1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
19 /* values for global toon animation definition */
20 #define NUM_GLOBAL_TOON_ANIMS 1
21 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
23 /* values for global animation definition (including toons) */
24 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
25 NUM_GLOBAL_TOON_ANIMS)
26 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
27 NUM_GLOBAL_TOON_PARTS)
29 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
30 #define ANIM_CLASS_BIT_TITLE 1
31 #define ANIM_CLASS_BIT_MAIN 2
32 #define ANIM_CLASS_BIT_SCORES 3
33 #define ANIM_CLASS_BIT_SUBMENU 4
34 #define ANIM_CLASS_BIT_MENU 5
35 #define ANIM_CLASS_BIT_TOONS 6
37 #define NUM_ANIM_CLASSES 7
39 #define ANIM_CLASS_NONE 0
40 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
41 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
42 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
43 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
44 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
45 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
46 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
48 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
51 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
55 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
59 /* values for global animation states */
60 #define ANIM_STATE_INACTIVE 0
61 #define ANIM_STATE_RESTART (1 << 0)
62 #define ANIM_STATE_WAITING (1 << 1)
63 #define ANIM_STATE_RUNNING (1 << 2)
65 /* values for global animation control */
66 #define ANIM_NO_ACTION 0
68 #define ANIM_CONTINUE 2
72 struct GlobalAnimPartControlInfo
74 int old_nr; // position before mapping animation parts linearly
75 int old_anim_nr; // position before mapping animations linearly
81 boolean is_base; // animation part is base/main/default animation part
87 struct GraphicInfo graphic_info;
88 struct GraphicInfo control_info;
96 int step_xoffset, step_yoffset;
98 unsigned int initial_anim_sync_frame;
99 unsigned int step_delay, step_delay_value;
101 int init_delay_counter;
102 int anim_delay_counter;
103 int post_delay_counter;
105 boolean init_event_state;
106 boolean anim_event_state;
114 int last_anim_status;
117 struct GlobalAnimMainControlInfo
119 struct GlobalAnimPartControlInfo base;
120 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
125 struct GraphicInfo control_info;
127 int num_parts; // number of animation parts, but without base part
128 int num_parts_all; // number of animation parts, including base part
132 boolean has_base; // animation has base/main/default animation part
136 int init_delay_counter;
140 int last_state, last_active_part_nr;
143 struct GlobalAnimControlInfo
145 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
151 struct GameModeAnimClass
155 } game_mode_anim_classes_list[] =
157 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
158 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
159 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
160 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
161 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
162 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
163 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
164 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
165 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
166 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
167 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
168 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
169 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
170 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
171 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
172 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
173 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
174 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
179 struct AnimClassGameMode
183 } anim_class_game_modes_list[] =
185 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
186 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
187 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
188 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
189 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
190 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
191 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
196 /* forward declaration for internal use */
197 static void HandleGlobalAnim(int, int);
198 static void DoAnimationExt(void);
199 static void ResetGlobalAnim_Clickable();
