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_NAMES 3
40 #define ANIM_CLASS_BIT_SCORES 4
41 #define ANIM_CLASS_BIT_SCORESONLY 5
42 #define ANIM_CLASS_BIT_SUBMENU 6
43 #define ANIM_CLASS_BIT_MENU 7
44 #define ANIM_CLASS_BIT_TOONS 8
45 #define ANIM_CLASS_BIT_NO_TITLE 9
47 #define NUM_ANIM_CLASSES 10
49 #define ANIM_CLASS_NONE 0
50 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
51 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
52 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
53 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
54 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
55 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
56 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
57 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
58 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
59 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
61 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
65 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
67 ANIM_CLASS_SCORESONLY | \
70 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
75 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
77 ANIM_CLASS_SUBMENU | \
80 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
82 ANIM_CLASS_SUBMENU | \
86 // values for global animation states
87 #define ANIM_STATE_INACTIVE 0
88 #define ANIM_STATE_RESTART (1 << 0)
89 #define ANIM_STATE_WAITING (1 << 1)
90 #define ANIM_STATE_RUNNING (1 << 2)
92 // values for global animation control
93 #define ANIM_NO_ACTION 0
95 #define ANIM_CONTINUE 2
99 struct GlobalAnimPartControlInfo
101 int old_nr; // position before mapping animation parts linearly
102 int old_anim_nr; // position before mapping animations linearly
108 boolean is_base; // animation part is base/main/default animation part
114 struct GraphicInfo graphic_info;
115 struct GraphicInfo control_info;
123 int step_xoffset, step_yoffset;
125 unsigned int initial_anim_sync_frame;
126 unsigned int anim_random_frame;
127 unsigned int step_delay, step_delay_value;
129 int init_delay_counter;
130 int anim_delay_counter;
131 int post_delay_counter;
133 boolean init_event_state;
134 boolean anim_event_state;
143 int last_anim_status;
146 struct GlobalAnimMainControlInfo
148 struct GlobalAnimPartControlInfo base;
149 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
154 struct GraphicInfo control_info;
156 int num_parts; // number of animation parts, but without base part
157 int num_parts_all; // number of animation parts, including base part
161 boolean has_base; // animation has base/main/default animation part
165 int init_delay_counter;
169 int last_state, last_active_part_nr;
172 struct GlobalAnimControlInfo
174 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
180 struct GameModeAnimClass
184 } game_mode_anim_classes_list[] =
186 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
187 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
188 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
189 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
190 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
191 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
192 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
193 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
194 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
195 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
196 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
197 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
198 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
199 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
200 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
201 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
202 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
203 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
204 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
205 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
206 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
207 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
208 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
209 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
214 struct AnimClassGameMode
218 } anim_class_game_modes_list[] =
220 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
221 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
222 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
223 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
224 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
225 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
226 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
227 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
228 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
229 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
234 // forward declaration for internal use
235 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
236 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
237 static void HandleGlobalAnim(int, int);
238 static void DoAnimationExt(void);
239 static void ResetGlobalAnim_Clickable(void);
240 static void ResetGlobalAnim_Clicked(void);
242 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
244 static unsigned int anim_sync_frame = 0;
246 static int game_mode_anim_classes[NUM_GAME_MODES];
247 static int anim_class_game_modes[NUM_ANIM_CLASSES];
249 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
250 static int anim_status_last = GAME_MODE_DEFAULT;
251 static int anim_classes_last = ANIM_CLASS_NONE;
253 static boolean drawing_to_fading_buffer = FALSE;
255 static boolean handle_click = FALSE;
258 // ============================================================================
259 // generic animation frame calculation
260 // ============================================================================
262 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
267 if (delay < 1) // delay must be at least 1
270 sync_frame += start_frame * delay;
272 if (mode & ANIM_LOOP) // looping animation
274 frame = (sync_frame % (delay * num_frames)) / delay;
276 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
278 frame = sync_frame / delay;
280 if (frame > num_frames - 1)
281 frame = num_frames - 1;
283 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
285 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
287 frame = (sync_frame % (delay * max_anim_frames)) / delay;
288 frame = (frame < num_frames ? frame : max_anim_frames - frame);
290 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
292 int max_anim_frames = 2 * num_frames;
294 frame = (sync_frame % (delay * max_anim_frames)) / delay;
295 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
297 else if (mode & ANIM_RANDOM) // play frames in random order
299 // note: expect different frames for the same delay cycle!
