1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
22 #define DEBUG_ANIM_DELAY 0
23 #define DEBUG_ANIM_EVENTS 0
26 // values for global toon animation definition
27 #define NUM_GLOBAL_TOON_ANIMS 1
28 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
30 // values for global animation definition (including toons)
31 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
32 NUM_GLOBAL_TOON_ANIMS)
33 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
34 NUM_GLOBAL_TOON_PARTS)
36 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
37 #define ANIM_CLASS_BIT_TITLE 1
38 #define ANIM_CLASS_BIT_MAIN 2
39 #define ANIM_CLASS_BIT_SCORES 3
40 #define ANIM_CLASS_BIT_SUBMENU 4
41 #define ANIM_CLASS_BIT_MENU 5
42 #define ANIM_CLASS_BIT_TOONS 6
43 #define ANIM_CLASS_BIT_NO_TITLE 7
45 #define NUM_ANIM_CLASSES 8
47 #define ANIM_CLASS_NONE 0
48 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
49 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
50 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
51 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
52 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
53 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
54 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
55 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
57 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
61 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SUBMENU | \
71 // values for global animation states
72 #define ANIM_STATE_INACTIVE 0
73 #define ANIM_STATE_RESTART (1 << 0)
74 #define ANIM_STATE_WAITING (1 << 1)
75 #define ANIM_STATE_RUNNING (1 << 2)
77 // values for global animation control
78 #define ANIM_NO_ACTION 0
80 #define ANIM_CONTINUE 2
84 struct GlobalAnimPartControlInfo
86 int old_nr; // position before mapping animation parts linearly
87 int old_anim_nr; // position before mapping animations linearly
93 boolean is_base; // animation part is base/main/default animation part
99 struct GraphicInfo graphic_info;
100 struct GraphicInfo control_info;
108 int step_xoffset, step_yoffset;
110 unsigned int initial_anim_sync_frame;
111 unsigned int anim_random_frame;
112 unsigned int step_delay, step_delay_value;
114 int init_delay_counter;
115 int anim_delay_counter;
116 int post_delay_counter;
118 boolean init_event_state;
119 boolean anim_event_state;
128 int last_anim_status;
131 struct GlobalAnimMainControlInfo
133 struct GlobalAnimPartControlInfo base;
134 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
139 struct GraphicInfo control_info;
141 int num_parts; // number of animation parts, but without base part
142 int num_parts_all; // number of animation parts, including base part
146 boolean has_base; // animation has base/main/default animation part
150 int init_delay_counter;
154 int last_state, last_active_part_nr;
157 struct GlobalAnimControlInfo
159 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
165 struct GameModeAnimClass
169 } game_mode_anim_classes_list[] =
171 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
172 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
173 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
174 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
175 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
176 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
177 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
178 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
179 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
180 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
181 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
182 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
183 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
184 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
185 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
186 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU },
187 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
188 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
189 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
190 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
191 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
192 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
193 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
194 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
199 struct AnimClassGameMode
203 } anim_class_game_modes_list[] =
205 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
206 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
207 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
208 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
209 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
210 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
211 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
212 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
217 // forward declaration for internal use
218 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
219 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
220 static void HandleGlobalAnim(int, int);
221 static void DoAnimationExt(void);
222 static void ResetGlobalAnim_Clickable(void);
223 static void ResetGlobalAnim_Clicked(void);
225 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
227 static unsigned int anim_sync_frame = 0;
229 static int game_mode_anim_classes[NUM_GAME_MODES];
230 static int anim_class_game_modes[NUM_ANIM_CLASSES];
232 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
233 static int anim_status_last = GAME_MODE_DEFAULT;
234 static int anim_classes_last = ANIM_CLASS_NONE;
236 static boolean drawing_to_fading_buffer = FALSE;
238 static boolean handle_click = FALSE;
241 // ============================================================================
242 // generic animation frame calculation
243 // ============================================================================
245 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
250 if (delay < 1) // delay must be at least 1
253 sync_frame += start_frame * delay;
255 if (mode & ANIM_LOOP) // looping animation
257 frame = (sync_frame % (delay * num_frames)) / delay;
259 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
261 frame = sync_frame / delay;
263 if (frame > num_frames - 1)
264 frame = num_frames - 1;
266 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
268 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
270 frame = (sync_frame % (delay * max_anim_frames)) / delay;
271 frame = (frame < num_frames ? frame : max_anim_frames - frame);
273 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
275 int max_anim_frames = 2 * num_frames;
277 frame = (sync_frame % (delay * max_anim_frames)) / delay;
278 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
280 else if (mode & ANIM_RANDOM) // play frames in random order
282 // note: expect different frames for the same delay cycle!
