1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
23 #define DEBUG_ANIM_DELAY 0
24 #define DEBUG_ANIM_EVENTS 0
27 // values for global toon animation definition
28 #define NUM_GLOBAL_TOON_ANIMS 1
29 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
31 // values for global animation definition (including toons)
32 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
33 NUM_GLOBAL_TOON_ANIMS)
34 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
35 NUM_GLOBAL_TOON_PARTS)
37 #define MAX_GLOBAL_ANIM_LIST (NUM_GAME_MODES * \
38 NUM_GLOBAL_ANIMS_AND_TOONS * \
39 NUM_GLOBAL_ANIM_PARTS_AND_TOONS)
41 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
42 #define ANIM_CLASS_BIT_TITLE 1
43 #define ANIM_CLASS_BIT_MAIN 2
44 #define ANIM_CLASS_BIT_NAMES 3
45 #define ANIM_CLASS_BIT_SCORES 4
46 #define ANIM_CLASS_BIT_SCORESONLY 5
47 #define ANIM_CLASS_BIT_SUBMENU 6
48 #define ANIM_CLASS_BIT_MENU 7
49 #define ANIM_CLASS_BIT_TOONS 8
50 #define ANIM_CLASS_BIT_NO_TITLE 9
52 #define NUM_ANIM_CLASSES 10
54 #define ANIM_CLASS_NONE 0
55 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
56 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
57 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
58 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
59 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
60 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
61 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
62 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
63 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
64 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
66 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
70 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
72 ANIM_CLASS_SCORESONLY | \
75 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
80 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
82 ANIM_CLASS_SUBMENU | \
85 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
87 ANIM_CLASS_SUBMENU | \
91 // values for global animation states
92 #define ANIM_STATE_INACTIVE 0
93 #define ANIM_STATE_RESTART (1 << 0)
94 #define ANIM_STATE_WAITING (1 << 1)
95 #define ANIM_STATE_RUNNING (1 << 2)
97 // values for global animation control
98 #define ANIM_NO_ACTION 0
100 #define ANIM_CONTINUE 2
104 struct GlobalAnimPartControlInfo
106 int old_nr; // position before mapping animation parts linearly
107 int old_anim_nr; // position before mapping animations linearly
113 boolean is_base; // animation part is base/main/default animation part
119 struct GraphicInfo graphic_info;
120 struct GraphicInfo control_info;
122 boolean class_playfield_or_door;
130 int step_xoffset, step_yoffset;
133 int tile_xoffset, tile_yoffset;
135 unsigned int initial_anim_sync_frame;
136 unsigned int anim_random_frame;
138 DelayCounter step_delay;
140 int init_delay_counter;
141 int anim_delay_counter;
142 int post_delay_counter;
144 int fade_delay_counter;
147 boolean init_event_state;
148 boolean anim_event_state;
157 int last_anim_status;
160 struct GlobalAnimMainControlInfo
162 struct GlobalAnimPartControlInfo base;
163 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
168 struct GraphicInfo control_info;
170 int num_parts; // number of animation parts, but without base part
171 int num_parts_all; // number of animation parts, including base part
175 boolean has_base; // animation has base/main/default animation part
179 int init_delay_counter;
183 int last_state, last_active_part_nr;
186 struct GlobalAnimControlInfo
188 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
194 struct GameModeAnimClass
198 } game_mode_anim_classes_list[] =
200 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
201 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
202 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
203 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
204 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
205 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
206 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
207 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
208 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
209 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
210 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
211 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
212 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
213 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
214 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
215 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
216 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
217 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
218 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
219 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
220 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
221 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
222 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
223 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
228 struct AnimClassGameMode
232 } anim_class_game_modes_list[] =
234 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
235 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
236 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
237 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
238 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
239 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
240 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
241 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
242 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
243 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
248 // forward declaration for internal use
249 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
250 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
251 static void HandleGlobalAnim(int, int);
252 static void DoAnimationExt(void);
253 static void ResetGlobalAnim_Clickable(void);
254 static void ResetGlobalAnim_Clicked(void);
256 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
257 static struct GlobalAnimPartControlInfo *global_anim_list[MAX_GLOBAL_ANIM_LIST];
258 static int num_global_anim_list = 0;
260 static unsigned int anim_sync_frame = 0;
262 static int game_mode_anim_classes[NUM_GAME_MODES];
263 static int anim_class_game_modes[NUM_ANIM_CLASSES];
265 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
266 static int anim_status_last = GAME_MODE_DEFAULT;
267 static int anim_classes_last = ANIM_CLASS_NONE;
269 static boolean drawing_to_fading_buffer = FALSE;
271 static boolean handle_click = FALSE;
274 // ============================================================================
275 // generic animation frame calculation
276 // ============================================================================
278 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
283 if (delay < 1) // delay must be at least 1
286 sync_frame += start_frame * delay;
288 if (mode & ANIM_LOOP) // looping animation
290 frame = (sync_frame % (delay * num_frames)) / delay;
292 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
294 frame = sync_frame / delay;
296 if (frame > num_frames - 1)
297 frame = num_frames - 1;
299 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
301 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
303 frame = (sync_frame % (delay * max_anim_frames)) / delay;
304 frame = (frame < num_frames ? frame : max_anim_frames - frame);
306 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
308 int max_anim_frames = 2 * num_frames;
310 frame = (sync_frame % (delay * max_anim_frames)) / delay;
311 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
313 else if (mode & ANIM_RANDOM) // play frames in random order
315 // note: expect different frames for the same delay cycle!
