 part->anim_random_frame = -1;
578 part->step_delay.count = 0;
579 part->step_delay.value = graphic_info[control].step_delay;
581 part->state = ANIM_STATE_INACTIVE;
582 part->last_anim_status = -1;
584 anim->num_parts_all++;
586 if (p < GLOBAL_ANIM_ID_PART_BASE)
588 part->is_base = FALSE;
595 part->is_base = TRUE;
598 anim->has_base = TRUE;
601 // apply special settings to pointer-style animations
602 if (part->control_info.class == get_hash_from_string("pointer"))
604 // force pointer-style animations to be checked for clicks first
605 part->control_info.draw_order = 1000000;
607 // force pointer-style animations to pass-through clicks
608 part->control_info.style |= STYLE_PASSTHROUGH;
612 if (anim->num_parts > 0 || anim->has_base)
622 // create list of all animation parts
623 num_global_anim_list = 0;
624 for (m = 0; m < NUM_GAME_MODES; m++)
625 for (a = 0; a < global_anim_ctrl[m].num_anims; a++)
626 for (p = 0; p < global_anim_ctrl[m].anim[a].num_parts_all; p++)
627 global_anim_list[num_global_anim_list++] =
628 &global_anim_ctrl[m].anim[a].part[p];
630 // sort list of all animation parts according to draw_order and number
631 qsort(global_anim_list, num_global_anim_list,
632 sizeof(struct GlobalAnimPartControlInfo *),
633 compareGlobalAnimPartControlInfo);
635 for (i = 0; i < NUM_GAME_MODES; i++)
636 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
637 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
638 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
639 game_mode_anim_classes_list[i].class;
641 for (i = 0; i < NUM_ANIM_CLASSES; i++)
642 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
643 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
644 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
645 anim_class_game_modes_list[i].game_mode;
647 anim_status_last_before_fading = GAME_MODE_LOADING;
648 anim_status_last = GAME_MODE_LOADING;
649 anim_classes_last = ANIM_CLASS_NONE;
652 static void SetGlobalAnimEventsForCustomElements(int list_pos)
654 int num_events = GetGlobalAnimEventValueCount(list_pos);
657 for (i = 0; i < num_events; i++)
659 int event = GetGlobalAnimEventValue(list_pos, i);
661 if (event & ANIM_EVENT_CE_CHANGE)
663 int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
665 if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
666 element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
671 void InitGlobalAnimEventsForCustomElements(void)
676 // custom element events for global animations only relevant while playing
677 m = GAME_MODE_PLAYING;
679 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
681 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
683 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
685 // if no base animation parameters defined, use default values
686 if (control == IMG_UNDEFINED)
687 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
689 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
690 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
692 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
694 control = global_anim_info[ctrl_id].graphic[p][m];
696 if (control == IMG_UNDEFINED)
699 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
700 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
705 void InitGlobalAnimations(void)
707 InitGlobalAnimControls();
710 static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
711 Bitmap *src_bitmap, int src_x0, int src_y0,
714 struct GraphicInfo *g = &part->graphic_info;
715 struct GraphicInfo *c = &part->control_info;
716 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
717 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
718 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
719 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
720 Bitmap *fade_bitmap =
721 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
722 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
723 int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
726 for (y = 0; y < c->stacked_yfactor; y++)
728 for (x = 0; x < c->stacked_xfactor; x++)
732 int dst_x = part->x + x * (g->width + c->stacked_xoffset);
733 int dst_y = part->y + y * (g->height + c->stacked_yoffset);
736 int width = g->width;
737 int height = g->height;
745 else if (dst_x > part->viewport_width - g->width)
747 width -= (dst_x - (part->viewport_width - g->width));
756 else if (dst_y > part->viewport_height - g->height)
758 height -= (dst_y - (part->viewport_height - g->height));
761 if (width <= 0 || height <= 0)
767 dst_x += part->viewport_x;
768 dst_y += part->viewport_y;
770 SetBitmapAlphaNextBlit(src_bitmap, alpha);
772 if (drawing_target == DRAW_TO_SCREEN)
773 blit_screen(src_bitmap, src_x, src_y, width, height,
776 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
782 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
784 int game_mode_anim_action[NUM_GAME_MODES];
788 if (!setup.global_animations)
791 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
792 drawing_target == DRAW_TO_SCREEN)
795 // always start with reliable default values (no animation actions)
796 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
797 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
799 if (global.anim_status != anim_status_last)
801 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
802 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
803 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
806 if (drawing_target == DRAW_TO_FADE_TARGET)
809 // special case: changing from/to these screens is done without fading