284 if (gfx.anim_random_frame < 0)
285 frame = GetSimpleRandom(num_frames);
287 frame = gfx.anim_random_frame % num_frames;
289 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
291 frame = sync_frame % num_frames;
294 if (mode & ANIM_REVERSE) // use reverse animation direction
295 frame = num_frames - frame - 1;
301 // ============================================================================
302 // global animation functions
303 // ============================================================================
305 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
307 struct GraphicInfo *c = &anim->control_info;
308 int last_anim_random_frame = gfx.anim_random_frame;
311 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
313 part_nr = getAnimationFrame(anim->num_parts, 1,
314 c->anim_mode, c->anim_start_frame,
317 gfx.anim_random_frame = last_anim_random_frame;
322 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
324 const struct GlobalAnimPartControlInfo *o1 =
325 (struct GlobalAnimPartControlInfo *)obj1;
326 const struct GlobalAnimPartControlInfo *o2 =
327 (struct GlobalAnimPartControlInfo *)obj2;
330 if (o1->control_info.draw_order != o2->control_info.draw_order)
331 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
333 compare_result = o1->nr - o2->nr;
335 return compare_result;
338 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
340 const struct GlobalAnimMainControlInfo *o1 =
341 (struct GlobalAnimMainControlInfo *)obj1;
342 const struct GlobalAnimMainControlInfo *o2 =
343 (struct GlobalAnimMainControlInfo *)obj2;
346 if (o1->control_info.draw_order != o2->control_info.draw_order)
347 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
349 compare_result = o1->nr - o2->nr;
351 return compare_result;
354 static void InitToonControls(void)
356 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
357 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
358 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
359 int mode_nr, anim_nr, part_nr;
360 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
361 int num_toons = MAX_NUM_TOONS;
364 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
365 num_toons = global.num_toons;
367 mode_nr = mode_nr_toons;
368 anim_nr = ctrl->num_anims;
371 anim->mode_nr = mode_nr;
372 anim->control_info = graphic_info[control];
375 anim->num_parts_all = 0;
376 anim->part_counter = 0;
377 anim->active_part_nr = 0;
379 anim->has_base = FALSE;
381 anim->last_x = POS_OFFSCREEN;
382 anim->last_y = POS_OFFSCREEN;
384 anim->init_delay_counter = 0;
386 anim->state = ANIM_STATE_INACTIVE;
390 for (i = 0; i < num_toons; i++)
392 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
393 int sound = SND_UNDEFINED;
394 int music = MUS_UNDEFINED;
395 int graphic = IMG_TOON_1 + i;
396 int control = graphic;
399 part->anim_nr = anim_nr;
400 part->mode_nr = mode_nr;
402 part->is_base = FALSE;
406 part->graphic = graphic;
408 part->graphic_info = graphic_info[graphic];
409 part->control_info = graphic_info[control];
411 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
413 part->control_info.init_delay_fixed = 0;
414 part->control_info.init_delay_random = 150;
416 part->control_info.x = ARG_UNDEFINED_VALUE;
417 part->control_info.y = ARG_UNDEFINED_VALUE;
419 part->initial_anim_sync_frame = 0;
420 part->anim_random_frame = -1;
422 part->step_delay = 0;
423 part->step_delay_value = graphic_info[control].step_delay;
425 part->state = ANIM_STATE_INACTIVE;
426 part->last_anim_status = -1;
429 anim->num_parts_all++;
437 static void InitGlobalAnimControls(void)
440 int mode_nr, anim_nr, part_nr;
441 int sound, music, graphic, control;
445 for (m = 0; m < NUM_GAME_MODES; m++)
449 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
456 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
458 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
459 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
461 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
463 // if no base animation parameters defined, use default values
464 if (control == IMG_UNDEFINED)
465 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
468 anim->mode_nr = mode_nr;
469 anim->control_info = graphic_info[control];
472 anim->num_parts_all = 0;
473 anim->part_counter = 0;
474 anim->active_part_nr = 0;
476 anim->has_base = FALSE;
478 anim->last_x = POS_OFFSCREEN;
479 anim->last_y = POS_OFFSCREEN;
481 anim->init_delay_counter = 0;
483 anim->state = ANIM_STATE_INACTIVE;
487 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
489 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
491 sound = global_anim_info[a].sound[p][m];
492 music = global_anim_info[a].music[p][m];
493 graphic = global_anim_info[a].graphic[p][m];
494 control = global_anim_info[ctrl_id].graphic[p][m];
496 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
497 control == IMG_UNDEFINED)
501 Debug("anim:InitGlobalAnimControls",
502 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
503 m, a, p, mode_nr, anim_nr, part_nr, control);
507 Debug("anim:InitGlobalAnimControls",
508 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
509 m, a, p, mode_nr, anim_nr, part_nr, sound);
513 part->old_anim_nr = a;
516 part->anim_nr = anim_nr;
517 part->mode_nr = mode_nr;
521 part->graphic = graphic;
523 part->graphic_info = graphic_info[graphic];
524 part->control_info = graphic_info[control];
526 part->initial_anim_sync_frame = 0;
527 part->anim_random_frame = -1;
529 part->step_delay = 0;