317 if (gfx.anim_random_frame < 0)
318 frame = GetSimpleRandom(num_frames);
320 frame = gfx.anim_random_frame % num_frames;
322 else if (mode & ANIM_LEVEL_NR) // play frames by level number
324 int level_pos = level_nr - gfx.anim_first_level;
326 frame = level_pos % num_frames;
328 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
330 frame = sync_frame % num_frames;
333 if (mode & ANIM_REVERSE) // use reverse animation direction
334 frame = num_frames - frame - 1;
340 // ============================================================================
341 // global animation functions
342 // ============================================================================
344 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
346 struct GraphicInfo *c = &anim->control_info;
347 int last_anim_random_frame = gfx.anim_random_frame;
350 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
352 part_nr = getAnimationFrame(anim->num_parts, 1,
353 c->anim_mode, c->anim_start_frame,
356 gfx.anim_random_frame = last_anim_random_frame;
361 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
363 const struct GlobalAnimPartControlInfo *o1 =
364 *(struct GlobalAnimPartControlInfo **)obj1;
365 const struct GlobalAnimPartControlInfo *o2 =
366 *(struct GlobalAnimPartControlInfo **)obj2;
369 if (o1->control_info.draw_order != o2->control_info.draw_order)
370 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
371 else if (o1->mode_nr != o2->mode_nr)
372 compare_result = o1->mode_nr - o2->mode_nr;
373 else if (o1->anim_nr != o2->anim_nr)
374 compare_result = o1->anim_nr - o2->anim_nr;
376 compare_result = o1->nr - o2->nr;
378 return compare_result;
381 static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
383 // only pause playfield and door animations when playing
384 if (game_status != GAME_MODE_PLAYING)
387 // do not pause animations when game ended (and engine is running)
388 if (checkGameEnded())
391 // only pause animations on playfield and doors
392 if (!part->class_playfield_or_door)
395 // only pause animations when engine is paused or request dialog is active
396 if (!tape.pausing && !game.request_active)
402 static void InitToonControls(void)
404 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
405 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
406 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
407 int mode_nr, anim_nr, part_nr;
408 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
409 int num_toons = MAX_NUM_TOONS;
412 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
413 num_toons = global.num_toons;
415 mode_nr = mode_nr_toons;
416 anim_nr = ctrl->num_anims;
419 anim->mode_nr = mode_nr;
420 anim->control_info = graphic_info[control];
423 anim->num_parts_all = 0;
424 anim->part_counter = 0;
425 anim->active_part_nr = 0;
427 anim->has_base = FALSE;
429 anim->last_x = POS_OFFSCREEN;
430 anim->last_y = POS_OFFSCREEN;
432 anim->init_delay_counter = 0;
434 anim->state = ANIM_STATE_INACTIVE;
438 for (i = 0; i < num_toons; i++)
440 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
441 int sound = SND_UNDEFINED;
442 int music = MUS_UNDEFINED;
443 int graphic = IMG_TOON_1 + i;
448 part->anim_nr = anim_nr;
449 part->mode_nr = mode_nr;
451 part->is_base = FALSE;
455 part->graphic = graphic;
457 part->graphic_info = graphic_info[graphic];
458 part->control_info = graphic_info[control];
460 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
462 part->control_info.init_delay_fixed = 0;
463 part->control_info.init_delay_random = 150;
465 part->control_info.x = ARG_UNDEFINED_VALUE;
466 part->control_info.y = ARG_UNDEFINED_VALUE;
468 part->initial_anim_sync_frame = 0;
469 part->anim_random_frame = -1;
471 part->step_delay.count = 0;
472 part->step_delay.value = graphic_info[control].step_delay;
474 part->state = ANIM_STATE_INACTIVE;
475 part->last_anim_status = -1;
478 anim->num_parts_all++;
486 static void InitGlobalAnimControls(void)
489 int mode_nr, anim_nr, part_nr;
490 int sound, music, graphic, control;
494 for (m = 0; m < NUM_GAME_MODES; m++)
498 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
505 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
507 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
508 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
510 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
512 // if no base animation parameters defined, use default values
513 if (control == IMG_UNDEFINED)
514 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
517 anim->mode_nr = mode_nr;
518 anim->control_info = graphic_info[control];
521 anim->num_parts_all = 0;
522 anim->part_counter = 0;
523 anim->active_part_nr = 0;
525 anim->has_base = FALSE;
527 anim->last_x = POS_OFFSCREEN;