301 if (gfx.anim_random_frame < 0)
302 frame = GetSimpleRandom(num_frames);
304 frame = gfx.anim_random_frame % num_frames;
306 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
308 frame = sync_frame % num_frames;
311 if (mode & ANIM_REVERSE) // use reverse animation direction
312 frame = num_frames - frame - 1;
318 // ============================================================================
319 // global animation functions
320 // ============================================================================
322 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
324 struct GraphicInfo *c = &anim->control_info;
325 int last_anim_random_frame = gfx.anim_random_frame;
328 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
330 part_nr = getAnimationFrame(anim->num_parts, 1,
331 c->anim_mode, c->anim_start_frame,
334 gfx.anim_random_frame = last_anim_random_frame;
339 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
341 const struct GlobalAnimPartControlInfo *o1 =
342 (struct GlobalAnimPartControlInfo *)obj1;
343 const struct GlobalAnimPartControlInfo *o2 =
344 (struct GlobalAnimPartControlInfo *)obj2;
347 if (o1->control_info.draw_order != o2->control_info.draw_order)
348 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
350 compare_result = o1->nr - o2->nr;
352 return compare_result;
355 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
357 const struct GlobalAnimMainControlInfo *o1 =
358 (struct GlobalAnimMainControlInfo *)obj1;
359 const struct GlobalAnimMainControlInfo *o2 =
360 (struct GlobalAnimMainControlInfo *)obj2;
363 if (o1->control_info.draw_order != o2->control_info.draw_order)
364 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
366 compare_result = o1->nr - o2->nr;
368 return compare_result;
371 static void InitToonControls(void)
373 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
374 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
375 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
376 int mode_nr, anim_nr, part_nr;
377 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
378 int num_toons = MAX_NUM_TOONS;
381 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
382 num_toons = global.num_toons;
384 mode_nr = mode_nr_toons;
385 anim_nr = ctrl->num_anims;
388 anim->mode_nr = mode_nr;
389 anim->control_info = graphic_info[control];
392 anim->num_parts_all = 0;
393 anim->part_counter = 0;
394 anim->active_part_nr = 0;
396 anim->has_base = FALSE;
398 anim->last_x = POS_OFFSCREEN;
399 anim->last_y = POS_OFFSCREEN;
401 anim->init_delay_counter = 0;
403 anim->state = ANIM_STATE_INACTIVE;
407 for (i = 0; i < num_toons; i++)
409 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
410 int sound = SND_UNDEFINED;
411 int music = MUS_UNDEFINED;
412 int graphic = IMG_TOON_1 + i;
413 int control = graphic;
416 part->anim_nr = anim_nr;
417 part->mode_nr = mode_nr;
419 part->is_base = FALSE;
423 part->graphic = graphic;
425 part->graphic_info = graphic_info[graphic];
426 part->control_info = graphic_info[control];
428 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
430 part->control_info.init_delay_fixed = 0;
431 part->control_info.init_delay_random = 150;
433 part->control_info.x = ARG_UNDEFINED_VALUE;
434 part->control_info.y = ARG_UNDEFINED_VALUE;
436 part->initial_anim_sync_frame = 0;
437 part->anim_random_frame = -1;
439 part->step_delay = 0;
440 part->step_delay_value = graphic_info[control].step_delay;
442 part->state = ANIM_STATE_INACTIVE;
443 part->last_anim_status = -1;
446 anim->num_parts_all++;
454 static void InitGlobalAnimControls(void)
457 int mode_nr, anim_nr, part_nr;
458 int sound, music, graphic, control;
462 for (m = 0; m < NUM_GAME_MODES; m++)
466 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
473 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
475 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
476 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
478 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
480 // if no base animation parameters defined, use default values
481 if (control == IMG_UNDEFINED)
482 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
485 anim->mode_nr = mode_nr;
486 anim->control_info = graphic_info[control];
489 anim->num_parts_all = 0;
490 anim->part_counter = 0;
491 anim->active_part_nr = 0;
493 anim->has_base = FALSE;
495 anim->last_x = POS_OFFSCREEN;
496 anim->last_y = POS_OFFSCREEN;
498 anim->init_delay_counter = 0;
500 anim->state = ANIM_STATE_INACTIVE;
504 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
506 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
508 sound = global_anim_info[a].sound[p][m];
509 music = global_anim_info[a].music[p][m];
510 graphic = global_anim_info[a].graphic[p][m];
511 control = global_anim_info[ctrl_id].graphic[p][m];
513 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
514 control == IMG_UNDEFINED)
518 Debug("anim:InitGlobalAnimControls",
519 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
520 m, a, p, mode_nr, anim_nr, part_nr, control);
524 Debug("anim:InitGlobalAnimControls",
525 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
526 m, a, p, mode_nr, anim_nr, part_nr, sound);
530 part->old_anim_nr = a;
533 part->anim_nr = anim_nr;
534 part->mode_nr = mode_nr;
538 part->graphic = graphic;
540 part->graphic_info = graphic_info[graphic];
541 part->control_info = graphic_info[control];
543 part->initial_anim_sync_frame = 0;
544 part->anim_random_frame = -1;
546 part->step_delay = 0;
547 part->step_delay_value = graphic_info[control].step_delay;
549 part->state = ANIM_STATE_INACTIVE;
550 part->last_anim_status = -1;
552 anim->num_parts_all++;
554 if (p < GLOBAL_ANIM_ID_PART_BASE)
556 part->is_base = FALSE;
563 part->is_base = TRUE;
566 anim->has_base = TRUE;
569 // apply special settings for pointer-style animations
