1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
19 /* values for global toon animation definition */
20 #define NUM_GLOBAL_TOON_ANIMS 1
21 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
23 /* values for global animation definition (including toons) */
24 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
25 NUM_GLOBAL_TOON_ANIMS)
26 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
27 NUM_GLOBAL_TOON_PARTS)
29 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
30 #define ANIM_CLASS_BIT_TITLE 1
31 #define ANIM_CLASS_BIT_MAIN 2
32 #define ANIM_CLASS_BIT_SCORES 3
33 #define ANIM_CLASS_BIT_SUBMENU 4
34 #define ANIM_CLASS_BIT_MENU 5
35 #define ANIM_CLASS_BIT_TOONS 6
37 #define NUM_ANIM_CLASSES 7
39 #define ANIM_CLASS_NONE 0
40 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
41 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
42 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
43 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
44 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
45 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
46 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
48 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
51 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
55 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
59 /* values for global animation states */
60 #define ANIM_STATE_INACTIVE 0
61 #define ANIM_STATE_RESTART (1 << 0)
62 #define ANIM_STATE_WAITING (1 << 1)
63 #define ANIM_STATE_RUNNING (1 << 2)
65 /* values for global animation control */
66 #define ANIM_NO_ACTION 0
68 #define ANIM_CONTINUE 2
72 struct GlobalAnimPartControlInfo
74 int old_nr; // position before mapping animation parts linearly
75 int old_anim_nr; // position before mapping animations linearly
81 boolean is_base; // animation part is base/main/default animation part
87 struct GraphicInfo graphic_info;
88 struct GraphicInfo control_info;
96 int step_xoffset, step_yoffset;
98 unsigned int initial_anim_sync_frame;
99 unsigned int step_delay, step_delay_value;
101 int init_delay_counter;
102 int anim_delay_counter;
103 int post_delay_counter;
105 boolean init_event_state;
106 boolean anim_event_state;
114 int last_anim_status;
117 struct GlobalAnimMainControlInfo
119 struct GlobalAnimPartControlInfo base;
120 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
125 struct GraphicInfo control_info;
127 int num_parts; // number of animation parts, but without base part
128 int num_parts_all; // number of animation parts, including base part
132 boolean has_base; // animation has base/main/default animation part
136 int init_delay_counter;
140 int last_state, last_active_part_nr;
143 struct GlobalAnimControlInfo
145 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
151 struct GameModeAnimClass
155 } game_mode_anim_classes_list[] =
157 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
158 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
159 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
160 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
161 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
162 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
163 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
164 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
165 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
166 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
167 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
168 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
169 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
170 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
171 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
172 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
173 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
174 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
179 struct AnimClassGameMode
183 } anim_class_game_modes_list[] =
185 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
186 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
187 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
188 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
189 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
190 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
191 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
196 /* forward declaration for internal use */
197 static void HandleGlobalAnim(int, int);
198 static void DoAnimationExt(void);
199 static void ResetGlobalAnim_Clickable();
200 static void ResetGlobalAnim_Clicked();