810 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
811 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
812 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
813 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
816 // ---------- part 1 ------------------------------------------------------
817 // start or stop global animations by change of game mode
818 // (special handling of animations for "current screen" and "all screens")
820 if (global.anim_status_next != anim_status_last_before_fading)
822 // stop animations for last screen before fading to new screen
823 game_mode_anim_action[anim_status_last] = ANIM_STOP;
825 // start animations for current screen after fading to new screen
826 game_mode_anim_action[global.anim_status] = ANIM_START;
829 // start animations for all screens after loading new artwork set
830 if (anim_status_last == GAME_MODE_LOADING)
831 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
833 // ---------- part 2 ------------------------------------------------------
834 // start or stop global animations by change of animation class
835 // (generic handling of animations for "class of screens")
837 for (i = 0; i < NUM_ANIM_CLASSES; i++)
839 int anim_class_check = (1 << i);
840 int anim_class_game_mode = anim_class_game_modes[i];
841 int anim_class_last = anim_classes_last & anim_class_check;
842 int anim_class_next = anim_classes_next & anim_class_check;
844 // stop animations for changed screen class before fading to new screen
845 if (before_fading && anim_class_last && !anim_class_next)
846 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
848 // start animations for changed screen class after fading to new screen
849 if (after_fading && !anim_class_last && anim_class_next)
850 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
853 if (drawing_target == DRAW_TO_SCREEN)
857 anim_classes_last = anim_classes_next;
858 anim_status_last_before_fading = global.anim_status;
861 anim_status_last = global.anim_status;
863 // start or stop animations determined to be started or stopped above
864 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
865 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
866 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
868 else if (drawing_target == DRAW_TO_FADE_TARGET)
870 drawing_to_fading_buffer = TRUE;
872 // start animations determined to be (temporary) started above
873 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
874 if (game_mode_anim_action[mode_nr] == ANIM_START)
875 HandleGlobalAnim(ANIM_START, mode_nr);
879 // when restarting global animations, do not redraw them, but stop here
880 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
883 if (global.anim_status == GAME_MODE_LOADING)
886 for (i = 0; i < num_global_anim_list; i++)
888 struct GlobalAnimPartControlInfo *part = global_anim_list[i];
889 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
890 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
891 struct GraphicInfo *g = &part->graphic_info;
896 int last_anim_random_frame = gfx.anim_random_frame;
899 part->graphic >= IMG_TOON_1 &&
900 part->graphic <= IMG_TOON_20)
903 // when preparing source fading buffer, only draw animations to be stopped
904 if (drawing_target == DRAW_TO_FADE_SOURCE &&
905 game_mode_anim_action[part->mode_nr] != ANIM_STOP)
908 // when preparing target fading buffer, only draw animations to be started
909 if (drawing_target == DRAW_TO_FADE_TARGET &&
910 game_mode_anim_action[part->mode_nr] != ANIM_START)
913 if (!(anim->state & ANIM_STATE_RUNNING))
916 if (!(part->state & ANIM_STATE_RUNNING))
919 if (part->drawing_stage != drawing_stage)
922 // if game is paused, also pause playfield and door animations
923 if (isPausedOnPlayfieldOrDoor(part))
924 part->initial_anim_sync_frame++;
926 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
928 // re-initialize random animation frame after animation delay
929 if (g->anim_mode == ANIM_RANDOM &&
930 sync_frame % g->anim_delay == 0 &&
932 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
934 gfx.anim_random_frame = part->anim_random_frame;
936 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
937 g->anim_mode, g->anim_start_frame,
940 gfx.anim_random_frame = last_anim_random_frame;
942 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
945 BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
948 if (drawing_target == DRAW_TO_FADE_TARGET)
950 // stop animations determined to be (temporary) started above
951 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
952 if (game_mode_anim_action[mode_nr] == ANIM_START)
953 HandleGlobalAnim(ANIM_STOP, mode_nr);
955 drawing_to_fading_buffer = FALSE;
959 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
961 int last_cursor_mode_override = gfx.cursor_mode_override;
963 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
965 ResetGlobalAnim_Clickable();
967 gfx.cursor_mode_override = CURSOR_UNDEFINED;
970 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
972 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
974 ResetGlobalAnim_Clicked();
977 if (gfx.cursor_mode_override != last_cursor_mode_override)
978 SetMouseCursor(gfx.cursor_mode);
981 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
987 boolean changed = FALSE;
989 if (part->last_anim_status == global.anim_status &&
990 part->control_info.class != get_hash_from_string("pointer"))
993 part->last_anim_status = global.anim_status;
995 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