570 if (part->control_info.class == get_hash_from_key("pointer"))
572 // force animation to be on top (must set anim and part control)
573 if (anim->control_info.draw_order == 0)
574 anim->control_info.draw_order = 1000000;
575 if (part->control_info.draw_order == 0)
576 part->control_info.draw_order = 1000000;
578 // force animation to pass-through clicks (must set part control)
579 if (part->control_info.style == STYLE_DEFAULT)
580 part->control_info.style |= STYLE_PASSTHROUGH;
584 if (anim->num_parts > 0 || anim->has_base)
594 // sort all animations according to draw_order and animation number
595 for (m = 0; m < NUM_GAME_MODES; m++)
597 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
599 // sort all main animations for this game mode
600 qsort(ctrl->anim, ctrl->num_anims,
601 sizeof(struct GlobalAnimMainControlInfo),
602 compareGlobalAnimMainControlInfo);
604 for (a = 0; a < ctrl->num_anims; a++)
606 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
608 // sort all animation parts for this main animation
609 qsort(anim->part, anim->num_parts,
610 sizeof(struct GlobalAnimPartControlInfo),
611 compareGlobalAnimPartControlInfo);
615 for (i = 0; i < NUM_GAME_MODES; i++)
616 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
617 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
618 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
619 game_mode_anim_classes_list[i].class;
621 for (i = 0; i < NUM_ANIM_CLASSES; i++)
622 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
623 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
624 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
625 anim_class_game_modes_list[i].game_mode;
627 anim_status_last_before_fading = GAME_MODE_LOADING;
628 anim_status_last = GAME_MODE_LOADING;
629 anim_classes_last = ANIM_CLASS_NONE;
632 void InitGlobalAnimations(void)
634 InitGlobalAnimControls();
637 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
639 Bitmap *fade_bitmap =
640 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
641 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
642 int game_mode_anim_action[NUM_GAME_MODES];
648 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
649 drawing_target == DRAW_TO_SCREEN)
652 // always start with reliable default values (no animation actions)
653 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
654 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
656 if (global.anim_status != anim_status_last)
658 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
659 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
660 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
663 if (drawing_target == DRAW_TO_FADE_TARGET)
666 // special case: changing from/to these screens is done without fading
667 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
668 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
669 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
670 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
673 // ---------- part 1 ------------------------------------------------------
674 // start or stop global animations by change of game mode
675 // (special handling of animations for "current screen" and "all screens")
677 if (global.anim_status_next != anim_status_last_before_fading)
679 // stop animations for last screen before fading to new screen
680 game_mode_anim_action[anim_status_last] = ANIM_STOP;
682 // start animations for current screen after fading to new screen
683 game_mode_anim_action[global.anim_status] = ANIM_START;
686 // start animations for all screens after loading new artwork set
687 if (anim_status_last == GAME_MODE_LOADING)
688 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
690 // ---------- part 2 ------------------------------------------------------
691 // start or stop global animations by change of animation class
692 // (generic handling of animations for "class of screens")
694 for (i = 0; i < NUM_ANIM_CLASSES; i++)
696 int anim_class_check = (1 << i);
697 int anim_class_game_mode = anim_class_game_modes[i];
698 int anim_class_last = anim_classes_last & anim_class_check;
699 int anim_class_next = anim_classes_next & anim_class_check;
701 // stop animations for changed screen class before fading to new screen
702 if (before_fading && anim_class_last && !anim_class_next)
703 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
705 // start animations for changed screen class after fading to new screen
706 if (after_fading && !anim_class_last && anim_class_next)
707 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
710 if (drawing_target == DRAW_TO_SCREEN)
714 anim_classes_last = anim_classes_next;
715 anim_status_last_before_fading = global.anim_status;
718 anim_status_last = global.anim_status;
720 // start or stop animations determined to be started or stopped above
721 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
722 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
723 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
725 else if (drawing_target == DRAW_TO_FADE_TARGET)
727 drawing_to_fading_buffer = TRUE;
729 // start animations determined to be (temporary) started above
730 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
731 if (game_mode_anim_action[mode_nr] == ANIM_START)
732 HandleGlobalAnim(ANIM_START, mode_nr);
736 if (global.anim_status == GAME_MODE_LOADING)
739 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
741 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
744 // when preparing source fading buffer, only draw animations to be stopped
745 if (drawing_target == DRAW_TO_FADE_SOURCE &&
746 game_mode_anim_action[mode_nr] != ANIM_STOP)
749 // when preparing target fading buffer, only draw animations to be started
750 if (drawing_target == DRAW_TO_FADE_TARGET &&
751 game_mode_anim_action[mode_nr] != ANIM_START)