200 static void ResetGlobalAnim_Clicked();
202 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
204 static unsigned int anim_sync_frame = 0;
206 static int game_mode_anim_classes[NUM_GAME_MODES];
207 static int anim_class_game_modes[NUM_ANIM_CLASSES];
209 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
210 static int anim_status_last = GAME_MODE_DEFAULT;
211 static int anim_classes_last = ANIM_CLASS_NONE;
213 static boolean drawing_to_fading_buffer = FALSE;
216 /* ========================================================================= */
217 /* generic animation frame calculation */
218 /* ========================================================================= */
220 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
225 sync_frame += start_frame * delay;
227 if (mode & ANIM_LOOP) /* looping animation */
229 frame = (sync_frame % (delay * num_frames)) / delay;
231 else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
233 frame = sync_frame / delay;
235 if (frame > num_frames - 1)
236 frame = num_frames - 1;
238 else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
240 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
242 frame = (sync_frame % (delay * max_anim_frames)) / delay;
243 frame = (frame < num_frames ? frame : max_anim_frames - frame);
245 else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
247 int max_anim_frames = 2 * num_frames;
249 frame = (sync_frame % (delay * max_anim_frames)) / delay;
250 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
252 else if (mode & ANIM_RANDOM) /* play frames in random order */
254 /* note: expect different frames for the same delay cycle! */
256 if (gfx.anim_random_frame < 0)
257 frame = GetSimpleRandom(num_frames);
259 frame = gfx.anim_random_frame % num_frames;
261 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
263 frame = sync_frame % num_frames;
266 if (mode & ANIM_REVERSE) /* use reverse animation direction */
267 frame = num_frames - frame - 1;
273 /* ========================================================================= */
274 /* global animation functions */
275 /* ========================================================================= */
277 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
279 struct GraphicInfo *c = &anim->control_info;
280 int last_anim_random_frame = gfx.anim_random_frame;
283 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
285 part_nr = getAnimationFrame(anim->num_parts, 1,
286 c->anim_mode, c->anim_start_frame,
289 gfx.anim_random_frame = last_anim_random_frame;
294 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
296 const struct GlobalAnimPartControlInfo *o1 =
297 (struct GlobalAnimPartControlInfo *)obj1;
298 const struct GlobalAnimPartControlInfo *o2 =
299 (struct GlobalAnimPartControlInfo *)obj2;
302 if (o1->control_info.draw_order != o2->control_info.draw_order)
303 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
305 compare_result = o1->nr - o2->nr;
307 return compare_result;
310 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
312 const struct GlobalAnimMainControlInfo *o1 =
313 (struct GlobalAnimMainControlInfo *)obj1;
314 const struct GlobalAnimMainControlInfo *o2 =
315 (struct GlobalAnimMainControlInfo *)obj2;
318 if (o1->control_info.draw_order != o2->control_info.draw_order)
319 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
321 compare_result = o1->nr - o2->nr;
323 return compare_result;
326 static void InitToonControls()
328 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
329 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
330 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
331 int mode_nr, anim_nr, part_nr;
332 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
333 int num_toons = MAX_NUM_TOONS;
336 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
337 num_toons = global.num_toons;
339 mode_nr = mode_nr_toons;
340 anim_nr = ctrl->num_anims;
343 anim->mode_nr = mode_nr;
344 anim->control_info = graphic_info[control];
347 anim->num_parts_all = 0;
348 anim->part_counter = 0;
349 anim->active_part_nr = 0;
351 anim->has_base = FALSE;
353 anim->last_x = POS_OFFSCREEN;
354 anim->last_y = POS_OFFSCREEN;
356 anim->init_delay_counter = 0;
358 anim->state = ANIM_STATE_INACTIVE;
362 for (i = 0; i < num_toons; i++)
364 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
365 int sound = SND_UNDEFINED;
366 int music = MUS_UNDEFINED;
367 int graphic = IMG_TOON_1 + i;
368 int control = graphic;
371 part->anim_nr = anim_nr;