997 part->class_playfield_or_door = FALSE;
999 if (part->control_info.class == get_hash_from_string("window") ||
1000 part->control_info.class == get_hash_from_string("border"))
1004 viewport_width = WIN_XSIZE;
1005 viewport_height = WIN_YSIZE;
1007 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
1009 else if (part->control_info.class == get_hash_from_string("pointer"))
1011 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
1012 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
1014 // prevent displaying off-screen custom mouse cursor in upper left corner
1015 if (gfx.mouse_x == POS_OFFSCREEN &&
1016 gfx.mouse_y == POS_OFFSCREEN)
1017 mx = my = POS_OFFSCREEN;
1019 viewport_x = mx - part->control_info.x;
1020 viewport_y = my - part->control_info.y;
1021 viewport_width = part->graphic_info.width;
1022 viewport_height = part->graphic_info.height;
1024 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
1026 // do not use global animation mouse pointer when reloading artwork
1027 if (global.anim_status != GAME_MODE_LOADING)
1028 gfx.cursor_mode_override = CURSOR_NONE;
1030 else if (part->control_info.class == get_hash_from_string("door_1"))
1034 viewport_width = DXSIZE;
1035 viewport_height = DYSIZE;
1037 part->class_playfield_or_door = TRUE;
1039 else if (part->control_info.class == get_hash_from_string("door_2"))
1041 if (part->mode_nr == GAME_MODE_EDITOR)
1045 viewport_width = EXSIZE;
1046 viewport_height = EYSIZE;
1052 viewport_width = VXSIZE;
1053 viewport_height = VYSIZE;
1056 part->class_playfield_or_door = TRUE;
1058 else // default: "playfield"
1060 viewport_x = REAL_SX;
1061 viewport_y = REAL_SY;
1062 viewport_width = FULL_SXSIZE;
1063 viewport_height = FULL_SYSIZE;
1065 part->class_playfield_or_door = TRUE;
1068 if (viewport_x != part->viewport_x ||
1069 viewport_y != part->viewport_y ||
1070 viewport_width != part->viewport_width ||
1071 viewport_height != part->viewport_height)
1073 part->viewport_x = viewport_x;
1074 part->viewport_y = viewport_y;
1075 part->viewport_width = viewport_width;
1076 part->viewport_height = viewport_height;
1078 if (part->control_info.class != get_hash_from_string("pointer"))
1085 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1087 int sound = part->sound;
1089 if (sound == SND_UNDEFINED)
1092 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1093 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1096 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1097 if (IS_LOOP_SOUND(sound))
1098 PlaySoundLoop(sound);
1103 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1104 part->anim_nr, part->nr, part->mode_nr, sound);
1108 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1110 int sound = part->sound;
1112 if (sound == SND_UNDEFINED)
1118 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1119 part->anim_nr, part->nr, part->mode_nr, sound);
1123 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1125 int music = part->music;
1127 if (music == MUS_UNDEFINED)
1130 if (!setup.sound_music)
1133 if (IS_LOOP_MUSIC(music))
1134 PlayMusicLoop(music);
1139 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1140 part->anim_nr, part->nr, part->mode_nr, music);
1144 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1146 int music = part->music;
1148 if (music == MUS_UNDEFINED)
1151 char *anim_music = getMusicInfoEntryFilename(music);
1152 char *curr_music = getCurrentlyPlayingMusicFilename();
1154 // do not stop music if global anim music differs from current music
1155 if (!strEqual(curr_music, anim_music))
1161 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1162 part->anim_nr, part->nr, part->mode_nr, music);
1166 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1168 // when drawing animations to fading buffer, do not play sounds or music
1169 if (drawing_to_fading_buffer)
1172 PlayGlobalAnimSound(part);
1173 PlayGlobalAnimMusic(part);
1176 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1178 StopGlobalAnimSound(part);
1179 StopGlobalAnimMusic(part);
1182 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1184 // when drawing animations to fading buffer, do not play sounds
1185 if (drawing_to_fading_buffer)
1188 // loop sounds only expire when playing
1189 if (game_status != GAME_MODE_PLAYING)
1192 // check if any sound is defined for this animation part
1193 if (part->sound == SND_UNDEFINED)
1196 // normal (non-loop) sounds do not expire when playing
1197 if (!IS_LOOP_SOUND(part->sound))
1200 // prevent expiring loop sounds when playing
1201 PlayGlobalAnimSound(part);
1204 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1206 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1207 int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
1209 if (mask & ANIM_EVENT_ANY)
1210 return (anim_event & ANIM_EVENT_ANY);
1211 else if (mask & ANIM_EVENT_SELF)
1212 return (anim_event & ANIM_EVENT_SELF);
1213 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1214 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1215 else if (mask & ANIM_EVENT_CE_CHANGE)
1216 return (anim_event == mask ||
1217 anim_event == mask_ce_only);
1219 return (anim_event == mask ||
1220 anim_event == mask_anim_only);
1223 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1225 struct GraphicInfo *c = &part->control_info;
1228 if (part->init_event_state)
1230 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1232 for (i = 0; i < num_init_events; i++)
1234 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1236 if (checkGlobalAnimEvent(init_event, mask))