755 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
756 mode_nr != game_status)
760 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
762 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
763 struct GraphicInfo *c = &anim->control_info;
764 int part_first, part_last;
767 if (!(anim->state & ANIM_STATE_RUNNING))
770 part_first = part_last = anim->active_part_nr;
772 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
774 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
777 part_last = num_parts - 1;
780 for (part_nr = part_first; part_nr <= part_last; part_nr++)
782 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
783 struct GraphicInfo *g = &part->graphic_info;
786 int width = g->width;
787 int height = g->height;
794 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
795 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
796 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
797 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
798 int last_anim_random_frame = gfx.anim_random_frame;
800 if (!(part->state & ANIM_STATE_RUNNING))
803 if (part->drawing_stage != drawing_stage)
812 else if (part->x > part->viewport_width - g->width)
813 width -= (part->x - (part->viewport_width - g->width));
821 else if (part->y > part->viewport_height - g->height)
822 height -= (part->y - (part->viewport_height - g->height));
824 if (width <= 0 || height <= 0)
827 dst_x += part->viewport_x;
828 dst_y += part->viewport_y;
830 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
832 // re-initialize random animation frame after animation delay
833 if (g->anim_mode == ANIM_RANDOM &&
834 sync_frame % g->anim_delay == 0 &&
836 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
838 gfx.anim_random_frame = part->anim_random_frame;
840 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
841 g->anim_mode, g->anim_start_frame,
844 gfx.anim_random_frame = last_anim_random_frame;
846 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
852 if (drawing_target == DRAW_TO_SCREEN)
853 blit_screen(src_bitmap, src_x, src_y, width, height,
856 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
862 if (drawing_target == DRAW_TO_FADE_TARGET)
864 // stop animations determined to be (temporary) started above
865 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
866 if (game_mode_anim_action[mode_nr] == ANIM_START)
867 HandleGlobalAnim(ANIM_STOP, mode_nr);
869 drawing_to_fading_buffer = FALSE;
873 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
875 int last_cursor_mode_override = gfx.cursor_mode_override;
877 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
879 ResetGlobalAnim_Clickable();
881 gfx.cursor_mode_override = CURSOR_UNDEFINED;
884 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
886 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
888 ResetGlobalAnim_Clicked();
891 DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
893 if (gfx.cursor_mode_override != last_cursor_mode_override)
894 SetMouseCursor(gfx.cursor_mode);
897 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
903 boolean changed = FALSE;
905 if (part->last_anim_status == global.anim_status &&
906 part->control_info.class != get_hash_from_key("pointer"))
909 part->last_anim_status = global.anim_status;
911 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
913 if (part->control_info.class == get_hash_from_key("window") ||
914 part->control_info.class == get_hash_from_key("border"))
918 viewport_width = WIN_XSIZE;
919 viewport_height = WIN_YSIZE;
921 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
923 else if (part->control_info.class == get_hash_from_key("pointer"))
925 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
926 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
928 // prevent displaying off-screen custom mouse cursor in upper left corner
929 if (gfx.mouse_x == POS_OFFSCREEN &&
930 gfx.mouse_y == POS_OFFSCREEN)
931 mx = my = POS_OFFSCREEN;
933 viewport_x = mx - part->control_info.x;
934 viewport_y = my - part->control_info.y;
935 viewport_width = part->graphic_info.width;
936 viewport_height = part->graphic_info.height;
938 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
940 // do not use global animation mouse pointer when reloading artwork
941 if (global.anim_status != GAME_MODE_LOADING)
942 gfx.cursor_mode_override = CURSOR_NONE;
944 else if (part->control_info.class == get_hash_from_key("door_1"))
948 viewport_width = DXSIZE;
949 viewport_height = DYSIZE;
951 else if (part->control_info.class == get_hash_from_key("door_2"))
953 if (part->mode_nr == GAME_MODE_EDITOR)
957 viewport_width = EXSIZE;
958 viewport_height = EYSIZE;
964 viewport_width = VXSIZE;
965 viewport_height = VYSIZE;
968 else // default: "playfield"
970 viewport_x = REAL_SX;
971 viewport_y = REAL_SY;
972 viewport_width = FULL_SXSIZE;
973 viewport_height = FULL_SYSIZE;
976 if (viewport_x != part->viewport_x ||
977 viewport_y != part->viewport_y ||
978 viewport_width != part->viewport_width ||
979 viewport_height != part->viewport_height)
981 part->viewport_x = viewport_x;
982 part->viewport_y = viewport_y;
983 part->viewport_width = viewport_width;
984 part->viewport_height = viewport_height;
986 if (part->control_info.class != get_hash_from_key("pointer"))
993 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
995 int sound = part->sound;
997 if (sound == SND_UNDEFINED)
1000 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1001 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1004 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1005 if (IS_LOOP_SOUND(sound))
1006 PlaySoundLoop(sound);
1011 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1012 part->anim_nr, part->nr, part->mode_nr, sound);
1016 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1018 int sound = part->sound;
1020 if (sound == SND_UNDEFINED)