202 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
204 static unsigned int anim_sync_frame = 0;
206 static int game_mode_anim_classes[NUM_GAME_MODES];
207 static int anim_class_game_modes[NUM_ANIM_CLASSES];
209 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
210 static int anim_status_last = GAME_MODE_DEFAULT;
211 static int anim_classes_last = ANIM_CLASS_NONE;
213 static boolean drawing_to_fading_buffer = FALSE;
216 /* ========================================================================= */
217 /* generic animation frame calculation */
218 /* ========================================================================= */
220 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
225 sync_frame += start_frame * delay;
227 if (mode & ANIM_LOOP) /* looping animation */
229 frame = (sync_frame % (delay * num_frames)) / delay;
231 else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
233 frame = sync_frame / delay;
235 if (frame > num_frames - 1)
236 frame = num_frames - 1;
238 else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
240 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
242 frame = (sync_frame % (delay * max_anim_frames)) / delay;
243 frame = (frame < num_frames ? frame : max_anim_frames - frame);
245 else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
247 int max_anim_frames = 2 * num_frames;
249 frame = (sync_frame % (delay * max_anim_frames)) / delay;
250 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
252 else if (mode & ANIM_RANDOM) /* play frames in random order */
254 /* note: expect different frames for the same delay cycle! */
256 if (gfx.anim_random_frame < 0)
257 frame = GetSimpleRandom(num_frames);
259 frame = gfx.anim_random_frame % num_frames;
261 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
263 frame = sync_frame % num_frames;
266 if (mode & ANIM_REVERSE) /* use reverse animation direction */
267 frame = num_frames - frame - 1;
273 /* ========================================================================= */
274 /* global animation functions */
275 /* ========================================================================= */
277 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
279 struct GraphicInfo *c = &anim->control_info;
280 int last_anim_random_frame = gfx.anim_random_frame;
283 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
285 part_nr = getAnimationFrame(anim->num_parts, 1,
286 c->anim_mode, c->anim_start_frame,
289 gfx.anim_random_frame = last_anim_random_frame;
294 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
296 const struct GlobalAnimPartControlInfo *o1 =
297 (struct GlobalAnimPartControlInfo *)obj1;
298 const struct GlobalAnimPartControlInfo *o2 =
299 (struct GlobalAnimPartControlInfo *)obj2;
302 if (o1->control_info.draw_order != o2->control_info.draw_order)
303 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
305 compare_result = o1->nr - o2->nr;
307 return compare_result;
310 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
312 const struct GlobalAnimMainControlInfo *o1 =
313 (struct GlobalAnimMainControlInfo *)obj1;
314 const struct GlobalAnimMainControlInfo *o2 =
315 (struct GlobalAnimMainControlInfo *)obj2;
318 if (o1->control_info.draw_order != o2->control_info.draw_order)
319 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
321 compare_result = o1->nr - o2->nr;
323 return compare_result;
326 static void InitToonControls()
328 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
329 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
330 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
331 int mode_nr, anim_nr, part_nr;
332 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
333 int num_toons = MAX_NUM_TOONS;
336 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
337 num_toons = global.num_toons;
339 mode_nr = mode_nr_toons;
340 anim_nr = ctrl->num_anims;
343 anim->mode_nr = mode_nr;
344 anim->control_info = graphic_info[control];
347 anim->num_parts_all = 0;
348 anim->part_counter = 0;
349 anim->active_part_nr = 0;
351 anim->has_base = FALSE;
353 anim->last_x = POS_OFFSCREEN;
354 anim->last_y = POS_OFFSCREEN;
356 anim->init_delay_counter = 0;
358 anim->state = ANIM_STATE_INACTIVE;
362 for (i = 0; i < num_toons; i++)
364 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
365 int sound = SND_UNDEFINED;
366 int music = MUS_UNDEFINED;
367 int graphic = IMG_TOON_1 + i;
368 int control = graphic;
371 part->anim_nr = anim_nr;
372 part->mode_nr = mode_nr;
374 part->is_base = FALSE;
378 part->graphic = graphic;
380 part->graphic_info = graphic_info[graphic];