528 anim->last_y = POS_OFFSCREEN;
530 anim->init_delay_counter = 0;
532 anim->state = ANIM_STATE_INACTIVE;
536 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
538 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
540 sound = global_anim_info[a].sound[p][m];
541 music = global_anim_info[a].music[p][m];
542 graphic = global_anim_info[a].graphic[p][m];
543 control = global_anim_info[ctrl_id].graphic[p][m];
545 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
546 control == IMG_UNDEFINED)
550 Debug("anim:InitGlobalAnimControls",
551 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
552 m, a, p, mode_nr, anim_nr, part_nr, control);
556 Debug("anim:InitGlobalAnimControls",
557 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
558 m, a, p, mode_nr, anim_nr, part_nr, sound);
562 part->old_anim_nr = a;
565 part->anim_nr = anim_nr;
566 part->mode_nr = mode_nr;
570 part->graphic = graphic;
572 part->graphic_info = graphic_info[graphic];
573 part->control_info = graphic_info[control];
575 part->initial_anim_sync_frame = 0;
576 part->anim_random_frame = -1;
578 part->step_delay.count = 0;
579 part->step_delay.value = graphic_info[control].step_delay;
581 part->state = ANIM_STATE_INACTIVE;
582 part->last_anim_status = -1;
584 anim->num_parts_all++;
586 if (p < GLOBAL_ANIM_ID_PART_BASE)
588 part->is_base = FALSE;
595 part->is_base = TRUE;
598 anim->has_base = TRUE;
601 // force pointer-style animations to pass-through clicks
602 if (part->control_info.class == get_hash_from_key("pointer") &&
603 part->control_info.style == STYLE_DEFAULT)
604 part->control_info.style |= STYLE_PASSTHROUGH;
607 if (anim->num_parts > 0 || anim->has_base)
617 // create list of all animation parts
618 num_global_anim_list = 0;
619 for (m = 0; m < NUM_GAME_MODES; m++)
620 for (a = 0; a < global_anim_ctrl[m].num_anims; a++)
621 for (p = 0; p < global_anim_ctrl[m].anim[a].num_parts_all; p++)
622 global_anim_list[num_global_anim_list++] =
623 &global_anim_ctrl[m].anim[a].part[p];
625 // sort list of all animation parts according to draw_order and number
626 qsort(global_anim_list, num_global_anim_list,
627 sizeof(struct GlobalAnimPartControlInfo *),
628 compareGlobalAnimPartControlInfo);
630 for (i = 0; i < NUM_GAME_MODES; i++)
631 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
632 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
633 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
634 game_mode_anim_classes_list[i].class;
636 for (i = 0; i < NUM_ANIM_CLASSES; i++)
637 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
638 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
639 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
640 anim_class_game_modes_list[i].game_mode;
642 anim_status_last_before_fading = GAME_MODE_LOADING;
643 anim_status_last = GAME_MODE_LOADING;
644 anim_classes_last = ANIM_CLASS_NONE;
647 static void SetGlobalAnimEventsForCustomElements(int list_pos)
649 int num_events = GetGlobalAnimEventValueCount(list_pos);
652 for (i = 0; i < num_events; i++)
654 int event = GetGlobalAnimEventValue(list_pos, i);
656 if (event & ANIM_EVENT_CE_CHANGE)
658 int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
660 if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
661 element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
666 void InitGlobalAnimEventsForCustomElements(void)
671 // custom element events for global animations only relevant while playing
672 m = GAME_MODE_PLAYING;
674 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
676 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
678 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
680 // if no base animation parameters defined, use default values
681 if (control == IMG_UNDEFINED)
682 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
684 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
685 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
687 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
689 control = global_anim_info[ctrl_id].graphic[p][m];
691 if (control == IMG_UNDEFINED)
694 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
695 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
700 void InitGlobalAnimations(void)
702 InitGlobalAnimControls();
705 static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
706 Bitmap *src_bitmap, int src_x0, int src_y0,
709 struct GraphicInfo *g = &part->graphic_info;
710 struct GraphicInfo *c = &part->control_info;
711 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
712 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
713 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
714 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