1240 else if (part->anim_event_state)
1242 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1244 for (i = 0; i < num_anim_events; i++)
1246 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1248 if (checkGlobalAnimEvent(anim_event, mask))
1256 static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
1259 struct GraphicInfo *g = &part->graphic_info;
1260 struct GraphicInfo *c = &part->control_info;
1261 int part_x = part->viewport_x + part->x;
1262 int part_y = part->viewport_y + part->y;
1263 int part_width = g->width;
1264 int part_height = g->height;
1267 for (y = 0; y < c->stacked_yfactor; y++)
1269 for (x = 0; x < c->stacked_xfactor; x++)
1271 int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
1272 int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
1274 if (mx >= part_stacked_x &&
1275 mx < part_stacked_x + part_width &&
1276 my >= part_stacked_y &&
1277 my < part_stacked_y + part_height)
1285 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1286 int mx, int my, boolean clicked)
1288 // check if mouse click was detected at all
1292 // check if mouse click is outside the animation part's viewport
1293 if (mx < part->viewport_x ||
1294 mx >= part->viewport_x + part->viewport_width ||
1295 my < part->viewport_y ||
1296 my >= part->viewport_y + part->viewport_height)
1299 // check if mouse click is inside the animation part's (stacked) graphic
1300 if (isInsidePartStacked(part, mx, my))
1306 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1308 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1311 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1313 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1316 static void SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
1318 // calculate playfield position (with scrolling) for related CE tile
1319 // (do not use FX/FY, which are incorrect during envelope requests)
1320 int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
1321 int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
1322 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
1323 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
1324 int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
1325 int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
1326 int cx = SX - REAL_SX;
1327 int cy = SY - REAL_SY;
1328 int x = sx - fx + cx;
1329 int y = sy - fy + cy;
1331 part->tile_xoffset += part->step_xoffset;
1332 part->tile_yoffset += part->step_yoffset;
1334 part->x = x + part->tile_xoffset;
1335 part->y = y + part->tile_yoffset;
1338 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1339 boolean *click_consumed,
1340 boolean *any_event_action,
1341 int event_value, char *info_text)
1343 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1345 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1346 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1347 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1350 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1354 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1356 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1359 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1361 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1363 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1366 if (isClickablePart(part2, mask))
1368 part2->triggered = TRUE;
1369 *click_consumed |= clickConsumed(part); // click was on "part"!
1371 #if DEBUG_ANIM_EVENTS
1372 Debug("anim:InitGlobalAnim_Triggered",
1373 "%d.%d TRIGGERED BY %s OF %d.%d",
1374 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1375 part->old_anim_nr + 1, part->old_nr + 1);
1378 Debug("anim:InitGlobalAnim_Triggered",
1379 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1380 part2->control_info.anim_event_action);
1383 // after executing event action, ignore any further actions
1384 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1385 *any_event_action = TRUE;
1389 struct GraphicInfo *c = &part2->control_info;
1391 if (isClickablePart(part2, mask))
1392 Debug("anim:InitGlobalAnim_Triggered",
1393 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1394 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1397 Debug("anim:InitGlobalAnim_Triggered",
1398 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1399 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1405 static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
1410 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
1412 int event_value = ANIM_EVENT_CE_CHANGE;
1413 int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
1414 int mask = event_value | event_bits;
1417 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1419 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1422 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1424 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1426 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1429 if (isClickablePart(part2, mask) && !part2->triggered)
1431 struct GraphicInfo *c = &part2->control_info;
1433 if (c->position == POS_CE ||
1434 c->position == POS_CE_TRIGGER)
1436 // store CE tile and offset position to handle scrolling
1437 part2->tile_x = (c->position == POS_CE_TRIGGER ? trigger_x : x);
1438 part2->tile_y = (c->position == POS_CE_TRIGGER ? trigger_y : y);
1439 part2->tile_xoffset = c->x;
1440 part2->tile_yoffset = c->y;
1442 // set resulting animation position relative to CE tile position
1443 // (but only for ".init_event", not ".anim_event" type events)