372 part->mode_nr = mode_nr;
374 part->is_base = FALSE;
378 part->graphic = graphic;
380 part->graphic_info = graphic_info[graphic];
381 part->control_info = graphic_info[control];
383 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
385 part->control_info.init_delay_fixed = 0;
386 part->control_info.init_delay_random = 150;
388 part->control_info.x = ARG_UNDEFINED_VALUE;
389 part->control_info.y = ARG_UNDEFINED_VALUE;
391 part->initial_anim_sync_frame = 0;
393 part->step_delay = 0;
394 part->step_delay_value = graphic_info[control].step_delay;
396 part->state = ANIM_STATE_INACTIVE;
397 part->last_anim_status = -1;
400 anim->num_parts_all++;
408 void InitGlobalAnimControls()
411 int mode_nr, anim_nr, part_nr;
412 int sound, music, graphic, control;
416 for (m = 0; m < NUM_GAME_MODES; m++)
420 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
427 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
429 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
430 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
432 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
434 // if no base animation parameters defined, use default values
435 if (control == IMG_UNDEFINED)
436 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
439 anim->mode_nr = mode_nr;
440 anim->control_info = graphic_info[control];
443 anim->num_parts_all = 0;
444 anim->part_counter = 0;
445 anim->active_part_nr = 0;
447 anim->has_base = FALSE;
449 anim->last_x = POS_OFFSCREEN;
450 anim->last_y = POS_OFFSCREEN;
452 anim->init_delay_counter = 0;
454 anim->state = ANIM_STATE_INACTIVE;
458 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
460 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
462 sound = global_anim_info[a].sound[p][m];
463 music = global_anim_info[a].music[p][m];
464 graphic = global_anim_info[a].graphic[p][m];
465 control = global_anim_info[ctrl_id].graphic[p][m];
467 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
468 control == IMG_UNDEFINED)
472 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
473 m, a, p, mode_nr, anim_nr, part_nr, control);
477 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
478 m, a, p, mode_nr, anim_nr, part_nr, sound);
482 part->old_anim_nr = a;
485 part->anim_nr = anim_nr;
486 part->mode_nr = mode_nr;
490 part->graphic = graphic;
492 part->graphic_info = graphic_info[graphic];
493 part->control_info = graphic_info[control];
495 part->initial_anim_sync_frame = 0;
497 part->step_delay = 0;
498 part->step_delay_value = graphic_info[control].step_delay;
500 part->state = ANIM_STATE_INACTIVE;
501 part->last_anim_status = -1;
503 anim->num_parts_all++;
505 if (p < GLOBAL_ANIM_ID_PART_BASE)
507 part->is_base = FALSE;
514 part->is_base = TRUE;
517 anim->has_base = TRUE;
521 if (anim->num_parts > 0 || anim->has_base)
531 /* sort all animations according to draw_order and animation number */
532 for (m = 0; m < NUM_GAME_MODES; m++)
534 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
536 /* sort all main animations for this game mode */
537 qsort(ctrl->anim, ctrl->num_anims,
538 sizeof(struct GlobalAnimMainControlInfo),
539 compareGlobalAnimMainControlInfo);
541 for (a = 0; a < ctrl->num_anims; a++)
543 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
545 /* sort all animation parts for this main animation */
546 qsort(anim->part, anim->num_parts,
547 sizeof(struct GlobalAnimPartControlInfo),
548 compareGlobalAnimPartControlInfo);
552 for (i = 0; i < NUM_GAME_MODES; i++)
553 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
554 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
555 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
556 game_mode_anim_classes_list[i].class;
558 for (i = 0; i < NUM_ANIM_CLASSES; i++)
559 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
560 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
561 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
562 anim_class_game_modes_list[i].game_mode;
564 anim_status_last_before_fading = GAME_MODE_LOADING;
565 anim_status_last = GAME_MODE_LOADING;
566 anim_classes_last = ANIM_CLASS_NONE;
569 void InitGlobalAnimations()
571 InitGlobalAnimControls();
574 void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
576 Bitmap *fade_bitmap =
577 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
578 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
579 int game_mode_anim_action[NUM_GAME_MODES];
585 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
586 drawing_target == DRAW_TO_SCREEN)