1026 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1027 part->anim_nr, part->nr, part->mode_nr, sound);
1031 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1033 int music = part->music;
1035 if (music == MUS_UNDEFINED)
1038 if (!setup.sound_music)
1041 if (IS_LOOP_MUSIC(music))
1042 PlayMusicLoop(music);
1047 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1048 part->anim_nr, part->nr, part->mode_nr, music);
1052 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1054 int music = part->music;
1056 if (music == MUS_UNDEFINED)
1062 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1063 part->anim_nr, part->nr, part->mode_nr, music);
1067 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1069 // when drawing animations to fading buffer, do not play sounds or music
1070 if (drawing_to_fading_buffer)
1073 PlayGlobalAnimSound(part);
1074 PlayGlobalAnimMusic(part);
1077 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1079 StopGlobalAnimSound(part);
1080 StopGlobalAnimMusic(part);
1083 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1085 // when drawing animations to fading buffer, do not play sounds
1086 if (drawing_to_fading_buffer)
1089 // loop sounds only expire when playing
1090 if (game_status != GAME_MODE_PLAYING)
1093 // check if any sound is defined for this animation part
1094 if (part->sound == SND_UNDEFINED)
1097 // normal (non-loop) sounds do not expire when playing
1098 if (!IS_LOOP_SOUND(part->sound))
1101 // prevent expiring loop sounds when playing
1102 PlayGlobalAnimSound(part);
1105 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1107 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1109 if (mask & ANIM_EVENT_ANY)
1110 return (anim_event & ANIM_EVENT_ANY);
1111 else if (mask & ANIM_EVENT_SELF)
1112 return (anim_event & ANIM_EVENT_SELF);
1113 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1114 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1116 return (anim_event == mask ||
1117 anim_event == mask_anim_only);
1120 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1122 struct GraphicInfo *c = &part->control_info;
1123 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1124 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1127 for (i = 0; i < num_init_events; i++)
1129 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1131 if (checkGlobalAnimEvent(init_event, mask))
1135 for (i = 0; i < num_anim_events; i++)
1137 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1139 if (checkGlobalAnimEvent(anim_event, mask))
1146 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1147 int mx, int my, boolean clicked)
1149 struct GraphicInfo *g = &part->graphic_info;
1150 int part_x = part->viewport_x + part->x;
1151 int part_y = part->viewport_y + part->y;
1152 int part_width = g->width;
1153 int part_height = g->height;
1155 // check if mouse click was detected at all
1159 // check if mouse click is inside the animation part's viewport
1160 if (mx < part->viewport_x ||
1161 mx >= part->viewport_x + part->viewport_width ||
1162 my < part->viewport_y ||
1163 my >= part->viewport_y + part->viewport_height)
1166 // check if mouse click is inside the animation part's graphic
1168 mx >= part_x + part_width ||
1170 my >= part_y + part_height)
1176 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1178 return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
1181 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1183 return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
1186 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1187 boolean *click_consumed,
1188 boolean *any_event_action,
1189 int event_value, char *info_text)
1191 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1193 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1194 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1195 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1198 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1202 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1204 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1207 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1209 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1211 if (!(part2->state & ANIM_STATE_RUNNING))
1214 if (isClickablePart(part2, mask))
1216 part2->triggered = TRUE;
1217 *click_consumed |= clickConsumed(part); // click was on "part"!
1219 #if DEBUG_ANIM_EVENTS
1220 Debug("anim:InitGlobalAnim_Triggered",
1221 "%d.%d TRIGGERED BY %s OF %d.%d",
1222 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1223 part->old_anim_nr + 1, part->old_nr + 1);
1226 Debug("anim:InitGlobalAnim_Triggered",
1227 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1228 part2->control_info.anim_event_action);
1231 // after executing event action, ignore any further actions
1232 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1233 *any_event_action = TRUE;
1237 struct GraphicInfo *c = &part2->control_info;
1239 if (isClickablePart(part2, mask))
1240 Debug("anim:InitGlobalAnim_Triggered",
1241 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1242 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1245 Debug("anim:InitGlobalAnim_Triggered",
1246 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1247 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1253 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1254 int delay_type, char *info_text)
1256 #if DEBUG_ANIM_DELAY
1257 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1258 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1261 DoGlobalAnim_DelayAction(part, delay_type);
1264 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1265 int event_value, char *info_text)
1267 #if DEBUG_ANIM_EVENTS
1268 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1269 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1272 boolean click_consumed = FALSE;