1444 if (part2->init_event_state)
1445 SetGlobalAnimPartTileXY(part2);
1447 // restart animation (by using current sync frame)
1448 part2->initial_anim_sync_frame = anim_sync_frame;
1451 part2->triggered = TRUE;
1453 // do not trigger any other animation if CE change event was consumed
1454 if (c->style == STYLE_CONSUME_CE_EVENT)
1458 Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
1459 "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
1466 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1467 int delay_type, char *info_text)
1469 #if DEBUG_ANIM_DELAY
1470 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1471 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1474 DoGlobalAnim_DelayAction(part, delay_type);
1477 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1478 int event_value, char *info_text)
1480 #if DEBUG_ANIM_EVENTS
1481 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1482 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1485 boolean click_consumed = FALSE;
1486 boolean any_event_action = FALSE;
1488 // check if this event is defined to trigger other animations
1489 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1490 event_value, info_text);
1493 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1496 if (handle_click && !part->clicked)
1499 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1500 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1501 struct GraphicInfo *g = &part->graphic_info;
1502 struct GraphicInfo *c = &part->control_info;
1503 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1504 int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
1506 // if game is paused, also pause playfield and door animations
1507 if (isPausedOnPlayfieldOrDoor(part))
1510 if (viewport_changed)
1511 state |= ANIM_STATE_RESTART;
1513 if (state & ANIM_STATE_RESTART)
1515 // when drawing animations to fading buffer, only start fixed animations
1516 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1517 c->y == ARG_UNDEFINED_VALUE))
1518 return ANIM_STATE_INACTIVE;
1520 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1522 part->init_delay_counter =
1523 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1525 part->anim_delay_counter =
1526 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1528 part->post_delay_counter = 0;
1530 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1531 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1533 part->initial_anim_sync_frame =
1534 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1535 anim_sync_frame + part->init_delay_counter);
1537 // do not re-initialize random animation frame after fade-in
1538 if (part->anim_random_frame == -1)
1539 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1541 if (c->fade_mode & FADE_MODE_FADE)
1543 // when fading in screen, first frame is 100 % transparent or opaque
1544 part->fade_delay_counter = c->fade_delay + 1;
1545 part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
1549 part->fade_delay_counter = 0;
1550 part->fade_alpha = -1;
1553 if (c->direction & MV_HORIZONTAL)
1555 int pos_bottom = part->viewport_height - g->height;
1557 if (c->position == POS_TOP)
1559 else if (c->position == POS_UPPER)
1560 part->y = GetSimpleRandom(pos_bottom / 2);
1561 else if (c->position == POS_MIDDLE)
1562 part->y = pos_bottom / 2;
1563 else if (c->position == POS_LOWER)
1564 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1565 else if (c->position == POS_BOTTOM)
1566 part->y = pos_bottom;
1568 part->y = GetSimpleRandom(pos_bottom);
1570 if (c->direction == MV_RIGHT)
1572 part->step_xoffset = c->step_offset;
1573 part->x = -g->width + part->step_xoffset;
1577 part->step_xoffset = -c->step_offset;
1578 part->x = part->viewport_width + part->step_xoffset;
1581 part->step_yoffset = 0;
1583 else if (c->direction & MV_VERTICAL)
1585 int pos_right = part->viewport_width - g->width;
1587 if (c->position == POS_LEFT)
1589 else if (c->position == POS_RIGHT)
1590 part->x = pos_right;
1592 part->x = GetSimpleRandom(pos_right);
1594 if (c->direction == MV_DOWN)
1596 part->step_yoffset = c->step_offset;
1597 part->y = -g->height + part->step_yoffset;
1601 part->step_yoffset = -c->step_offset;
1602 part->y = part->viewport_height + part->step_yoffset;
1605 part->step_xoffset = 0;
1612 part->step_xoffset = 0;
1613 part->step_yoffset = 0;
1616 if (part->control_info.class != get_hash_from_string("pointer"))
1618 if (c->x != ARG_UNDEFINED_VALUE)
1620 if (c->y != ARG_UNDEFINED_VALUE)
1624 if (c->position == POS_LAST &&
1625 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1626 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1628 part->x = anim->last_x;
1629 part->y = anim->last_y;
1632 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1633 part->step_xoffset = c->step_xoffset;
1634 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1635 part->step_yoffset = c->step_yoffset;
1637 if (part->init_delay_counter == 0 &&
1638 !part->init_event_state)
1640 PlayGlobalAnimSoundAndMusic(part);
1642 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1643 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1647 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1651 if (part->clicked &&
1652 part->init_event_state)
1654 if (part->initial_anim_sync_frame > 0)
1655 part->initial_anim_sync_frame = anim_sync_frame;
1657 part->init_delay_counter = 1;
1658 part->init_event_state = FALSE;
1660 part->clicked = FALSE;
1663 if (part->clicked &&
1664 part->anim_event_state)
1666 part->anim_delay_counter = 1;