530 part->step_delay_value = graphic_info[control].step_delay;
532 part->state = ANIM_STATE_INACTIVE;
533 part->last_anim_status = -1;
535 anim->num_parts_all++;
537 if (p < GLOBAL_ANIM_ID_PART_BASE)
539 part->is_base = FALSE;
546 part->is_base = TRUE;
549 anim->has_base = TRUE;
552 // apply special settings for pointer-style animations
553 if (part->control_info.class == get_hash_from_key("pointer"))
555 // force animation to be on top (must set anim and part control)
556 if (anim->control_info.draw_order == 0)
557 anim->control_info.draw_order = 1000000;
558 if (part->control_info.draw_order == 0)
559 part->control_info.draw_order = 1000000;
561 // force animation to pass-through clicks (must set part control)
562 if (part->control_info.style == STYLE_DEFAULT)
563 part->control_info.style |= STYLE_PASSTHROUGH;
567 if (anim->num_parts > 0 || anim->has_base)
577 // sort all animations according to draw_order and animation number
578 for (m = 0; m < NUM_GAME_MODES; m++)
580 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
582 // sort all main animations for this game mode
583 qsort(ctrl->anim, ctrl->num_anims,
584 sizeof(struct GlobalAnimMainControlInfo),
585 compareGlobalAnimMainControlInfo);
587 for (a = 0; a < ctrl->num_anims; a++)
589 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
591 // sort all animation parts for this main animation
592 qsort(anim->part, anim->num_parts,
593 sizeof(struct GlobalAnimPartControlInfo),
594 compareGlobalAnimPartControlInfo);
598 for (i = 0; i < NUM_GAME_MODES; i++)
599 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
600 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
601 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
602 game_mode_anim_classes_list[i].class;
604 for (i = 0; i < NUM_ANIM_CLASSES; i++)
605 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
606 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
607 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
608 anim_class_game_modes_list[i].game_mode;
610 anim_status_last_before_fading = GAME_MODE_LOADING;
611 anim_status_last = GAME_MODE_LOADING;
612 anim_classes_last = ANIM_CLASS_NONE;
615 void InitGlobalAnimations(void)
617 InitGlobalAnimControls();
620 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
622 Bitmap *fade_bitmap =
623 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
624 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
625 int game_mode_anim_action[NUM_GAME_MODES];
631 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
632 drawing_target == DRAW_TO_SCREEN)
635 // always start with reliable default values (no animation actions)
636 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
637 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
639 if (global.anim_status != anim_status_last)
641 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
642 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
643 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
646 if (drawing_target == DRAW_TO_FADE_TARGET)
649 // special case: changing from/to these screens is done without fading
650 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
651 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
652 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
653 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
656 // ---------- part 1 ------------------------------------------------------
657 // start or stop global animations by change of game mode
658 // (special handling of animations for "current screen" and "all screens")
660 if (global.anim_status_next != anim_status_last_before_fading)
662 // stop animations for last screen before fading to new screen
663 game_mode_anim_action[anim_status_last] = ANIM_STOP;
665 // start animations for current screen after fading to new screen
666 game_mode_anim_action[global.anim_status] = ANIM_START;
669 // start animations for all screens after loading new artwork set
670 if (anim_status_last == GAME_MODE_LOADING)
671 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
673 // ---------- part 2 ------------------------------------------------------
674 // start or stop global animations by change of animation class
675 // (generic handling of animations for "class of screens")
677 for (i = 0; i < NUM_ANIM_CLASSES; i++)
679 int anim_class_check = (1 << i);
680 int anim_class_game_mode = anim_class_game_modes[i];
681 int anim_class_last = anim_classes_last & anim_class_check;
682 int anim_class_next = anim_classes_next & anim_class_check;
684 // stop animations for changed screen class before fading to new screen
685 if (before_fading && anim_class_last && !anim_class_next)
686 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
688 // start animations for changed screen class after fading to new screen
689 if (after_fading && !anim_class_last && anim_class_next)
690 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
693 if (drawing_target == DRAW_TO_SCREEN)
697 anim_classes_last = anim_classes_next;
698 anim_status_last_before_fading = global.anim_status;
701 anim_status_last = global.anim_status;
703 // start or stop animations determined to be started or stopped above
704 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
705 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
706 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
708 else if (drawing_target == DRAW_TO_FADE_TARGET)
710 drawing_to_fading_buffer = TRUE;