715 Bitmap *fade_bitmap =
716 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
717 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
718 int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
721 for (y = 0; y < c->stacked_yfactor; y++)
723 for (x = 0; x < c->stacked_xfactor; x++)
727 int dst_x = part->x + x * (g->width + c->stacked_xoffset);
728 int dst_y = part->y + y * (g->height + c->stacked_yoffset);
731 int width = g->width;
732 int height = g->height;
740 else if (dst_x > part->viewport_width - g->width)
742 width -= (dst_x - (part->viewport_width - g->width));
751 else if (dst_y > part->viewport_height - g->height)
753 height -= (dst_y - (part->viewport_height - g->height));
756 if (width <= 0 || height <= 0)
762 dst_x += part->viewport_x;
763 dst_y += part->viewport_y;
765 SetBitmapAlphaNextBlit(src_bitmap, alpha);
767 if (drawing_target == DRAW_TO_SCREEN)
768 blit_screen(src_bitmap, src_x, src_y, width, height,
771 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
777 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
779 int game_mode_anim_action[NUM_GAME_MODES];
783 if (!setup.global_animations)
786 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
787 drawing_target == DRAW_TO_SCREEN)
790 // always start with reliable default values (no animation actions)
791 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
792 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
794 if (global.anim_status != anim_status_last)
796 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
797 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
798 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
801 if (drawing_target == DRAW_TO_FADE_TARGET)
804 // special case: changing from/to these screens is done without fading
805 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
806 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
807 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
808 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
811 // ---------- part 1 ------------------------------------------------------
812 // start or stop global animations by change of game mode
813 // (special handling of animations for "current screen" and "all screens")
815 if (global.anim_status_next != anim_status_last_before_fading)
817 // stop animations for last screen before fading to new screen
818 game_mode_anim_action[anim_status_last] = ANIM_STOP;
820 // start animations for current screen after fading to new screen
821 game_mode_anim_action[global.anim_status] = ANIM_START;
824 // start animations for all screens after loading new artwork set
825 if (anim_status_last == GAME_MODE_LOADING)
826 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
828 // ---------- part 2 ------------------------------------------------------
829 // start or stop global animations by change of animation class
830 // (generic handling of animations for "class of screens")
832 for (i = 0; i < NUM_ANIM_CLASSES; i++)
834 int anim_class_check = (1 << i);
835 int anim_class_game_mode = anim_class_game_modes[i];
836 int anim_class_last = anim_classes_last & anim_class_check;
837 int anim_class_next = anim_classes_next & anim_class_check;
839 // stop animations for changed screen class before fading to new screen
840 if (before_fading && anim_class_last && !anim_class_next)
841 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
843 // start animations for changed screen class after fading to new screen
844 if (after_fading && !anim_class_last && anim_class_next)
845 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
848 if (drawing_target == DRAW_TO_SCREEN)
852 anim_classes_last = anim_classes_next;
853 anim_status_last_before_fading = global.anim_status;
856 anim_status_last = global.anim_status;
858 // start or stop animations determined to be started or stopped above
859 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
860 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
861 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
863 else if (drawing_target == DRAW_TO_FADE_TARGET)
865 drawing_to_fading_buffer = TRUE;
867 // start animations determined to be (temporary) started above
868 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
869 if (game_mode_anim_action[mode_nr] == ANIM_START)
870 HandleGlobalAnim(ANIM_START, mode_nr);
874 // when restarting global animations, do not redraw them, but stop here
875 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
878 if (global.anim_status == GAME_MODE_LOADING)
881 for (i = 0; i < num_global_anim_list; i++)
883 struct GlobalAnimPartControlInfo *part = global_anim_list[i];
884 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