1667 part->anim_event_state = FALSE;
1669 part->clicked = FALSE;
1672 if (part->init_delay_counter > 0)
1674 part->init_delay_counter--;
1676 if (part->init_delay_counter == 0)
1678 part->init_event_state = FALSE;
1680 PlayGlobalAnimSoundAndMusic(part);
1682 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1683 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1685 // continue with state ANIM_STATE_RUNNING (set below)
1689 return ANIM_STATE_WAITING;
1693 if (part->init_event_state)
1694 return ANIM_STATE_WAITING;
1696 // animation part is now running/visible and therefore clickable
1697 part->clickable = TRUE;
1699 // check if moving animation has left the visible screen area
1700 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1701 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1702 (part->y <= -g->height && part->step_yoffset <= 0) ||
1703 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1705 // do not wait for "anim" events for off-screen animations
1706 part->anim_event_state = FALSE;
1708 // do not stop animation before "anim" or "post" counter are finished
1709 if (part->anim_delay_counter == 0 &&
1710 part->post_delay_counter == 0)
1712 StopGlobalAnimSoundAndMusic(part);
1714 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1716 part->post_delay_counter =
1717 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1719 if (part->post_delay_counter > 0)
1720 return ANIM_STATE_RUNNING;
1722 // drawing last frame not needed here -- animation not visible anymore
1723 return ANIM_STATE_RESTART;
1727 if (part->anim_delay_counter > 0)
1729 part->anim_delay_counter--;
1731 if (part->anim_delay_counter == 0)
1733 part->anim_event_state = FALSE;
1735 StopGlobalAnimSoundAndMusic(part);
1737 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1738 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1740 part->post_delay_counter =
1741 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1743 if (part->post_delay_counter > 0)
1744 return ANIM_STATE_RUNNING;
1746 // additional state "RUNNING" required to not skip drawing last frame
1747 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1751 if (part->post_delay_counter > 0)
1753 part->post_delay_counter--;
1755 if (part->post_delay_counter == 0)
1757 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1758 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1760 return ANIM_STATE_RESTART;
1763 return ANIM_STATE_WAITING;
1766 if (part->fade_delay_counter > 0)
1768 part->fade_delay_counter--;
1769 part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
1770 c->fade_delay - part->fade_delay_counter :
1771 part->fade_delay_counter) / c->fade_delay;
1774 // special case to prevent expiring loop sounds when playing
1775 PlayGlobalAnimSoundIfLoop(part);
1777 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1778 return ANIM_STATE_RUNNING;
1782 static unsigned int last_counter = -1;
1783 unsigned int counter = Counter();
1785 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1786 anim_sync_frame, counter - last_counter);
1788 last_counter = counter;
1792 if (c->position == POS_CE ||
1793 c->position == POS_CE_TRIGGER)
1795 SetGlobalAnimPartTileXY(part);
1799 part->x += part->step_xoffset;
1800 part->y += part->step_yoffset;
1803 anim->last_x = part->x;
1804 anim->last_y = part->y;
1806 return ANIM_STATE_RUNNING;
1809 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1812 struct GlobalAnimPartControlInfo *part;
1813 struct GraphicInfo *c = &anim->control_info;
1814 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1815 int state, active_part_nr;
1819 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1820 anim->mode_nr, anim->nr, anim->num_parts);
1821 Debug("anim:HandleGlobalAnim_Main",
1822 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1826 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1827 (action == ANIM_START ? "ANIM_START" :
1828 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1829 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1831 anim->state & ANIM_STATE_RESTART,
1832 anim->state & ANIM_STATE_WAITING,
1833 anim->state & ANIM_STATE_RUNNING,
1840 anim->state = anim->last_state = ANIM_STATE_RESTART;
1841 anim->active_part_nr = anim->last_active_part_nr = 0;
1842 anim->part_counter = 0;
1847 if (anim->state == ANIM_STATE_INACTIVE)
1850 anim->state = anim->last_state;
1851 anim->active_part_nr = anim->last_active_part_nr;
1856 anim->state = ANIM_STATE_INACTIVE;
1858 for (i = 0; i < num_parts; i++)
1859 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1867 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1870 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1871 anim->mode_nr, anim->nr, num_parts);
1874 for (i = 0; i < num_parts; i++)
1876 part = &anim->part[i];
1881 anim->state = ANIM_STATE_RUNNING;
1882 part->state = ANIM_STATE_RESTART;
1887 if (part->state == ANIM_STATE_INACTIVE)
1893 part->state = ANIM_STATE_INACTIVE;
1901 part->state = HandleGlobalAnim_Part(part, part->state);
1903 // when animation mode is "once", stop after animation was played once
1904 if (c->anim_mode & ANIM_ONCE &&
1905 part->state & ANIM_STATE_RESTART)
1906 part->state = ANIM_STATE_INACTIVE;
1909 anim->last_state = anim->state;
1910 anim->last_active_part_nr = anim->active_part_nr;
1915 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1916 anim->active_part_nr = getGlobalAnimationPart(anim);
1918 part = &anim->part[anim->active_part_nr];
1920 // first set all animation parts to "inactive", ...