712 // start animations determined to be (temporary) started above
713 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
714 if (game_mode_anim_action[mode_nr] == ANIM_START)
715 HandleGlobalAnim(ANIM_START, mode_nr);
719 if (global.anim_status == GAME_MODE_LOADING)
722 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
724 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
727 // when preparing source fading buffer, only draw animations to be stopped
728 if (drawing_target == DRAW_TO_FADE_SOURCE &&
729 game_mode_anim_action[mode_nr] != ANIM_STOP)
732 // when preparing target fading buffer, only draw animations to be started
733 if (drawing_target == DRAW_TO_FADE_TARGET &&
734 game_mode_anim_action[mode_nr] != ANIM_START)
738 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
739 mode_nr != game_status)
743 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
745 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
746 struct GraphicInfo *c = &anim->control_info;
747 int part_first, part_last;
750 if (!(anim->state & ANIM_STATE_RUNNING))
753 part_first = part_last = anim->active_part_nr;
755 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
757 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
760 part_last = num_parts - 1;
763 for (part_nr = part_first; part_nr <= part_last; part_nr++)
765 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
766 struct GraphicInfo *g = &part->graphic_info;
769 int width = g->width;
770 int height = g->height;
777 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
778 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
779 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
780 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
781 int last_anim_random_frame = gfx.anim_random_frame;
783 if (!(part->state & ANIM_STATE_RUNNING))
786 if (part->drawing_stage != drawing_stage)
795 else if (part->x > part->viewport_width - g->width)
796 width -= (part->x - (part->viewport_width - g->width));
804 else if (part->y > part->viewport_height - g->height)
805 height -= (part->y - (part->viewport_height - g->height));
807 if (width <= 0 || height <= 0)
810 dst_x += part->viewport_x;
811 dst_y += part->viewport_y;
813 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
815 // re-initialize random animation frame after animation delay
816 if (g->anim_mode == ANIM_RANDOM &&
817 sync_frame % g->anim_delay == 0 &&
819 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
821 gfx.anim_random_frame = part->anim_random_frame;
823 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
824 g->anim_mode, g->anim_start_frame,
827 gfx.anim_random_frame = last_anim_random_frame;
829 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
835 if (drawing_target == DRAW_TO_SCREEN)
836 blit_screen(src_bitmap, src_x, src_y, width, height,
839 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
845 if (drawing_target == DRAW_TO_FADE_TARGET)
847 // stop animations determined to be (temporary) started above
848 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
849 if (game_mode_anim_action[mode_nr] == ANIM_START)
850 HandleGlobalAnim(ANIM_STOP, mode_nr);
852 drawing_to_fading_buffer = FALSE;
856 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
858 int last_cursor_mode_override = gfx.cursor_mode_override;
860 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
862 ResetGlobalAnim_Clickable();
864 gfx.cursor_mode_override = CURSOR_UNDEFINED;
867 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
869 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
871 ResetGlobalAnim_Clicked();
874 DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
876 if (gfx.cursor_mode_override != last_cursor_mode_override)
877 SetMouseCursor(gfx.cursor_mode);
880 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
886 boolean changed = FALSE;
888 if (part->last_anim_status == global.anim_status &&
889 part->control_info.class != get_hash_from_key("pointer"))
892 part->last_anim_status = global.anim_status;
894 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
896 if (part->control_info.class == get_hash_from_key("window") ||
897 part->control_info.class == get_hash_from_key("border"))
901 viewport_width = WIN_XSIZE;
902 viewport_height = WIN_YSIZE;
904 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
906 else if (part->control_info.class == get_hash_from_key("pointer"))
908 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
909 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
911 // prevent displaying off-screen custom mouse cursor in upper left corner
912 if (gfx.mouse_x == POS_OFFSCREEN &&
913 gfx.mouse_y == POS_OFFSCREEN)
914 mx = my = POS_OFFSCREEN;
916 viewport_x = mx - part->control_info.x;
917 viewport_y = my - part->control_info.y;
918 viewport_width = part->graphic_info.width;
919 viewport_height = part->graphic_info.height;
921 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
923 // do not use global animation mouse pointer when reloading artwork
924 if (global.anim_status != GAME_MODE_LOADING)
925 gfx.cursor_mode_override = CURSOR_NONE;
927 else if (part->control_info.class == get_hash_from_key("door_1"))
931 viewport_width = DXSIZE;
932 viewport_height = DYSIZE;
934 else if (part->control_info.class == get_hash_from_key("door_2"))
936 if (part->mode_nr == GAME_MODE_EDITOR)
940 viewport_width = EXSIZE;
941 viewport_height = EYSIZE;
947 viewport_width = VXSIZE;
948 viewport_height = VYSIZE;
951 else // default: "playfield"