381 part->control_info = graphic_info[control];
383 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
385 part->control_info.init_delay_fixed = 0;
386 part->control_info.init_delay_random = 150;
388 part->control_info.x = ARG_UNDEFINED_VALUE;
389 part->control_info.y = ARG_UNDEFINED_VALUE;
391 part->initial_anim_sync_frame = 0;
393 part->step_delay = 0;
394 part->step_delay_value = graphic_info[control].step_delay;
396 part->state = ANIM_STATE_INACTIVE;
397 part->last_anim_status = -1;
400 anim->num_parts_all++;
408 void InitGlobalAnimControls()
411 int mode_nr, anim_nr, part_nr;
412 int sound, music, graphic, control;
416 for (m = 0; m < NUM_GAME_MODES; m++)
420 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
427 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
429 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
430 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
432 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
434 // if no base animation parameters defined, use default values
435 if (control == IMG_UNDEFINED)
436 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
439 anim->mode_nr = mode_nr;
440 anim->control_info = graphic_info[control];
443 anim->num_parts_all = 0;
444 anim->part_counter = 0;
445 anim->active_part_nr = 0;
447 anim->has_base = FALSE;
449 anim->last_x = POS_OFFSCREEN;
450 anim->last_y = POS_OFFSCREEN;
452 anim->init_delay_counter = 0;
454 anim->state = ANIM_STATE_INACTIVE;
458 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
460 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
462 sound = global_anim_info[a].sound[p][m];
463 music = global_anim_info[a].music[p][m];
464 graphic = global_anim_info[a].graphic[p][m];
465 control = global_anim_info[ctrl_id].graphic[p][m];
467 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
468 control == IMG_UNDEFINED)
472 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
473 m, a, p, mode_nr, anim_nr, part_nr, control);
477 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
478 m, a, p, mode_nr, anim_nr, part_nr, sound);
482 part->old_anim_nr = a;
485 part->anim_nr = anim_nr;
486 part->mode_nr = mode_nr;
490 part->graphic = graphic;
492 part->graphic_info = graphic_info[graphic];
493 part->control_info = graphic_info[control];
495 part->initial_anim_sync_frame = 0;
497 part->step_delay = 0;
498 part->step_delay_value = graphic_info[control].step_delay;
500 part->state = ANIM_STATE_INACTIVE;
501 part->last_anim_status = -1;
503 anim->num_parts_all++;
505 if (p < GLOBAL_ANIM_ID_PART_BASE)
507 part->is_base = FALSE;
514 part->is_base = TRUE;
517 anim->has_base = TRUE;
521 if (anim->num_parts > 0 || anim->has_base)
531 /* sort all animations according to draw_order and animation number */
532 for (m = 0; m < NUM_GAME_MODES; m++)
534 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
536 /* sort all main animations for this game mode */
537 qsort(ctrl->anim, ctrl->num_anims,
538 sizeof(struct GlobalAnimMainControlInfo),
539 compareGlobalAnimMainControlInfo);
541 for (a = 0; a < ctrl->num_anims; a++)
543 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
545 /* sort all animation parts for this main animation */
546 qsort(anim->part, anim->num_parts,
547 sizeof(struct GlobalAnimPartControlInfo),
548 compareGlobalAnimPartControlInfo);
552 for (i = 0; i < NUM_GAME_MODES; i++)
553 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
554 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
555 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
556 game_mode_anim_classes_list[i].class;
558 for (i = 0; i < NUM_ANIM_CLASSES; i++)
559 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
560 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
561 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
562 anim_class_game_modes_list[i].game_mode;
564 anim_status_last_before_fading = GAME_MODE_LOADING;
565 anim_status_last = GAME_MODE_LOADING;
566 anim_classes_last = ANIM_CLASS_NONE;
569 void InitGlobalAnimations()
571 InitGlobalAnimControls();
574 void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
576 Bitmap *fade_bitmap =
577 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
578 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
579 int game_mode_anim_action[NUM_GAME_MODES];
585 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
586 drawing_target == DRAW_TO_SCREEN)
589 // always start with reliable default values (no animation actions)
590 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
591 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
593 if (global.anim_status != anim_status_last)