1273 boolean any_event_action = FALSE;
1275 // check if this event is defined to trigger other animations
1276 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1277 event_value, info_text);
1280 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1283 if (handle_click && !part->clicked)
1286 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1287 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1288 struct GraphicInfo *g = &part->graphic_info;
1289 struct GraphicInfo *c = &part->control_info;
1290 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1292 if (viewport_changed)
1293 state |= ANIM_STATE_RESTART;
1295 if (state & ANIM_STATE_RESTART)
1297 // when drawing animations to fading buffer, only start fixed animations
1298 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1299 c->y == ARG_UNDEFINED_VALUE))
1300 return ANIM_STATE_INACTIVE;
1302 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1304 part->init_delay_counter =
1305 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1307 part->anim_delay_counter =
1308 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1310 part->post_delay_counter = 0;
1312 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1313 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1315 part->initial_anim_sync_frame =
1316 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1318 // do not re-initialize random animation frame after fade-in
1319 if (part->anim_random_frame == -1)
1320 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1322 if (c->direction & MV_HORIZONTAL)
1324 int pos_bottom = part->viewport_height - g->height;
1326 if (c->position == POS_TOP)
1328 else if (c->position == POS_UPPER)
1329 part->y = GetSimpleRandom(pos_bottom / 2);
1330 else if (c->position == POS_MIDDLE)
1331 part->y = pos_bottom / 2;
1332 else if (c->position == POS_LOWER)
1333 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1334 else if (c->position == POS_BOTTOM)
1335 part->y = pos_bottom;
1337 part->y = GetSimpleRandom(pos_bottom);
1339 if (c->direction == MV_RIGHT)
1341 part->step_xoffset = c->step_offset;
1342 part->x = -g->width + part->step_xoffset;
1346 part->step_xoffset = -c->step_offset;
1347 part->x = part->viewport_width + part->step_xoffset;
1350 part->step_yoffset = 0;
1352 else if (c->direction & MV_VERTICAL)
1354 int pos_right = part->viewport_width - g->width;
1356 if (c->position == POS_LEFT)
1358 else if (c->position == POS_RIGHT)
1359 part->x = pos_right;
1361 part->x = GetSimpleRandom(pos_right);
1363 if (c->direction == MV_DOWN)
1365 part->step_yoffset = c->step_offset;
1366 part->y = -g->height + part->step_yoffset;
1370 part->step_yoffset = -c->step_offset;
1371 part->y = part->viewport_height + part->step_yoffset;
1374 part->step_xoffset = 0;
1381 part->step_xoffset = 0;
1382 part->step_yoffset = 0;
1385 if (part->control_info.class != get_hash_from_key("pointer"))
1387 if (c->x != ARG_UNDEFINED_VALUE)
1389 if (c->y != ARG_UNDEFINED_VALUE)
1393 if (c->position == POS_LAST &&
1394 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1395 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1397 part->x = anim->last_x;
1398 part->y = anim->last_y;
1401 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1402 part->step_xoffset = c->step_xoffset;
1403 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1404 part->step_yoffset = c->step_yoffset;
1406 if (part->init_delay_counter == 0 &&
1407 !part->init_event_state)
1409 PlayGlobalAnimSoundAndMusic(part);
1411 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1412 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1416 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1420 if (part->clicked &&
1421 part->init_event_state)
1423 if (part->initial_anim_sync_frame > 0)
1424 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1426 part->init_delay_counter = 1;
1427 part->init_event_state = FALSE;
1429 part->clicked = FALSE;
1432 if (part->clicked &&
1433 part->anim_event_state)
1435 part->anim_delay_counter = 1;
1436 part->anim_event_state = FALSE;
1438 part->clicked = FALSE;
1441 if (part->init_delay_counter > 0)
1443 part->init_delay_counter--;
1445 if (part->init_delay_counter == 0)
1447 part->init_event_state = FALSE;
1449 PlayGlobalAnimSoundAndMusic(part);
1451 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1452 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1455 return ANIM_STATE_WAITING;
1458 if (part->init_event_state)
1459 return ANIM_STATE_WAITING;
1461 // animation part is now running/visible and therefore clickable
1462 part->clickable = TRUE;
1464 // check if moving animation has left the visible screen area
1465 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1466 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1467 (part->y <= -g->height && part->step_yoffset <= 0) ||
1468 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1470 // do not wait for "anim" events for off-screen animations
1471 part->anim_event_state = FALSE;
1473 // do not stop animation before "anim" or "post" counter are finished
1474 if (part->anim_delay_counter == 0 &&
1475 part->post_delay_counter == 0)
1477 StopGlobalAnimSoundAndMusic(part);
1479 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1481 part->post_delay_counter =
1482 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1484 if (part->post_delay_counter > 0)
1485 return ANIM_STATE_RUNNING;
1487 // drawing last frame not needed here -- animation not visible anymore
1488 return ANIM_STATE_RESTART;
1492 if (part->anim_delay_counter > 0)
1494 part->anim_delay_counter--;
1496 if (part->anim_delay_counter == 0)
1498 part->anim_event_state = FALSE;
1500 StopGlobalAnimSoundAndMusic(part);
1502 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1503 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1505 part->post_delay_counter =