953 viewport_x = REAL_SX;
954 viewport_y = REAL_SY;
955 viewport_width = FULL_SXSIZE;
956 viewport_height = FULL_SYSIZE;
959 if (viewport_x != part->viewport_x ||
960 viewport_y != part->viewport_y ||
961 viewport_width != part->viewport_width ||
962 viewport_height != part->viewport_height)
964 part->viewport_x = viewport_x;
965 part->viewport_y = viewport_y;
966 part->viewport_width = viewport_width;
967 part->viewport_height = viewport_height;
969 if (part->control_info.class != get_hash_from_key("pointer"))
976 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
978 int sound = part->sound;
980 if (sound == SND_UNDEFINED)
983 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
984 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
987 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
988 if (IS_LOOP_SOUND(sound))
989 PlaySoundLoop(sound);
994 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
995 part->anim_nr, part->nr, part->mode_nr, sound);
999 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1001 int sound = part->sound;
1003 if (sound == SND_UNDEFINED)
1009 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1010 part->anim_nr, part->nr, part->mode_nr, sound);
1014 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1016 int music = part->music;
1018 if (music == MUS_UNDEFINED)
1021 if (!setup.sound_music)
1024 if (IS_LOOP_MUSIC(music))
1025 PlayMusicLoop(music);
1030 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1031 part->anim_nr, part->nr, part->mode_nr, music);
1035 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1037 int music = part->music;
1039 if (music == MUS_UNDEFINED)
1045 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1046 part->anim_nr, part->nr, part->mode_nr, music);
1050 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1052 // when drawing animations to fading buffer, do not play sounds or music
1053 if (drawing_to_fading_buffer)
1056 PlayGlobalAnimSound(part);
1057 PlayGlobalAnimMusic(part);
1060 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1062 StopGlobalAnimSound(part);
1063 StopGlobalAnimMusic(part);
1066 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1068 // when drawing animations to fading buffer, do not play sounds
1069 if (drawing_to_fading_buffer)
1072 // loop sounds only expire when playing
1073 if (game_status != GAME_MODE_PLAYING)
1076 // check if any sound is defined for this animation part
1077 if (part->sound == SND_UNDEFINED)
1080 // normal (non-loop) sounds do not expire when playing
1081 if (!IS_LOOP_SOUND(part->sound))
1084 // prevent expiring loop sounds when playing
1085 PlayGlobalAnimSound(part);
1088 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1090 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1092 if (mask & ANIM_EVENT_ANY)
1093 return (anim_event & ANIM_EVENT_ANY);
1094 else if (mask & ANIM_EVENT_SELF)
1095 return (anim_event & ANIM_EVENT_SELF);
1096 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1097 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1099 return (anim_event == mask ||
1100 anim_event == mask_anim_only);
1103 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1105 struct GraphicInfo *c = &part->control_info;
1106 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1107 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1110 for (i = 0; i < num_init_events; i++)
1112 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1114 if (checkGlobalAnimEvent(init_event, mask))
1118 for (i = 0; i < num_anim_events; i++)
1120 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1122 if (checkGlobalAnimEvent(anim_event, mask))
1129 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1130 int mx, int my, boolean clicked)
1132 struct GraphicInfo *g = &part->graphic_info;
1133 int part_x = part->viewport_x + part->x;
1134 int part_y = part->viewport_y + part->y;
1135 int part_width = g->width;
1136 int part_height = g->height;
1138 // check if mouse click was detected at all
1142 // check if mouse click is inside the animation part's viewport
1143 if (mx < part->viewport_x ||
1144 mx >= part->viewport_x + part->viewport_width ||
1145 my < part->viewport_y ||
1146 my >= part->viewport_y + part->viewport_height)
1149 // check if mouse click is inside the animation part's graphic
1151 mx >= part_x + part_width ||
1153 my >= part_y + part_height)
1159 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1161 return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
1164 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1166 return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
1169 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1170 boolean *click_consumed,
1171 boolean *any_event_action,
1172 int event_value, char *info_text)
1174 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1176 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1177 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1178 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1181 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1185 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1187 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1190 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1192 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1194 if (!(part2->state & ANIM_STATE_RUNNING))
1197 if (isClickablePart(part2, mask))
1199 part2->triggered = TRUE;
1200 *click_consumed |= clickConsumed(part); // click was on "part"!