589 // always start with reliable default values (no animation actions)
590 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
591 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
593 if (global.anim_status != anim_status_last)
595 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
596 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
597 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
600 if (drawing_target == DRAW_TO_FADE_TARGET)
603 // ---------- part 1 ------------------------------------------------------
604 // start or stop global animations by change of game mode
605 // (special handling of animations for "current screen" and "all screens")
607 if (global.anim_status_next != anim_status_last_before_fading)
609 // stop animations for last screen before fading to new screen
610 game_mode_anim_action[anim_status_last] = ANIM_STOP;
612 // start animations for current screen after fading to new screen
613 game_mode_anim_action[global.anim_status] = ANIM_START;
616 // start animations for all screens after loading new artwork set
617 if (anim_status_last == GAME_MODE_LOADING)
618 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
620 // ---------- part 2 ------------------------------------------------------
621 // start or stop global animations by change of animation class
622 // (generic handling of animations for "class of screens")
624 for (i = 0; i < NUM_ANIM_CLASSES; i++)
626 int anim_class_check = (1 << i);
627 int anim_class_game_mode = anim_class_game_modes[i];
628 int anim_class_last = anim_classes_last & anim_class_check;
629 int anim_class_next = anim_classes_next & anim_class_check;
631 // stop animations for changed screen class before fading to new screen
632 if (before_fading && anim_class_last && !anim_class_next)
633 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
635 // start animations for changed screen class after fading to new screen
636 if (after_fading && !anim_class_last && anim_class_next)
637 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
640 if (drawing_target == DRAW_TO_SCREEN)
644 anim_classes_last = anim_classes_next;
645 anim_status_last_before_fading = global.anim_status;
648 anim_status_last = global.anim_status;
650 // start or stop animations determined to be started or stopped above
651 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
652 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
653 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
655 else if (drawing_target == DRAW_TO_FADE_TARGET)
657 drawing_to_fading_buffer = TRUE;
659 // start animations determined to be (temporary) started above
660 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
661 if (game_mode_anim_action[mode_nr] == ANIM_START)
662 HandleGlobalAnim(ANIM_START, mode_nr);
666 if (global.anim_status == GAME_MODE_LOADING)
669 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
671 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
674 // when preparing source fading buffer, only draw animations to be stopped
675 if (drawing_target == DRAW_TO_FADE_SOURCE &&
676 game_mode_anim_action[mode_nr] != ANIM_STOP)
679 // when preparing target fading buffer, only draw animations to be started
680 if (drawing_target == DRAW_TO_FADE_TARGET &&
681 game_mode_anim_action[mode_nr] != ANIM_START)
685 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
686 mode_nr != game_status)
690 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
692 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
693 struct GraphicInfo *c = &anim->control_info;
694 int part_first, part_last;
697 if (!(anim->state & ANIM_STATE_RUNNING))
700 part_first = part_last = anim->active_part_nr;
702 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
704 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
707 part_last = num_parts - 1;
710 for (part_nr = part_first; part_nr <= part_last; part_nr++)
712 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
713 struct GraphicInfo *g = &part->graphic_info;
716 int width = g->width;
717 int height = g->height;
724 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
725 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
726 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
727 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
729 if (!(part->state & ANIM_STATE_RUNNING))
732 if (part->drawing_stage != drawing_stage)
741 else if (part->x > part->viewport_width - g->width)
742 width -= (part->x - (part->viewport_width - g->width));
750 else if (part->y > part->viewport_height - g->height)