595 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
596 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
597 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
600 if (drawing_target == DRAW_TO_FADE_TARGET)
603 // special case: changing from/to this screen is done without fading
604 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
605 anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
608 // ---------- part 1 ------------------------------------------------------
609 // start or stop global animations by change of game mode
610 // (special handling of animations for "current screen" and "all screens")
612 if (global.anim_status_next != anim_status_last_before_fading)
614 // stop animations for last screen before fading to new screen
615 game_mode_anim_action[anim_status_last] = ANIM_STOP;
617 // start animations for current screen after fading to new screen
618 game_mode_anim_action[global.anim_status] = ANIM_START;
621 // start animations for all screens after loading new artwork set
622 if (anim_status_last == GAME_MODE_LOADING)
623 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
625 // ---------- part 2 ------------------------------------------------------
626 // start or stop global animations by change of animation class
627 // (generic handling of animations for "class of screens")
629 for (i = 0; i < NUM_ANIM_CLASSES; i++)
631 int anim_class_check = (1 << i);
632 int anim_class_game_mode = anim_class_game_modes[i];
633 int anim_class_last = anim_classes_last & anim_class_check;
634 int anim_class_next = anim_classes_next & anim_class_check;
636 // stop animations for changed screen class before fading to new screen
637 if (before_fading && anim_class_last && !anim_class_next)
638 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
640 // start animations for changed screen class after fading to new screen
641 if (after_fading && !anim_class_last && anim_class_next)
642 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
645 if (drawing_target == DRAW_TO_SCREEN)
649 anim_classes_last = anim_classes_next;
650 anim_status_last_before_fading = global.anim_status;
653 anim_status_last = global.anim_status;
655 // start or stop animations determined to be started or stopped above
656 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
657 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
658 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
660 else if (drawing_target == DRAW_TO_FADE_TARGET)
662 drawing_to_fading_buffer = TRUE;
664 // start animations determined to be (temporary) started above
665 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
666 if (game_mode_anim_action[mode_nr] == ANIM_START)
667 HandleGlobalAnim(ANIM_START, mode_nr);
671 if (global.anim_status == GAME_MODE_LOADING)
674 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
676 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
679 // when preparing source fading buffer, only draw animations to be stopped
680 if (drawing_target == DRAW_TO_FADE_SOURCE &&
681 game_mode_anim_action[mode_nr] != ANIM_STOP)
684 // when preparing target fading buffer, only draw animations to be started
685 if (drawing_target == DRAW_TO_FADE_TARGET &&
686 game_mode_anim_action[mode_nr] != ANIM_START)
690 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
691 mode_nr != game_status)
695 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
697 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
698 struct GraphicInfo *c = &anim->control_info;
699 int part_first, part_last;
702 if (!(anim->state & ANIM_STATE_RUNNING))
705 part_first = part_last = anim->active_part_nr;
707 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
709 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
712 part_last = num_parts - 1;
715 for (part_nr = part_first; part_nr <= part_last; part_nr++)
717 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
718 struct GraphicInfo *g = &part->graphic_info;
721 int width = g->width;
722 int height = g->height;
729 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
730 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
731 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
732 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
734 if (!(part->state & ANIM_STATE_RUNNING))
737 if (part->drawing_stage != drawing_stage)
746 else if (part->x > part->viewport_width - g->width)
747 width -= (part->x - (part->viewport_width - g->width));
755 else if (part->y > part->viewport_height - g->height)
756 height -= (part->y - (part->viewport_height - g->height));
758 if (width <= 0 || height <= 0)