885 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
886 struct GraphicInfo *g = &part->graphic_info;
891 int last_anim_random_frame = gfx.anim_random_frame;
894 part->graphic >= IMG_TOON_1 &&
895 part->graphic <= IMG_TOON_20)
898 // when preparing source fading buffer, only draw animations to be stopped
899 if (drawing_target == DRAW_TO_FADE_SOURCE &&
900 game_mode_anim_action[part->mode_nr] != ANIM_STOP)
903 // when preparing target fading buffer, only draw animations to be started
904 if (drawing_target == DRAW_TO_FADE_TARGET &&
905 game_mode_anim_action[part->mode_nr] != ANIM_START)
908 if (!(anim->state & ANIM_STATE_RUNNING))
911 if (!(part->state & ANIM_STATE_RUNNING))
914 if (part->drawing_stage != drawing_stage)
917 // if game is paused, also pause playfield and door animations
918 if (isPausedOnPlayfieldOrDoor(part))
919 part->initial_anim_sync_frame++;
921 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
923 // re-initialize random animation frame after animation delay
924 if (g->anim_mode == ANIM_RANDOM &&
925 sync_frame % g->anim_delay == 0 &&
927 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
929 gfx.anim_random_frame = part->anim_random_frame;
931 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
932 g->anim_mode, g->anim_start_frame,
935 gfx.anim_random_frame = last_anim_random_frame;
937 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
940 BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
943 if (drawing_target == DRAW_TO_FADE_TARGET)
945 // stop animations determined to be (temporary) started above
946 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
947 if (game_mode_anim_action[mode_nr] == ANIM_START)
948 HandleGlobalAnim(ANIM_STOP, mode_nr);
950 drawing_to_fading_buffer = FALSE;
954 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
956 int last_cursor_mode_override = gfx.cursor_mode_override;
958 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
960 ResetGlobalAnim_Clickable();
962 gfx.cursor_mode_override = CURSOR_UNDEFINED;
965 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
967 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
969 ResetGlobalAnim_Clicked();
972 if (gfx.cursor_mode_override != last_cursor_mode_override)
973 SetMouseCursor(gfx.cursor_mode);
976 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
982 boolean changed = FALSE;
984 if (part->last_anim_status == global.anim_status &&
985 part->control_info.class != get_hash_from_key("pointer"))
988 part->last_anim_status = global.anim_status;
990 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
992 part->class_playfield_or_door = FALSE;
994 if (part->control_info.class == get_hash_from_key("window") ||
995 part->control_info.class == get_hash_from_key("border"))
999 viewport_width = WIN_XSIZE;
1000 viewport_height = WIN_YSIZE;
1002 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
1004 else if (part->control_info.class == get_hash_from_key("pointer"))
1006 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
1007 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
1009 // prevent displaying off-screen custom mouse cursor in upper left corner
1010 if (gfx.mouse_x == POS_OFFSCREEN &&
1011 gfx.mouse_y == POS_OFFSCREEN)
1012 mx = my = POS_OFFSCREEN;
1014 viewport_x = mx - part->control_info.x;
1015 viewport_y = my - part->control_info.y;
1016 viewport_width = part->graphic_info.width;
1017 viewport_height = part->graphic_info.height;
1019 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
1021 // do not use global animation mouse pointer when reloading artwork
1022 if (global.anim_status != GAME_MODE_LOADING)
1023 gfx.cursor_mode_override = CURSOR_NONE;
1025 else if (part->control_info.class == get_hash_from_key("door_1"))
1029 viewport_width = DXSIZE;
1030 viewport_height = DYSIZE;
1032 part->class_playfield_or_door = TRUE;
1034 else if (part->control_info.class == get_hash_from_key("door_2"))
1036 if (part->mode_nr == GAME_MODE_EDITOR)
1040 viewport_width = EXSIZE;
1041 viewport_height = EYSIZE;
1047 viewport_width = VXSIZE;
1048 viewport_height = VYSIZE;
1051 part->class_playfield_or_door = TRUE;
1053 else // default: "playfield"
1055 viewport_x = REAL_SX;
1056 viewport_y = REAL_SY;
1057 viewport_width = FULL_SXSIZE;
1058 viewport_height = FULL_SYSIZE;
1060 part->class_playfield_or_door = TRUE;
1063 if (viewport_x != part->viewport_x ||
1064 viewport_y != part->viewport_y ||
1065 viewport_width != part->viewport_width ||
1066 viewport_height != part->viewport_height)
1068 part->viewport_x = viewport_x;
1069 part->viewport_y = viewport_y;
1070 part->viewport_width = viewport_width;
1071 part->viewport_height = viewport_height;
1073 if (part->control_info.class != get_hash_from_key("pointer"))