751 height -= (part->y - (part->viewport_height - g->height));
753 if (width <= 0 || height <= 0)
756 dst_x += part->viewport_x;
757 dst_y += part->viewport_y;
759 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
760 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
761 g->anim_mode, g->anim_start_frame,
764 getFixedGraphicSource(part->graphic, frame, &src_bitmap,
770 if (drawing_target == DRAW_TO_SCREEN)
771 blit_screen(src_bitmap, src_x, src_y, width, height,
774 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
780 if (drawing_target == DRAW_TO_FADE_TARGET)
782 // stop animations determined to be (temporary) started above
783 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
784 if (game_mode_anim_action[mode_nr] == ANIM_START)
785 HandleGlobalAnim(ANIM_STOP, mode_nr);
787 drawing_to_fading_buffer = FALSE;
791 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
793 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
794 ResetGlobalAnim_Clickable();
796 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
798 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
799 ResetGlobalAnim_Clicked();
802 boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
808 boolean changed = FALSE;
810 if (part->last_anim_status == global.anim_status)
813 part->last_anim_status = global.anim_status;
815 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
817 if (part->control_info.class == get_hash_from_key("window") ||
818 part->control_info.class == get_hash_from_key("border"))
822 viewport_width = WIN_XSIZE;
823 viewport_height = WIN_YSIZE;
825 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
827 else if (part->control_info.class == get_hash_from_key("door_1"))
831 viewport_width = DXSIZE;
832 viewport_height = DYSIZE;
834 else if (part->control_info.class == get_hash_from_key("door_2"))
838 viewport_width = VXSIZE;
839 viewport_height = VYSIZE;
841 else // default: "playfield"
843 viewport_x = REAL_SX;
844 viewport_y = REAL_SY;
845 viewport_width = FULL_SXSIZE;
846 viewport_height = FULL_SYSIZE;
849 if (viewport_x != part->viewport_x ||
850 viewport_y != part->viewport_y ||
851 viewport_width != part->viewport_width ||
852 viewport_height != part->viewport_height)
854 part->viewport_x = viewport_x;
855 part->viewport_y = viewport_y;
856 part->viewport_width = viewport_width;
857 part->viewport_height = viewport_height;
865 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
867 int sound = part->sound;
869 if (sound == SND_UNDEFINED)
872 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
873 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
876 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
877 if (IS_LOOP_SOUND(sound))
878 PlaySoundLoop(sound);
883 printf("::: PLAY SOUND %d.%d.%d: %d\n",
884 part->anim_nr, part->nr, part->mode_nr, sound);
888 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
890 int sound = part->sound;
892 if (sound == SND_UNDEFINED)
898 printf("::: STOP SOUND %d.%d.%d: %d\n",
899 part->anim_nr, part->nr, part->mode_nr, sound);
903 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
905 int music = part->music;
907 if (music == MUS_UNDEFINED)
910 if (!setup.sound_music)
916 printf("::: PLAY MUSIC %d.%d.%d: %d\n",
917 part->anim_nr, part->nr, part->mode_nr, music);
921 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
923 int music = part->music;
925 if (music == MUS_UNDEFINED)
931 printf("::: STOP MUSIC %d.%d.%d: %d\n",
932 part->anim_nr, part->nr, part->mode_nr, music);
936 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
938 // when drawing animations to fading buffer, do not play sounds or music
939 if (drawing_to_fading_buffer)
942 PlayGlobalAnimSound(part);
943 PlayGlobalAnimMusic(part);
946 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
948 StopGlobalAnimSound(part);
949 StopGlobalAnimMusic(part);
952 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
954 struct GraphicInfo *c = &part->control_info;
955 int trigger_mask = ANIM_EVENT_ANIM_MASK | ANIM_EVENT_PART_MASK;
956 int mask_anim_only = mask & ANIM_EVENT_ANIM_MASK;
958 if (mask & ANIM_EVENT_ANY)
959 return (c->init_event & ANIM_EVENT_ANY ||
960 c->anim_event & ANIM_EVENT_ANY);
961 else if (mask & ANIM_EVENT_SELF)
962 return (c->init_event & ANIM_EVENT_SELF ||
963 c->anim_event & ANIM_EVENT_SELF);
965 return ((c->init_event & trigger_mask) == mask ||
966 (c->anim_event & trigger_mask) == mask ||
967 (c->init_event & trigger_mask) == mask_anim_only ||
968 (c->anim_event & trigger_mask) == mask_anim_only);