761 dst_x += part->viewport_x;
762 dst_y += part->viewport_y;
764 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
765 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
766 g->anim_mode, g->anim_start_frame,
769 getFixedGraphicSource(part->graphic, frame, &src_bitmap,
775 if (drawing_target == DRAW_TO_SCREEN)
776 blit_screen(src_bitmap, src_x, src_y, width, height,
779 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
785 if (drawing_target == DRAW_TO_FADE_TARGET)
787 // stop animations determined to be (temporary) started above
788 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
789 if (game_mode_anim_action[mode_nr] == ANIM_START)
790 HandleGlobalAnim(ANIM_STOP, mode_nr);
792 drawing_to_fading_buffer = FALSE;
796 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
798 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
799 ResetGlobalAnim_Clickable();
801 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
803 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
804 ResetGlobalAnim_Clicked();
807 boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
813 boolean changed = FALSE;
815 if (part->last_anim_status == global.anim_status)
818 part->last_anim_status = global.anim_status;
820 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
822 if (part->control_info.class == get_hash_from_key("window") ||
823 part->control_info.class == get_hash_from_key("border"))
827 viewport_width = WIN_XSIZE;
828 viewport_height = WIN_YSIZE;
830 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
832 else if (part->control_info.class == get_hash_from_key("door_1"))
836 viewport_width = DXSIZE;
837 viewport_height = DYSIZE;
839 else if (part->control_info.class == get_hash_from_key("door_2"))
843 viewport_width = VXSIZE;
844 viewport_height = VYSIZE;
846 else // default: "playfield"
848 viewport_x = REAL_SX;
849 viewport_y = REAL_SY;
850 viewport_width = FULL_SXSIZE;
851 viewport_height = FULL_SYSIZE;
854 if (viewport_x != part->viewport_x ||
855 viewport_y != part->viewport_y ||
856 viewport_width != part->viewport_width ||
857 viewport_height != part->viewport_height)
859 part->viewport_x = viewport_x;
860 part->viewport_y = viewport_y;
861 part->viewport_width = viewport_width;
862 part->viewport_height = viewport_height;
870 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
872 int sound = part->sound;
874 if (sound == SND_UNDEFINED)
877 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
878 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
881 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
882 if (IS_LOOP_SOUND(sound))
883 PlaySoundLoop(sound);
888 printf("::: PLAY SOUND %d.%d.%d: %d\n",
889 part->anim_nr, part->nr, part->mode_nr, sound);
893 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
895 int sound = part->sound;
897 if (sound == SND_UNDEFINED)
903 printf("::: STOP SOUND %d.%d.%d: %d\n",
904 part->anim_nr, part->nr, part->mode_nr, sound);
908 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
910 int music = part->music;
912 if (music == MUS_UNDEFINED)
915 if (!setup.sound_music)
921 printf("::: PLAY MUSIC %d.%d.%d: %d\n",
922 part->anim_nr, part->nr, part->mode_nr, music);
926 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
928 int music = part->music;
930 if (music == MUS_UNDEFINED)
936 printf("::: STOP MUSIC %d.%d.%d: %d\n",
937 part->anim_nr, part->nr, part->mode_nr, music);
941 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
943 // when drawing animations to fading buffer, do not play sounds or music
944 if (drawing_to_fading_buffer)
947 PlayGlobalAnimSound(part);
948 PlayGlobalAnimMusic(part);
951 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
953 StopGlobalAnimSound(part);
954 StopGlobalAnimMusic(part);
957 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
959 struct GraphicInfo *c = &part->control_info;
960 int trigger_mask = ANIM_EVENT_ANIM_MASK | ANIM_EVENT_PART_MASK;
961 int mask_anim_only = mask & ANIM_EVENT_ANIM_MASK;
963 if (mask & ANIM_EVENT_ANY)
964 return (c->init_event & ANIM_EVENT_ANY ||
965 c->anim_event & ANIM_EVENT_ANY);
966 else if (mask & ANIM_EVENT_SELF)
967 return (c->init_event & ANIM_EVENT_SELF ||
968 c->anim_event & ANIM_EVENT_SELF);
970 return ((c->init_event & trigger_mask) == mask ||
971 (c->anim_event & trigger_mask) == mask ||
972 (c->init_event & trigger_mask) == mask_anim_only ||
973 (c->anim_event & trigger_mask) == mask_anim_only);
976 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
977 int mx, int my, boolean clicked)
979 struct GraphicInfo *g = &part->graphic_info;