1202 #if DEBUG_ANIM_EVENTS
1203 Debug("anim:InitGlobalAnim_Triggered",
1204 "%d.%d TRIGGERED BY %s OF %d.%d",
1205 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1206 part->old_anim_nr + 1, part->old_nr + 1);
1209 Debug("anim:InitGlobalAnim_Triggered",
1210 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1211 part2->control_info.anim_event_action);
1214 // after executing event action, ignore any further actions
1215 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1216 *any_event_action = TRUE;
1220 struct GraphicInfo *c = &part2->control_info;
1222 if (isClickablePart(part2, mask))
1223 Debug("anim:InitGlobalAnim_Triggered",
1224 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1225 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1228 Debug("anim:InitGlobalAnim_Triggered",
1229 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1230 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1236 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1237 int delay_type, char *info_text)
1239 #if DEBUG_ANIM_DELAY
1240 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1241 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1244 DoGlobalAnim_DelayAction(part, delay_type);
1247 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1248 int event_value, char *info_text)
1250 #if DEBUG_ANIM_EVENTS
1251 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1252 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1255 boolean click_consumed = FALSE;
1256 boolean any_event_action = FALSE;
1258 // check if this event is defined to trigger other animations
1259 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1260 event_value, info_text);
1263 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1266 if (handle_click && !part->clicked)
1269 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1270 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1271 struct GraphicInfo *g = &part->graphic_info;
1272 struct GraphicInfo *c = &part->control_info;
1273 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1275 if (viewport_changed)
1276 state |= ANIM_STATE_RESTART;
1278 if (state & ANIM_STATE_RESTART)
1280 // when drawing animations to fading buffer, only start fixed animations
1281 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1282 c->y == ARG_UNDEFINED_VALUE))
1283 return ANIM_STATE_INACTIVE;
1285 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1287 part->init_delay_counter =
1288 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1290 part->anim_delay_counter =
1291 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1293 part->post_delay_counter = 0;
1295 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1296 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1298 part->initial_anim_sync_frame =
1299 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1301 // do not re-initialize random animation frame after fade-in
1302 if (part->anim_random_frame == -1)
1303 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1305 if (c->direction & MV_HORIZONTAL)
1307 int pos_bottom = part->viewport_height - g->height;
1309 if (c->position == POS_TOP)
1311 else if (c->position == POS_UPPER)
1312 part->y = GetSimpleRandom(pos_bottom / 2);
1313 else if (c->position == POS_MIDDLE)
1314 part->y = pos_bottom / 2;
1315 else if (c->position == POS_LOWER)
1316 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1317 else if (c->position == POS_BOTTOM)
1318 part->y = pos_bottom;
1320 part->y = GetSimpleRandom(pos_bottom);
1322 if (c->direction == MV_RIGHT)
1324 part->step_xoffset = c->step_offset;
1325 part->x = -g->width + part->step_xoffset;
1329 part->step_xoffset = -c->step_offset;
1330 part->x = part->viewport_width + part->step_xoffset;
1333 part->step_yoffset = 0;
1335 else if (c->direction & MV_VERTICAL)
1337 int pos_right = part->viewport_width - g->width;
1339 if (c->position == POS_LEFT)
1341 else if (c->position == POS_RIGHT)
1342 part->x = pos_right;
1344 part->x = GetSimpleRandom(pos_right);
1346 if (c->direction == MV_DOWN)
1348 part->step_yoffset = c->step_offset;
1349 part->y = -g->height + part->step_yoffset;
1353 part->step_yoffset = -c->step_offset;
1354 part->y = part->viewport_height + part->step_yoffset;
1357 part->step_xoffset = 0;
1364 part->step_xoffset = 0;
1365 part->step_yoffset = 0;
1368 if (part->control_info.class != get_hash_from_key("pointer"))
1370 if (c->x != ARG_UNDEFINED_VALUE)
1372 if (c->y != ARG_UNDEFINED_VALUE)
1376 if (c->position == POS_LAST &&
1377 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1378 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1380 part->x = anim->last_x;
1381 part->y = anim->last_y;
1384 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1385 part->step_xoffset = c->step_xoffset;
1386 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1387 part->step_yoffset = c->step_yoffset;
1389 if (part->init_delay_counter == 0 &&
1390 !part->init_event_state)
1392 PlayGlobalAnimSoundAndMusic(part);
1394 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1395 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1399 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1403 if (part->clicked &&
1404 part->init_event_state)
1406 if (part->initial_anim_sync_frame > 0)
1407 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1409 part->init_delay_counter = 1;
1410 part->init_event_state = FALSE;
1412 part->clicked = FALSE;
1415 if (part->clicked &&
1416 part->anim_event_state)
1418 part->anim_delay_counter = 1;
1419 part->anim_event_state = FALSE;
1421 part->clicked = FALSE;
1424 if (part->init_delay_counter > 0)
1426 part->init_delay_counter--;
1428 if (part->init_delay_counter == 0)
1430 part->init_event_state = FALSE;
1432 PlayGlobalAnimSoundAndMusic(part);
1434 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1435 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1438 return ANIM_STATE_WAITING;
1441 if (part->init_event_state)
1442 return ANIM_STATE_WAITING;
1444 // animation part is now running/visible and therefore clickable
1445 part->clickable = TRUE;
1447 // check if moving animation has left the visible screen area
1448 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1449 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1450 (part->y <= -g->height && part->step_yoffset <= 0) ||
1451 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1453 // do not wait for "anim" events for off-screen animations
1454 part->anim_event_state = FALSE;
1456 // do not stop animation before "anim" or "post" counter are finished