971 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
972 int mx, int my, boolean clicked)
974 struct GraphicInfo *g = &part->graphic_info;
975 int part_x = part->viewport_x + part->x;
976 int part_y = part->viewport_y + part->y;
977 int part_width = g->width;
978 int part_height = g->height;
980 // check if mouse click was detected at all
984 // check if mouse click is inside the animation part's viewport
985 if (mx < part->viewport_x ||
986 mx >= part->viewport_x + part->viewport_width ||
987 my < part->viewport_y ||
988 my >= part->viewport_y + part->viewport_height)
991 // check if mouse click is inside the animation part's graphic
993 mx >= part_x + part_width ||
995 my >= part_y + part_height)
1001 int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
1003 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1004 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1005 struct GraphicInfo *g = &part->graphic_info;
1006 struct GraphicInfo *c = &part->control_info;
1007 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1009 if (viewport_changed)
1010 state |= ANIM_STATE_RESTART;
1012 if (state & ANIM_STATE_RESTART)
1014 // when drawing animations to fading buffer, only start fixed animations
1015 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1016 c->y == ARG_UNDEFINED_VALUE))
1017 return ANIM_STATE_INACTIVE;
1019 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1021 part->init_delay_counter =
1022 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1024 part->anim_delay_counter =
1025 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1027 part->init_event_state = c->init_event;
1028 part->anim_event_state = c->anim_event;
1030 part->initial_anim_sync_frame =
1031 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1033 if (c->direction & MV_HORIZONTAL)
1035 int pos_bottom = part->viewport_height - g->height;
1037 if (c->position == POS_TOP)
1039 else if (c->position == POS_UPPER)
1040 part->y = GetSimpleRandom(pos_bottom / 2);
1041 else if (c->position == POS_MIDDLE)
1042 part->y = pos_bottom / 2;
1043 else if (c->position == POS_LOWER)
1044 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1045 else if (c->position == POS_BOTTOM)
1046 part->y = pos_bottom;
1048 part->y = GetSimpleRandom(pos_bottom);
1050 if (c->direction == MV_RIGHT)
1052 part->step_xoffset = c->step_offset;
1053 part->x = -g->width + part->step_xoffset;
1057 part->step_xoffset = -c->step_offset;
1058 part->x = part->viewport_width + part->step_xoffset;
1061 part->step_yoffset = 0;
1063 else if (c->direction & MV_VERTICAL)
1065 int pos_right = part->viewport_width - g->width;
1067 if (c->position == POS_LEFT)
1069 else if (c->position == POS_RIGHT)
1070 part->x = pos_right;
1072 part->x = GetSimpleRandom(pos_right);
1074 if (c->direction == MV_DOWN)
1076 part->step_yoffset = c->step_offset;
1077 part->y = -g->height + part->step_yoffset;
1081 part->step_yoffset = -c->step_offset;
1082 part->y = part->viewport_height + part->step_yoffset;
1085 part->step_xoffset = 0;
1092 part->step_xoffset = 0;
1093 part->step_yoffset = 0;
1096 if (c->x != ARG_UNDEFINED_VALUE)
1098 if (c->y != ARG_UNDEFINED_VALUE)
1101 if (c->position == POS_LAST &&
1102 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1103 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1105 part->x = anim->last_x;
1106 part->y = anim->last_y;
1109 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1110 part->step_xoffset = c->step_xoffset;
1111 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1112 part->step_yoffset = c->step_yoffset;
1114 if (part->init_delay_counter == 0 &&
1115 part->init_event_state == ANIM_EVENT_NONE)
1116 PlayGlobalAnimSoundAndMusic(part);
1119 if (part->clicked &&
1120 part->init_event_state != ANIM_EVENT_NONE)
1122 if (part->initial_anim_sync_frame > 0)
1123 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1125 part->init_delay_counter = 1;
1126 part->init_event_state = ANIM_EVENT_NONE;
1128 part->clicked = FALSE;
1131 if (part->clicked &&
1132 part->anim_event_state != ANIM_EVENT_NONE)
1134 part->anim_delay_counter = 1;
1135 part->anim_event_state = ANIM_EVENT_NONE;
1137 part->clicked = FALSE;
1140 if (part->init_delay_counter > 0)
1142 part->init_delay_counter--;
1144 if (part->init_delay_counter == 0)
1146 part->init_event_state = ANIM_EVENT_NONE;
1148 PlayGlobalAnimSoundAndMusic(part);
1151 return ANIM_STATE_WAITING;
1154 if (part->init_event_state != ANIM_EVENT_NONE)
1155 return ANIM_STATE_WAITING;