980 int part_x = part->viewport_x + part->x;
981 int part_y = part->viewport_y + part->y;
982 int part_width = g->width;
983 int part_height = g->height;
985 // check if mouse click was detected at all
989 // check if mouse click is inside the animation part's viewport
990 if (mx < part->viewport_x ||
991 mx >= part->viewport_x + part->viewport_width ||
992 my < part->viewport_y ||
993 my >= part->viewport_y + part->viewport_height)
996 // check if mouse click is inside the animation part's graphic
998 mx >= part_x + part_width ||
1000 my >= part_y + part_height)
1006 int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
1008 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1009 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1010 struct GraphicInfo *g = &part->graphic_info;
1011 struct GraphicInfo *c = &part->control_info;
1012 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1014 if (viewport_changed)
1015 state |= ANIM_STATE_RESTART;
1017 if (state & ANIM_STATE_RESTART)
1019 // when drawing animations to fading buffer, only start fixed animations
1020 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1021 c->y == ARG_UNDEFINED_VALUE))
1022 return ANIM_STATE_INACTIVE;
1024 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1026 part->init_delay_counter =
1027 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1029 part->anim_delay_counter =
1030 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1032 part->init_event_state = c->init_event;
1033 part->anim_event_state = c->anim_event;
1035 part->initial_anim_sync_frame =
1036 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1038 if (c->direction & MV_HORIZONTAL)
1040 int pos_bottom = part->viewport_height - g->height;
1042 if (c->position == POS_TOP)
1044 else if (c->position == POS_UPPER)
1045 part->y = GetSimpleRandom(pos_bottom / 2);
1046 else if (c->position == POS_MIDDLE)
1047 part->y = pos_bottom / 2;
1048 else if (c->position == POS_LOWER)
1049 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1050 else if (c->position == POS_BOTTOM)
1051 part->y = pos_bottom;
1053 part->y = GetSimpleRandom(pos_bottom);
1055 if (c->direction == MV_RIGHT)
1057 part->step_xoffset = c->step_offset;
1058 part->x = -g->width + part->step_xoffset;
1062 part->step_xoffset = -c->step_offset;
1063 part->x = part->viewport_width + part->step_xoffset;
1066 part->step_yoffset = 0;
1068 else if (c->direction & MV_VERTICAL)
1070 int pos_right = part->viewport_width - g->width;
1072 if (c->position == POS_LEFT)
1074 else if (c->position == POS_RIGHT)
1075 part->x = pos_right;
1077 part->x = GetSimpleRandom(pos_right);
1079 if (c->direction == MV_DOWN)
1081 part->step_yoffset = c->step_offset;
1082 part->y = -g->height + part->step_yoffset;
1086 part->step_yoffset = -c->step_offset;
1087 part->y = part->viewport_height + part->step_yoffset;
1090 part->step_xoffset = 0;
1097 part->step_xoffset = 0;
1098 part->step_yoffset = 0;
1101 if (c->x != ARG_UNDEFINED_VALUE)
1103 if (c->y != ARG_UNDEFINED_VALUE)
1106 if (c->position == POS_LAST &&
1107 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1108 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1110 part->x = anim->last_x;
1111 part->y = anim->last_y;
1114 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1115 part->step_xoffset = c->step_xoffset;
1116 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1117 part->step_yoffset = c->step_yoffset;
1119 if (part->init_delay_counter == 0 &&
1120 part->init_event_state == ANIM_EVENT_NONE)
1121 PlayGlobalAnimSoundAndMusic(part);
1124 if (part->clicked &&
1125 part->init_event_state != ANIM_EVENT_NONE)
1127 if (part->initial_anim_sync_frame > 0)
1128 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1130 part->init_delay_counter = 1;
1131 part->init_event_state = ANIM_EVENT_NONE;
1133 part->clicked = FALSE;
1136 if (part->clicked &&
1137 part->anim_event_state != ANIM_EVENT_NONE)
1139 part->anim_delay_counter = 1;
1140 part->anim_event_state = ANIM_EVENT_NONE;
1142 part->clicked = FALSE;
1145 if (part->init_delay_counter > 0)
1147 part->init_delay_counter--;
1149 if (part->init_delay_counter == 0)
1151 part->init_event_state = ANIM_EVENT_NONE;
1153 PlayGlobalAnimSoundAndMusic(part);
1156 return ANIM_STATE_WAITING;
1159 if (part->init_event_state != ANIM_EVENT_NONE)
1160 return ANIM_STATE_WAITING;
1162 // animation part is now running/visible and therefore clickable
1163 part->clickable = TRUE;
1165 // check if moving animation has left the visible screen area
1166 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1167 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1168 (part->y <= -g->height && part->step_yoffset <= 0) ||