1457 if (part->anim_delay_counter == 0 &&
1458 part->post_delay_counter == 0)
1460 StopGlobalAnimSoundAndMusic(part);
1462 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1464 part->post_delay_counter =
1465 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1467 if (part->post_delay_counter > 0)
1468 return ANIM_STATE_RUNNING;
1470 // drawing last frame not needed here -- animation not visible anymore
1471 return ANIM_STATE_RESTART;
1475 if (part->anim_delay_counter > 0)
1477 part->anim_delay_counter--;
1479 if (part->anim_delay_counter == 0)
1481 part->anim_event_state = FALSE;
1483 StopGlobalAnimSoundAndMusic(part);
1485 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1486 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1488 part->post_delay_counter =
1489 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1491 if (part->post_delay_counter > 0)
1492 return ANIM_STATE_RUNNING;
1494 // additional state "RUNNING" required to not skip drawing last frame
1495 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1499 if (part->post_delay_counter > 0)
1501 part->post_delay_counter--;
1503 if (part->post_delay_counter == 0)
1505 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1506 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1508 return ANIM_STATE_RESTART;
1511 return ANIM_STATE_WAITING;
1514 // special case to prevent expiring loop sounds when playing
1515 PlayGlobalAnimSoundIfLoop(part);
1517 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1519 return ANIM_STATE_RUNNING;
1523 static unsigned int last_counter = -1;
1524 unsigned int counter = Counter();
1526 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1527 anim_sync_frame, counter - last_counter);
1529 last_counter = counter;
1533 part->x += part->step_xoffset;
1534 part->y += part->step_yoffset;
1536 anim->last_x = part->x;
1537 anim->last_y = part->y;
1539 return ANIM_STATE_RUNNING;
1542 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1545 struct GlobalAnimPartControlInfo *part;
1546 struct GraphicInfo *c = &anim->control_info;
1547 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1548 int state, active_part_nr;
1552 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1553 anim->mode_nr, anim->nr, anim->num_parts);
1554 Debug("anim:HandleGlobalAnim_Main",
1555 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1559 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1560 (action == ANIM_START ? "ANIM_START" :
1561 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1562 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1564 anim->state & ANIM_STATE_RESTART,
1565 anim->state & ANIM_STATE_WAITING,
1566 anim->state & ANIM_STATE_RUNNING,
1573 anim->state = anim->last_state = ANIM_STATE_RESTART;
1574 anim->active_part_nr = anim->last_active_part_nr = 0;
1575 anim->part_counter = 0;
1580 if (anim->state == ANIM_STATE_INACTIVE)
1583 anim->state = anim->last_state;
1584 anim->active_part_nr = anim->last_active_part_nr;
1589 anim->state = ANIM_STATE_INACTIVE;
1591 for (i = 0; i < num_parts; i++)
1592 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1600 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1603 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1604 anim->mode_nr, anim->nr, num_parts);
1607 for (i = 0; i < num_parts; i++)
1609 part = &anim->part[i];
1614 anim->state = ANIM_STATE_RUNNING;
1615 part->state = ANIM_STATE_RESTART;
1620 if (part->state == ANIM_STATE_INACTIVE)
1626 part->state = ANIM_STATE_INACTIVE;
1634 part->state = HandleGlobalAnim_Part(part, part->state);
1636 // when animation mode is "once", stop after animation was played once
1637 if (c->anim_mode & ANIM_ONCE &&
1638 part->state & ANIM_STATE_RESTART)
1639 part->state = ANIM_STATE_INACTIVE;
1642 anim->last_state = anim->state;
1643 anim->last_active_part_nr = anim->active_part_nr;
1648 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1649 anim->active_part_nr = getGlobalAnimationPart(anim);
1651 part = &anim->part[anim->active_part_nr];
1653 // first set all animation parts to "inactive", ...
1654 for (i = 0; i < num_parts; i++)
1655 anim->part[i].state = ANIM_STATE_INACTIVE;
1657 // ... then set current animation parts to "running"
1658 part->state = ANIM_STATE_RUNNING;
1660 anim->state = HandleGlobalAnim_Part(part, anim->state);
1662 if (anim->state & ANIM_STATE_RESTART)
1663 anim->part_counter++;
1665 // when animation mode is "once", stop after all animations were played once
1666 if (c->anim_mode & ANIM_ONCE &&
1667 anim->part_counter == anim->num_parts)
1668 anim->state = ANIM_STATE_INACTIVE;
1670 state = anim->state;
1671 active_part_nr = anim->active_part_nr;
1673 // while the animation parts are pausing (waiting or inactive), play the base
1674 // (main) animation; this corresponds to the "boring player animation" logic
1675 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1678 if (anim->state == ANIM_STATE_WAITING ||
1679 anim->state == ANIM_STATE_INACTIVE)
1681 anim->active_part_nr = anim->num_parts; // part nr of base animation
1682 part = &anim->part[anim->active_part_nr];
1684 if (anim->state != anim->last_state)
1685 part->state = ANIM_STATE_RESTART;
1687 anim->state = ANIM_STATE_RUNNING;
1688 part->state = HandleGlobalAnim_Part(part, part->state);
1692 anim->last_state = state;
1693 anim->last_active_part_nr = active_part_nr;
1696 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1701 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1704 for (i = 0; i < ctrl->num_anims; i++)
1705 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1708 static void HandleGlobalAnim(int action, int game_mode)
1711 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1714 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1717 static void DoAnimationExt(void)
1722 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1725 // global animations now synchronized with frame delay of screen update
1728 for (i = 0; i < NUM_GAME_MODES; i++)
1729 HandleGlobalAnim(ANIM_CONTINUE, i);
1732 // force screen redraw in next frame to continue drawing global animations
1733 redraw_mask = REDRAW_ALL;
1737 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1741 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1742 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
1743 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
1744 ANIM_DELAY_ACTION_NONE);
1746 if (delay_action == ANIM_DELAY_ACTION_NONE)
1749 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
1752 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1754 int event_action = (part->init_event_state ?