1921 for (i = 0; i < num_parts; i++)
1922 anim->part[i].state = ANIM_STATE_INACTIVE;
1924 // ... then set current animation part to "running" ...
1925 part->state = ANIM_STATE_RUNNING;
1927 // ... unless it is waiting for an initial event
1928 if (part->init_event_state)
1929 part->state = ANIM_STATE_WAITING;
1931 anim->state = HandleGlobalAnim_Part(part, anim->state);
1933 if (anim->state & ANIM_STATE_RESTART)
1934 anim->part_counter++;
1936 // when animation mode is "once", stop after all animations were played once
1937 if (c->anim_mode & ANIM_ONCE &&
1938 anim->part_counter == anim->num_parts)
1939 anim->state = ANIM_STATE_INACTIVE;
1941 state = anim->state;
1942 active_part_nr = anim->active_part_nr;
1944 // while the animation parts are pausing (waiting or inactive), play the base
1945 // (main) animation; this corresponds to the "boring player animation" logic
1946 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1949 if (anim->state == ANIM_STATE_WAITING ||
1950 anim->state == ANIM_STATE_INACTIVE)
1952 anim->active_part_nr = anim->num_parts; // part nr of base animation
1953 part = &anim->part[anim->active_part_nr];
1955 if (anim->state != anim->last_state)
1956 part->state = ANIM_STATE_RESTART;
1958 anim->state = ANIM_STATE_RUNNING;
1959 part->state = HandleGlobalAnim_Part(part, part->state);
1963 anim->last_state = state;
1964 anim->last_active_part_nr = active_part_nr;
1967 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1972 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1975 for (i = 0; i < ctrl->num_anims; i++)
1976 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1979 static void HandleGlobalAnim(int action, int game_mode)
1982 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1985 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1988 static void DoAnimationExt(void)
1993 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1996 // global animations now synchronized with frame delay of screen update
1999 for (i = 0; i < NUM_GAME_MODES; i++)
2000 HandleGlobalAnim(ANIM_CONTINUE, i);
2003 // force screen redraw in next frame to continue drawing global animations
2004 redraw_mask = REDRAW_ALL;
2008 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
2012 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
2013 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
2014 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
2015 ANIM_DELAY_ACTION_NONE);
2017 if (delay_action == ANIM_DELAY_ACTION_NONE)
2020 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
2023 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
2025 int event_action = (part->init_event_state ?
2026 part->control_info.init_event_action :
2027 part->control_info.anim_event_action);
2029 if (event_action == ANIM_EVENT_ACTION_NONE)
2032 if (event_action < MAX_IMAGE_FILES)
2033 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
2035 OpenURLFromHash(anim_url_hash, event_action);
2037 // check if further actions are allowed to be executed
2038 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
2044 static void InitGlobalAnim_Clickable(void)
2048 for (i = 0; i < num_global_anim_list; i++)
2050 struct GlobalAnimPartControlInfo *part = global_anim_list[i];
2052 if (part->triggered)
2053 part->clicked = TRUE;
2055 part->triggered = FALSE;
2056 part->clickable = FALSE;
2060 #define ANIM_CLICKED_RESET 0
2061 #define ANIM_CLICKED_PRESSED 1
2062 #define ANIM_CLICKED_RELEASED 2
2064 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
2066 boolean click_consumed = FALSE;
2067 boolean anything_clicked = FALSE;
2068 boolean any_part_clicked = FALSE;
2069 boolean any_event_action = FALSE;
2072 // check animation parts in reverse draw order (to stop when clicked)
2073 for (i = num_global_anim_list - 1; i >= 0; i--)
2075 struct GlobalAnimPartControlInfo *part = global_anim_list[i];
2077 // if request dialog is active, only handle pointer-style animations
2078 if (game.request_active &&
2079 part->control_info.class != get_hash_from_string("pointer"))
2082 if (clicked_event == ANIM_CLICKED_RESET)
2084 part->clicked = FALSE;
2089 if (!part->clickable)
2092 if (!(part->state & ANIM_STATE_RUNNING))
2095 // always handle "any" click events (clicking anywhere on screen) ...