1080 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1082 int sound = part->sound;
1084 if (sound == SND_UNDEFINED)
1087 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1088 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1091 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1092 if (IS_LOOP_SOUND(sound))
1093 PlaySoundLoop(sound);
1098 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1099 part->anim_nr, part->nr, part->mode_nr, sound);
1103 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1105 int sound = part->sound;
1107 if (sound == SND_UNDEFINED)
1113 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1114 part->anim_nr, part->nr, part->mode_nr, sound);
1118 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1120 int music = part->music;
1122 if (music == MUS_UNDEFINED)
1125 if (!setup.sound_music)
1128 if (IS_LOOP_MUSIC(music))
1129 PlayMusicLoop(music);
1134 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1135 part->anim_nr, part->nr, part->mode_nr, music);
1139 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1141 int music = part->music;
1143 if (music == MUS_UNDEFINED)
1146 char *anim_music = getMusicInfoEntryFilename(music);
1147 char *curr_music = getCurrentlyPlayingMusicFilename();
1149 // do not stop music if global anim music differs from current music
1150 if (!strEqual(curr_music, anim_music))
1156 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1157 part->anim_nr, part->nr, part->mode_nr, music);
1161 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1163 // when drawing animations to fading buffer, do not play sounds or music
1164 if (drawing_to_fading_buffer)
1167 PlayGlobalAnimSound(part);
1168 PlayGlobalAnimMusic(part);
1171 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1173 StopGlobalAnimSound(part);
1174 StopGlobalAnimMusic(part);
1177 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1179 // when drawing animations to fading buffer, do not play sounds
1180 if (drawing_to_fading_buffer)
1183 // loop sounds only expire when playing
1184 if (game_status != GAME_MODE_PLAYING)
1187 // check if any sound is defined for this animation part
1188 if (part->sound == SND_UNDEFINED)
1191 // normal (non-loop) sounds do not expire when playing
1192 if (!IS_LOOP_SOUND(part->sound))
1195 // prevent expiring loop sounds when playing
1196 PlayGlobalAnimSound(part);
1199 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1201 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1202 int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
1204 if (mask & ANIM_EVENT_ANY)
1205 return (anim_event & ANIM_EVENT_ANY);
1206 else if (mask & ANIM_EVENT_SELF)
1207 return (anim_event & ANIM_EVENT_SELF);
1208 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1209 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1210 else if (mask & ANIM_EVENT_CE_CHANGE)
1211 return (anim_event == mask ||
1212 anim_event == mask_ce_only);
1214 return (anim_event == mask ||
1215 anim_event == mask_anim_only);
1218 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1220 struct GraphicInfo *c = &part->control_info;
1223 if (part->init_event_state)
1225 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1227 for (i = 0; i < num_init_events; i++)
1229 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1231 if (checkGlobalAnimEvent(init_event, mask))
1235 else if (part->anim_event_state)
1237 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1239 for (i = 0; i < num_anim_events; i++)
1241 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1243 if (checkGlobalAnimEvent(anim_event, mask))
1251 static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
1254 struct GraphicInfo *g = &part->graphic_info;
1255 struct GraphicInfo *c = &part->control_info;
1256 int part_x = part->viewport_x + part->x;
1257 int part_y = part->viewport_y + part->y;
1258 int part_width = g->width;
1259 int part_height = g->height;
1262 for (y = 0; y < c->stacked_yfactor; y++)
1264 for (x = 0; x < c->stacked_xfactor; x++)
1266 int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
1267 int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
1269 if (mx >= part_stacked_x &&
1270 mx < part_stacked_x + part_width &&
1271 my >= part_stacked_y &&
1272 my < part_stacked_y + part_height)
1280 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1281 int mx, int my, boolean clicked)
1283 // check if mouse click was detected at all
1287 // check if mouse click is outside the animation part's viewport
1288 if (mx < part->viewport_x ||
1289 mx >= part->viewport_x + part->viewport_width ||
1290 my < part->viewport_y ||
1291 my >= part->viewport_y + part->viewport_height)
1294 // check if mouse click is inside the animation part's (stacked) graphic