1755 part->control_info.init_event_action :
1756 part->control_info.anim_event_action);
1758 if (event_action == ANIM_EVENT_ACTION_NONE)
1761 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
1763 // check if further actions are allowed to be executed
1764 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1770 static void InitGlobalAnim_Clickable(void)
1774 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1776 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1779 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1781 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1784 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1786 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1788 if (part->triggered)
1789 part->clicked = TRUE;
1791 part->triggered = FALSE;
1792 part->clickable = FALSE;
1798 #define ANIM_CLICKED_RESET 0
1799 #define ANIM_CLICKED_PRESSED 1
1800 #define ANIM_CLICKED_RELEASED 2
1802 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
1804 boolean click_consumed = FALSE;
1805 boolean anything_clicked = FALSE;
1806 boolean any_part_clicked = FALSE;
1807 boolean any_event_action = FALSE;
1811 // check game modes in reverse draw order (to stop when clicked)
1812 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1814 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1817 // check animations in reverse draw order (to stop when clicked)
1818 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1820 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1823 // check animation parts in reverse draw order (to stop when clicked)
1824 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1826 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1828 if (clicked_event == ANIM_CLICKED_RESET)
1830 part->clicked = FALSE;
1835 if (!part->clickable)
1838 if (!(part->state & ANIM_STATE_RUNNING))
1841 // always handle "any" click events (clicking anywhere on screen) ...
1842 if (clicked_event == ANIM_CLICKED_PRESSED &&
1843 isClickablePart(part, ANIM_EVENT_ANY))
1845 #if DEBUG_ANIM_EVENTS
1846 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
1847 part->old_anim_nr + 1, part->old_nr + 1);
1850 anything_clicked = part->clicked = TRUE;
1851 click_consumed |= clickConsumed(part);
1854 // always handle "unclick:any" events (releasing anywhere on screen) ...
1855 if (clicked_event == ANIM_CLICKED_RELEASED &&
1856 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
1858 #if DEBUG_ANIM_EVENTS
1859 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
1860 part->old_anim_nr + 1, part->old_nr + 1);
1863 anything_clicked = part->clicked = TRUE;
1864 click_consumed |= clickConsumed(part);
1867 // ... but only handle the first (topmost) clickable animation
1868 if (any_part_clicked)
1871 if (clicked_event == ANIM_CLICKED_PRESSED &&
1872 isClickedPart(part, mx, my, TRUE))
1875 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
1876 anim_nr, part_nr, part->control_info.anim_event_action);
1879 // after executing event action, ignore any further actions
1880 if (!any_event_action && DoGlobalAnim_EventAction(part))
1881 any_event_action = TRUE;
1883 // determine if mouse clicks should be blocked from other animations
1884 any_part_clicked |= clickConsumed(part);
1886 if (isClickablePart(part, ANIM_EVENT_SELF))
1888 #if DEBUG_ANIM_EVENTS
1889 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
1890 part->old_anim_nr + 1, part->old_nr + 1);
1893 anything_clicked = part->clicked = TRUE;
1894 click_consumed |= clickConsumed(part);
1897 // determine if mouse clicks should be blocked by this animation
1898 click_consumed |= clickBlocked(part);
1900 // check if this click is defined to trigger other animations
1901 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1902 ANIM_EVENT_CLICK, "CLICK");
1908 if (anything_clicked)
1910 handle_click = TRUE;
1912 for (i = 0; i < NUM_GAME_MODES; i++)
1913 HandleGlobalAnim(ANIM_CONTINUE, i);
1915 handle_click = FALSE;
1917 // prevent ignoring release event if processed within same game frame
1918 StopProcessingEvents();
1921 return (click_consumed || any_event_action);
1924 static void ResetGlobalAnim_Clickable(void)
1926 InitGlobalAnim_Clickable();
1929 static void ResetGlobalAnim_Clicked(void)
1931 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
1934 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
1936 static boolean click_consumed = FALSE;
1937 static int last_button = 0;
1938 boolean press_event;
1939 boolean release_event;
1940 boolean click_consumed_current = click_consumed;
1942 if (button != 0 && force_click)
1945 // check if button state has changed since last invocation
1946 press_event = (button != 0 && last_button == 0);
1947 release_event = (button == 0 && last_button != 0);
1948 last_button = button;
1952 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
1953 click_consumed_current = click_consumed;
1958 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
1959 click_consumed = FALSE;
1962 return click_consumed_current;