1506 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1508 if (part->post_delay_counter > 0)
1509 return ANIM_STATE_RUNNING;
1511 // additional state "RUNNING" required to not skip drawing last frame
1512 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1516 if (part->post_delay_counter > 0)
1518 part->post_delay_counter--;
1520 if (part->post_delay_counter == 0)
1522 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1523 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1525 return ANIM_STATE_RESTART;
1528 return ANIM_STATE_WAITING;
1531 // special case to prevent expiring loop sounds when playing
1532 PlayGlobalAnimSoundIfLoop(part);
1534 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1536 return ANIM_STATE_RUNNING;
1540 static unsigned int last_counter = -1;
1541 unsigned int counter = Counter();
1543 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1544 anim_sync_frame, counter - last_counter);
1546 last_counter = counter;
1550 part->x += part->step_xoffset;
1551 part->y += part->step_yoffset;
1553 anim->last_x = part->x;
1554 anim->last_y = part->y;
1556 return ANIM_STATE_RUNNING;
1559 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1562 struct GlobalAnimPartControlInfo *part;
1563 struct GraphicInfo *c = &anim->control_info;
1564 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1565 int state, active_part_nr;
1569 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1570 anim->mode_nr, anim->nr, anim->num_parts);
1571 Debug("anim:HandleGlobalAnim_Main",
1572 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1576 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1577 (action == ANIM_START ? "ANIM_START" :
1578 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1579 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1581 anim->state & ANIM_STATE_RESTART,
1582 anim->state & ANIM_STATE_WAITING,
1583 anim->state & ANIM_STATE_RUNNING,
1590 anim->state = anim->last_state = ANIM_STATE_RESTART;
1591 anim->active_part_nr = anim->last_active_part_nr = 0;
1592 anim->part_counter = 0;
1597 if (anim->state == ANIM_STATE_INACTIVE)
1600 anim->state = anim->last_state;
1601 anim->active_part_nr = anim->last_active_part_nr;
1606 anim->state = ANIM_STATE_INACTIVE;
1608 for (i = 0; i < num_parts; i++)
1609 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1617 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1620 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1621 anim->mode_nr, anim->nr, num_parts);
1624 for (i = 0; i < num_parts; i++)
1626 part = &anim->part[i];
1631 anim->state = ANIM_STATE_RUNNING;
1632 part->state = ANIM_STATE_RESTART;
1637 if (part->state == ANIM_STATE_INACTIVE)
1643 part->state = ANIM_STATE_INACTIVE;
1651 part->state = HandleGlobalAnim_Part(part, part->state);
1653 // when animation mode is "once", stop after animation was played once
1654 if (c->anim_mode & ANIM_ONCE &&
1655 part->state & ANIM_STATE_RESTART)
1656 part->state = ANIM_STATE_INACTIVE;
1659 anim->last_state = anim->state;
1660 anim->last_active_part_nr = anim->active_part_nr;
1665 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1666 anim->active_part_nr = getGlobalAnimationPart(anim);
1668 part = &anim->part[anim->active_part_nr];
1670 // first set all animation parts to "inactive", ...
1671 for (i = 0; i < num_parts; i++)
1672 anim->part[i].state = ANIM_STATE_INACTIVE;
1674 // ... then set current animation parts to "running"
1675 part->state = ANIM_STATE_RUNNING;
1677 anim->state = HandleGlobalAnim_Part(part, anim->state);
1679 if (anim->state & ANIM_STATE_RESTART)
1680 anim->part_counter++;
1682 // when animation mode is "once", stop after all animations were played once
1683 if (c->anim_mode & ANIM_ONCE &&
1684 anim->part_counter == anim->num_parts)
1685 anim->state = ANIM_STATE_INACTIVE;
1687 state = anim->state;
1688 active_part_nr = anim->active_part_nr;
1690 // while the animation parts are pausing (waiting or inactive), play the base
1691 // (main) animation; this corresponds to the "boring player animation" logic
1692 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1695 if (anim->state == ANIM_STATE_WAITING ||
1696 anim->state == ANIM_STATE_INACTIVE)
1698 anim->active_part_nr = anim->num_parts; // part nr of base animation
1699 part = &anim->part[anim->active_part_nr];
1701 if (anim->state != anim->last_state)
1702 part->state = ANIM_STATE_RESTART;
1704 anim->state = ANIM_STATE_RUNNING;
1705 part->state = HandleGlobalAnim_Part(part, part->state);
1709 anim->last_state = state;
1710 anim->last_active_part_nr = active_part_nr;
1713 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1718 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1721 for (i = 0; i < ctrl->num_anims; i++)
1722 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1725 static void HandleGlobalAnim(int action, int game_mode)
1728 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1731 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1734 static void DoAnimationExt(void)
1739 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1742 // global animations now synchronized with frame delay of screen update
1745 for (i = 0; i < NUM_GAME_MODES; i++)
1746 HandleGlobalAnim(ANIM_CONTINUE, i);
1749 // force screen redraw in next frame to continue drawing global animations
1750 redraw_mask = REDRAW_ALL;
1754 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1758 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1759 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
1760 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
1761 ANIM_DELAY_ACTION_NONE);
1763 if (delay_action == ANIM_DELAY_ACTION_NONE)
1766 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
1769 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1771 int event_action = (part->init_event_state ?