1169 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1171 // do not wait for "anim" events for off-screen animations
1172 part->anim_event_state = ANIM_EVENT_NONE;
1174 // do not stop animation before "anim" or "post" counter are finished
1175 if (part->anim_delay_counter == 0 &&
1176 part->post_delay_counter == 0)
1178 StopGlobalAnimSoundAndMusic(part);
1180 part->post_delay_counter =
1181 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1183 if (part->post_delay_counter > 0)
1184 return ANIM_STATE_RUNNING;
1186 // drawing last frame not needed here -- animation not visible anymore
1187 return ANIM_STATE_RESTART;
1191 if (part->anim_delay_counter > 0)
1193 part->anim_delay_counter--;
1195 if (part->anim_delay_counter == 0)
1197 part->anim_event_state = ANIM_EVENT_NONE;
1199 StopGlobalAnimSoundAndMusic(part);
1201 part->post_delay_counter =
1202 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1204 if (part->post_delay_counter > 0)
1205 return ANIM_STATE_RUNNING;
1207 // additional state "RUNNING" required to not skip drawing last frame
1208 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1212 if (part->post_delay_counter > 0)
1214 part->post_delay_counter--;
1216 if (part->post_delay_counter == 0)
1217 return ANIM_STATE_RESTART;
1219 return ANIM_STATE_WAITING;
1222 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1224 return ANIM_STATE_RUNNING;
1228 static unsigned int last_counter = -1;
1229 unsigned int counter = Counter();
1231 printf("::: NEXT ANIM PART [%d, %d]\n",
1232 anim_sync_frame, counter - last_counter);
1234 last_counter = counter;
1238 part->x += part->step_xoffset;
1239 part->y += part->step_yoffset;
1241 anim->last_x = part->x;
1242 anim->last_y = part->y;
1244 return ANIM_STATE_RUNNING;
1247 void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
1249 struct GlobalAnimPartControlInfo *part;
1250 struct GraphicInfo *c = &anim->control_info;
1251 int state, active_part_nr;
1254 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1255 anim->mode_nr, anim->nr, anim->num_parts);
1256 printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
1260 printf("::: %s(%d): %d, %d, %d [%d]\n",
1261 (action == ANIM_START ? "ANIM_START" :
1262 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1263 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1265 anim->state & ANIM_STATE_RESTART,
1266 anim->state & ANIM_STATE_WAITING,
1267 anim->state & ANIM_STATE_RUNNING,
1274 anim->state = anim->last_state = ANIM_STATE_RESTART;
1275 anim->active_part_nr = anim->last_active_part_nr = 0;
1276 anim->part_counter = 0;
1281 if (anim->state == ANIM_STATE_INACTIVE)
1284 anim->state = anim->last_state;
1285 anim->active_part_nr = anim->last_active_part_nr;
1290 anim->state = ANIM_STATE_INACTIVE;
1293 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1296 for (i = 0; i < num_parts; i++)
1297 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1306 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1308 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1312 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1313 anim->mode_nr, anim->nr, num_parts);
1316 for (i = 0; i < num_parts; i++)
1318 part = &anim->part[i];
1323 anim->state = ANIM_STATE_RUNNING;
1324 part->state = ANIM_STATE_RESTART;
1329 if (part->state == ANIM_STATE_INACTIVE)
1335 part->state = ANIM_STATE_INACTIVE;
1343 part->state = HandleGlobalAnim_Part(part, part->state);
1345 // when animation mode is "once", stop after animation was played once
1346 if (c->anim_mode & ANIM_ONCE &&
1347 part->state & ANIM_STATE_RESTART)
1348 part->state = ANIM_STATE_INACTIVE;
1351 anim->last_state = anim->state;
1352 anim->last_active_part_nr = anim->active_part_nr;
1357 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1358 anim->active_part_nr = getGlobalAnimationPart(anim);
1360 part = &anim->part[anim->active_part_nr];
1362 part->state = ANIM_STATE_RUNNING;
1364 anim->state = HandleGlobalAnim_Part(part, anim->state);
1366 if (anim->state & ANIM_STATE_RESTART)
1367 anim->part_counter++;
1369 // when animation mode is "once", stop after all animations were played once
1370 if (c->anim_mode & ANIM_ONCE &&
1371 anim->part_counter == anim->num_parts)
1372 anim->state = ANIM_STATE_INACTIVE;
1374 state = anim->state;
1375 active_part_nr = anim->active_part_nr;
1377 // while the animation parts are pausing (waiting or inactive), play the base
1378 // (main) animation; this corresponds to the "boring player animation" logic