1157 // animation part is now running/visible and therefore clickable
1158 part->clickable = TRUE;
1160 // check if moving animation has left the visible screen area
1161 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1162 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1163 (part->y <= -g->height && part->step_yoffset <= 0) ||
1164 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1166 // do not wait for "anim" events for off-screen animations
1167 part->anim_event_state = ANIM_EVENT_NONE;
1169 // do not stop animation before "anim" or "post" counter are finished
1170 if (part->anim_delay_counter == 0 &&
1171 part->post_delay_counter == 0)
1173 StopGlobalAnimSoundAndMusic(part);
1175 part->post_delay_counter =
1176 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1178 if (part->post_delay_counter > 0)
1179 return ANIM_STATE_RUNNING;
1181 // drawing last frame not needed here -- animation not visible anymore
1182 return ANIM_STATE_RESTART;
1186 if (part->anim_delay_counter > 0)
1188 part->anim_delay_counter--;
1190 if (part->anim_delay_counter == 0)
1192 part->anim_event_state = ANIM_EVENT_NONE;
1194 StopGlobalAnimSoundAndMusic(part);
1196 part->post_delay_counter =
1197 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1199 if (part->post_delay_counter > 0)
1200 return ANIM_STATE_RUNNING;
1202 // additional state "RUNNING" required to not skip drawing last frame
1203 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1207 if (part->post_delay_counter > 0)
1209 part->post_delay_counter--;
1211 if (part->post_delay_counter == 0)
1212 return ANIM_STATE_RESTART;
1214 return ANIM_STATE_WAITING;
1217 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1219 return ANIM_STATE_RUNNING;
1223 static unsigned int last_counter = -1;
1224 unsigned int counter = Counter();
1226 printf("::: NEXT ANIM PART [%d, %d]\n",
1227 anim_sync_frame, counter - last_counter);
1229 last_counter = counter;
1233 part->x += part->step_xoffset;
1234 part->y += part->step_yoffset;
1236 anim->last_x = part->x;
1237 anim->last_y = part->y;
1239 return ANIM_STATE_RUNNING;
1242 void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
1244 struct GlobalAnimPartControlInfo *part;
1245 struct GraphicInfo *c = &anim->control_info;
1246 int state, active_part_nr;
1249 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1250 anim->mode_nr, anim->nr, anim->num_parts);
1251 printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
1255 printf("::: %s(%d): %d, %d, %d [%d]\n",
1256 (action == ANIM_START ? "ANIM_START" :
1257 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1258 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1260 anim->state & ANIM_STATE_RESTART,
1261 anim->state & ANIM_STATE_WAITING,
1262 anim->state & ANIM_STATE_RUNNING,
1269 anim->state = anim->last_state = ANIM_STATE_RESTART;
1270 anim->active_part_nr = anim->last_active_part_nr = 0;
1271 anim->part_counter = 0;
1276 if (anim->state == ANIM_STATE_INACTIVE)
1279 anim->state = anim->last_state;
1280 anim->active_part_nr = anim->last_active_part_nr;
1285 anim->state = ANIM_STATE_INACTIVE;
1288 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1291 for (i = 0; i < num_parts; i++)
1292 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1301 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1303 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1307 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1308 anim->mode_nr, anim->nr, num_parts);
1311 for (i = 0; i < num_parts; i++)
1313 part = &anim->part[i];
1318 anim->state = ANIM_STATE_RUNNING;
1319 part->state = ANIM_STATE_RESTART;
1324 if (part->state == ANIM_STATE_INACTIVE)
1330 part->state = ANIM_STATE_INACTIVE;
1338 part->state = HandleGlobalAnim_Part(part, part->state);
1340 // when animation mode is "once", stop after animation was played once
1341 if (c->anim_mode & ANIM_ONCE &&
1342 part->state & ANIM_STATE_RESTART)
1343 part->state = ANIM_STATE_INACTIVE;
1346 anim->last_state = anim->state;
1347 anim->last_active_part_nr = anim->active_part_nr;
1352 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1353 anim->active_part_nr = getGlobalAnimationPart(anim);
1355 part = &anim->part[anim->active_part_nr];
1357 part->state = ANIM_STATE_RUNNING;
1359 anim->state = HandleGlobalAnim_Part(part, anim->state);
1361 if (anim->state & ANIM_STATE_RESTART)
1362 anim->part_counter++;
1364 // when animation mode is "once", stop after all animations were played once
1365 if (c->anim_mode & ANIM_ONCE &&
1366 anim->part_counter == anim->num_parts)