2096 if (clicked_event == ANIM_CLICKED_PRESSED &&
2097 isClickablePart(part, ANIM_EVENT_ANY))
2099 #if DEBUG_ANIM_EVENTS
2100 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
2101 part->old_anim_nr + 1, part->old_nr + 1);
2104 anything_clicked = part->clicked = TRUE;
2105 click_consumed |= clickConsumed(part);
2108 // always handle "unclick:any" events (releasing anywhere on screen) ...
2109 if (clicked_event == ANIM_CLICKED_RELEASED &&
2110 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
2112 #if DEBUG_ANIM_EVENTS
2113 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
2114 part->old_anim_nr + 1, part->old_nr + 1);
2117 anything_clicked = part->clicked = TRUE;
2118 click_consumed |= clickConsumed(part);
2121 // ... but only handle the first (topmost) clickable animation
2122 if (any_part_clicked)
2125 if (clicked_event == ANIM_CLICKED_PRESSED &&
2126 isClickedPart(part, mx, my, TRUE))
2129 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
2130 anim_nr, part_nr, part->control_info.anim_event_action);
2133 // after executing event action, ignore any further actions
2134 if (!any_event_action && DoGlobalAnim_EventAction(part))
2135 any_event_action = TRUE;
2137 // determine if mouse clicks should be blocked from other animations
2138 any_part_clicked |= clickConsumed(part);
2140 if (isClickablePart(part, ANIM_EVENT_SELF))
2142 #if DEBUG_ANIM_EVENTS
2143 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
2144 part->old_anim_nr + 1, part->old_nr + 1);
2147 anything_clicked = part->clicked = TRUE;
2148 click_consumed |= clickConsumed(part);
2151 // determine if mouse clicks should be blocked by this animation
2152 click_consumed |= clickBlocked(part);
2154 // check if this click is defined to trigger other animations
2155 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
2156 ANIM_EVENT_CLICK, "CLICK");
2160 if (anything_clicked)
2162 handle_click = TRUE;
2164 for (i = 0; i < NUM_GAME_MODES; i++)
2165 HandleGlobalAnim(ANIM_CONTINUE, i);
2167 handle_click = FALSE;
2169 // prevent ignoring release event if processed within same game frame
2170 StopProcessingEvents();
2173 return (click_consumed || any_event_action);
2176 static void ResetGlobalAnim_Clickable(void)
2178 InitGlobalAnim_Clickable();
2181 static void ResetGlobalAnim_Clicked(void)
2183 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
2186 void RestartGlobalAnimsByStatus(int status)
2188 int anim_status_last = global.anim_status;
2190 global.anim_status = status;
2192 // force restarting global animations by changed global animation status
2193 DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
2195 global.anim_status = anim_status_last;
2198 void SetAnimStatusBeforeFading(int status)
2200 anim_status_last_before_fading = status;
2203 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
2205 static boolean click_consumed = FALSE;
2206 static int last_button = 0;
2207 boolean press_event;
2208 boolean release_event;
2209 boolean click_consumed_current = click_consumed;
2211 if (button != 0 && force_click)
2214 // check if button state has changed since last invocation
2215 press_event = (button != 0 && last_button == 0);
2216 release_event = (button == 0 && last_button != 0);
2217 last_button = button;
2221 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
2222 click_consumed_current = click_consumed;
2227 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
2228 click_consumed = FALSE;
2231 return click_consumed_current;
2234 int getGlobalAnimSyncFrame(void)
2236 return anim_sync_frame;
2239 void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y,
2240 int trigger_x, int trigger_y)
2242 if (!IS_CUSTOM_ELEMENT(element))
2245 // custom element stored as 0 to 255, change page stored as 1 to 32
2246 InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
2247 x, y, trigger_x, trigger_y);