1379 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1382 if (anim->state == ANIM_STATE_WAITING ||
1383 anim->state == ANIM_STATE_INACTIVE)
1385 anim->active_part_nr = anim->num_parts; // part nr of base animation
1386 part = &anim->part[anim->active_part_nr];
1388 if (anim->state != anim->last_state)
1389 part->state = ANIM_STATE_RESTART;
1391 anim->state = ANIM_STATE_RUNNING;
1392 part->state = HandleGlobalAnim_Part(part, part->state);
1396 anim->last_state = state;
1397 anim->last_active_part_nr = active_part_nr;
1400 void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1405 printf("::: HandleGlobalAnim_Mode: %d => %d\n",
1406 ctrl->nr, ctrl->num_anims);
1409 for (i = 0; i < ctrl->num_anims; i++)
1410 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1413 static void HandleGlobalAnim(int action, int game_mode)
1416 printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
1419 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1422 static void DoAnimationExt()
1427 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
1430 // global animations now synchronized with frame delay of screen update
1433 for (i = 0; i < NUM_GAME_MODES; i++)
1434 HandleGlobalAnim(ANIM_CONTINUE, i);
1437 // force screen redraw in next frame to continue drawing global animations
1438 redraw_mask = REDRAW_ALL;
1442 static void InitGlobalAnim_Clickable()
1446 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1448 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1451 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1453 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1456 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1458 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1460 part->clickable = FALSE;
1466 static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
1468 boolean anything_clicked = FALSE;
1469 boolean any_part_clicked = FALSE;
1472 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1474 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1477 // check animations in reverse draw order (to stop when clicked)
1478 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1480 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1483 // check animation parts in reverse draw order (to stop when clicked)
1484 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1486 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1490 part->clicked = FALSE;
1495 if (!part->clickable)
1498 // always handle "any" click events (clicking anywhere on screen) ...
1499 if (isClickablePart(part, ANIM_EVENT_ANY))
1500 anything_clicked = part->clicked = TRUE;
1502 // ... but only handle the first (topmost) clickable animation
1503 if (any_part_clicked)
1506 if (isClickedPart(part, mx, my, clicked))
1509 printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
1512 any_part_clicked = TRUE;
1514 if (isClickablePart(part, ANIM_EVENT_SELF))
1515 anything_clicked = part->clicked = TRUE;
1517 // check if this click is defined to trigger other animations
1518 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1519 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1520 int mask = gic_anim_nr << ANIM_EVENT_ANIM_BIT;
1523 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1527 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1529 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1532 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1534 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1536 if (isClickablePart(part2, mask))
1537 anything_clicked = part2->clicked = TRUE;
1540 struct GraphicInfo *c = &part2->control_info;
1542 printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
1543 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1545 if (isClickablePart(part2, mask))
1546 printf(" <--- TRIGGERED BY %d.%d",
1558 return anything_clicked;
1561 static void ResetGlobalAnim_Clickable()
1563 InitGlobalAnim_Clickable();
1566 static void ResetGlobalAnim_Clicked()
1568 InitGlobalAnim_Clicked(-1, -1, FALSE);
1571 boolean HandleGlobalAnimClicks(int mx, int my, int button)
1573 static boolean click_consumed = FALSE;
1574 static int last_button = 0;
1575 boolean press_event;
1576 boolean release_event;
1577 boolean click_consumed_current = click_consumed;
1579 /* check if button state has changed since last invocation */
1580 press_event = (button != 0 && last_button == 0);
1581 release_event = (button == 0 && last_button != 0);
1582 last_button = button;
1586 click_consumed = InitGlobalAnim_Clicked(mx, my, TRUE);
1587 click_consumed_current = click_consumed;
1591 click_consumed = FALSE;
1593 return click_consumed_current;