1367 anim->state = ANIM_STATE_INACTIVE;
1369 state = anim->state;
1370 active_part_nr = anim->active_part_nr;
1372 // while the animation parts are pausing (waiting or inactive), play the base
1373 // (main) animation; this corresponds to the "boring player animation" logic
1374 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1377 if (anim->state == ANIM_STATE_WAITING ||
1378 anim->state == ANIM_STATE_INACTIVE)
1380 anim->active_part_nr = anim->num_parts; // part nr of base animation
1381 part = &anim->part[anim->active_part_nr];
1383 if (anim->state != anim->last_state)
1384 part->state = ANIM_STATE_RESTART;
1386 anim->state = ANIM_STATE_RUNNING;
1387 part->state = HandleGlobalAnim_Part(part, part->state);
1391 anim->last_state = state;
1392 anim->last_active_part_nr = active_part_nr;
1395 void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1400 printf("::: HandleGlobalAnim_Mode: %d => %d\n",
1401 ctrl->nr, ctrl->num_anims);
1404 for (i = 0; i < ctrl->num_anims; i++)
1405 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1408 static void HandleGlobalAnim(int action, int game_mode)
1411 printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
1414 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1417 static void DoAnimationExt()
1422 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
1425 // global animations now synchronized with frame delay of screen update
1428 for (i = 0; i < NUM_GAME_MODES; i++)
1429 HandleGlobalAnim(ANIM_CONTINUE, i);
1432 // force screen redraw in next frame to continue drawing global animations
1433 redraw_mask = REDRAW_ALL;
1437 static void InitGlobalAnim_Clickable()
1441 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1443 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1446 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1448 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1451 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1453 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1455 part->clickable = FALSE;
1461 static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
1463 boolean any_part_clicked = FALSE;
1466 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1468 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1471 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1473 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1476 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1478 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1482 part->clicked = FALSE;
1487 if (!part->clickable)
1490 if (isClickablePart(part, ANIM_EVENT_ANY))
1491 any_part_clicked = part->clicked = TRUE;
1493 if (isClickedPart(part, mx, my, clicked))
1496 printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
1499 if (isClickablePart(part, ANIM_EVENT_SELF))
1500 any_part_clicked = part->clicked = TRUE;
1502 // check if this click is defined to trigger other animations
1503 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1504 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1505 int mask = gic_anim_nr << ANIM_EVENT_ANIM_BIT;
1508 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1512 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1514 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1517 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1519 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1521 if (isClickablePart(part2, mask))
1522 any_part_clicked = part2->clicked = TRUE;
1525 struct GraphicInfo *c = &part2->control_info;
1527 printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
1528 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1530 if (isClickablePart(part2, mask))
1531 printf(" <--- TRIGGERED BY %d.%d",
1543 return any_part_clicked;
1546 static void ResetGlobalAnim_Clickable()
1548 InitGlobalAnim_Clickable();
1551 static void ResetGlobalAnim_Clicked()
1553 InitGlobalAnim_Clicked(-1, -1, FALSE);
1556 boolean HandleGlobalAnimClicks(int mx, int my, int button)
1558 static boolean click_consumed = FALSE;
1559 static int last_button = 0;
1560 boolean press_event;
1561 boolean release_event;
1562 boolean click_consumed_current = click_consumed;
1564 /* check if button state has changed since last invocation */
1565 press_event = (button != 0 && last_button == 0);
1566 release_event = (button == 0 && last_button != 0);
1567 last_button = button;
1571 click_consumed = InitGlobalAnim_Clicked(mx, my, TRUE);
1572 click_consumed_current = click_consumed;
1576 click_consumed = FALSE;
1578 return click_consumed_current;