1772 part->control_info.init_event_action :
1773 part->control_info.anim_event_action);
1775 if (event_action == ANIM_EVENT_ACTION_NONE)
1778 if (event_action < MAX_IMAGE_FILES)
1779 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
1781 OpenURLFromHash(anim_url_hash, event_action);
1783 // check if further actions are allowed to be executed
1784 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1790 static void InitGlobalAnim_Clickable(void)
1794 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1796 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1799 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1801 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1804 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1806 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1808 if (part->triggered)
1809 part->clicked = TRUE;
1811 part->triggered = FALSE;
1812 part->clickable = FALSE;
1818 #define ANIM_CLICKED_RESET 0
1819 #define ANIM_CLICKED_PRESSED 1
1820 #define ANIM_CLICKED_RELEASED 2
1822 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
1824 boolean click_consumed = FALSE;
1825 boolean anything_clicked = FALSE;
1826 boolean any_part_clicked = FALSE;
1827 boolean any_event_action = FALSE;
1831 // check game modes in reverse draw order (to stop when clicked)
1832 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1834 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1837 // check animations in reverse draw order (to stop when clicked)
1838 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1840 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1843 // check animation parts in reverse draw order (to stop when clicked)
1844 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1846 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1848 if (clicked_event == ANIM_CLICKED_RESET)
1850 part->clicked = FALSE;
1855 if (!part->clickable)
1858 if (!(part->state & ANIM_STATE_RUNNING))
1861 // always handle "any" click events (clicking anywhere on screen) ...
1862 if (clicked_event == ANIM_CLICKED_PRESSED &&
1863 isClickablePart(part, ANIM_EVENT_ANY))
1865 #if DEBUG_ANIM_EVENTS
1866 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
1867 part->old_anim_nr + 1, part->old_nr + 1);
1870 anything_clicked = part->clicked = TRUE;
1871 click_consumed |= clickConsumed(part);
1874 // always handle "unclick:any" events (releasing anywhere on screen) ...
1875 if (clicked_event == ANIM_CLICKED_RELEASED &&
1876 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
1878 #if DEBUG_ANIM_EVENTS
1879 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
1880 part->old_anim_nr + 1, part->old_nr + 1);
1883 anything_clicked = part->clicked = TRUE;
1884 click_consumed |= clickConsumed(part);
1887 // ... but only handle the first (topmost) clickable animation
1888 if (any_part_clicked)
1891 if (clicked_event == ANIM_CLICKED_PRESSED &&
1892 isClickedPart(part, mx, my, TRUE))
1895 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
1896 anim_nr, part_nr, part->control_info.anim_event_action);
1899 // after executing event action, ignore any further actions
1900 if (!any_event_action && DoGlobalAnim_EventAction(part))
1901 any_event_action = TRUE;
1903 // determine if mouse clicks should be blocked from other animations
1904 any_part_clicked |= clickConsumed(part);
1906 if (isClickablePart(part, ANIM_EVENT_SELF))
1908 #if DEBUG_ANIM_EVENTS
1909 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
1910 part->old_anim_nr + 1, part->old_nr + 1);
1913 anything_clicked = part->clicked = TRUE;
1914 click_consumed |= clickConsumed(part);
1917 // determine if mouse clicks should be blocked by this animation
1918 click_consumed |= clickBlocked(part);
1920 // check if this click is defined to trigger other animations
1921 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1922 ANIM_EVENT_CLICK, "CLICK");
1928 if (anything_clicked)
1930 handle_click = TRUE;
1932 for (i = 0; i < NUM_GAME_MODES; i++)
1933 HandleGlobalAnim(ANIM_CONTINUE, i);
1935 handle_click = FALSE;
1937 // prevent ignoring release event if processed within same game frame
1938 StopProcessingEvents();
1941 return (click_consumed || any_event_action);
1944 static void ResetGlobalAnim_Clickable(void)
1946 InitGlobalAnim_Clickable();
1949 static void ResetGlobalAnim_Clicked(void)
1951 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
1954 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
1956 static boolean click_consumed = FALSE;
1957 static int last_button = 0;
1958 boolean press_event;
1959 boolean release_event;
1960 boolean click_consumed_current = click_consumed;
1962 if (button != 0 && force_click)
1965 // check if button state has changed since last invocation
1966 press_event = (button != 0 && last_button == 0);
1967 release_event = (button == 0 && last_button != 0);
1968 last_button = button;
1972 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
1973 click_consumed_current = click_consumed;
1978 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
1979 click_consumed = FALSE;
1982 return click_consumed_current;