1295 if (isInsidePartStacked(part, mx, my))
1301 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1303 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1306 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1308 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1311 static void SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
1313 // calculate playfield position (with scrolling) for related CE tile
1314 // (do not use FX/FY, which are incorrect during envelope requests)
1315 int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
1316 int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
1317 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
1318 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
1319 int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
1320 int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
1321 int cx = SX - REAL_SX;
1322 int cy = SY - REAL_SY;
1323 int x = sx - fx + cx;
1324 int y = sy - fy + cy;
1326 part->tile_xoffset += part->step_xoffset;
1327 part->tile_yoffset += part->step_yoffset;
1329 part->x = x + part->tile_xoffset;
1330 part->y = y + part->tile_yoffset;
1333 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1334 boolean *click_consumed,
1335 boolean *any_event_action,
1336 int event_value, char *info_text)
1338 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1340 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1341 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1342 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1345 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1349 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1351 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1354 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1356 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1358 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1361 if (isClickablePart(part2, mask))
1363 part2->triggered = TRUE;
1364 *click_consumed |= clickConsumed(part); // click was on "part"!
1366 #if DEBUG_ANIM_EVENTS
1367 Debug("anim:InitGlobalAnim_Triggered",
1368 "%d.%d TRIGGERED BY %s OF %d.%d",
1369 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1370 part->old_anim_nr + 1, part->old_nr + 1);
1373 Debug("anim:InitGlobalAnim_Triggered",
1374 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1375 part2->control_info.anim_event_action);
1378 // after executing event action, ignore any further actions
1379 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1380 *any_event_action = TRUE;
1384 struct GraphicInfo *c = &part2->control_info;
1386 if (isClickablePart(part2, mask))
1387 Debug("anim:InitGlobalAnim_Triggered",
1388 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1389 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1392 Debug("anim:InitGlobalAnim_Triggered",
1393 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1394 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1400 static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
1405 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
1407 int event_value = ANIM_EVENT_CE_CHANGE;
1408 int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
1409 int mask = event_value | event_bits;
1412 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1414 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1417 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1419 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1421 if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
1424 if (isClickablePart(part2, mask) && !part2->triggered)
1426 struct GraphicInfo *c = &part2->control_info;
1428 if (c->position == POS_CE ||
1429 c->position == POS_CE_TRIGGER)
1431 // store CE tile and offset position to handle scrolling
1432 part2->tile_x = (c->position == POS_CE_TRIGGER ? trigger_x : x);
1433 part2->tile_y = (c->position == POS_CE_TRIGGER ? trigger_y : y);
1434 part2->tile_xoffset = c->x;
1435 part2->tile_yoffset = c->y;
1437 // set resulting animation position relative to CE tile position
1438 // (but only for ".init_event", not ".anim_event" type events)
1439 if (part2->init_event_state)
1440 SetGlobalAnimPartTileXY(part2);
1442 // restart animation (by using current sync frame)
1443 part2->initial_anim_sync_frame = anim_sync_frame;
1446 part2->triggered = TRUE;
1448 // do not trigger any other animation if CE change event was consumed
1449 if (c->style == STYLE_CONSUME_CE_EVENT)
1453 Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
1454 "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
1461 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1462 int delay_type, char *info_text)
1464 #if DEBUG_ANIM_DELAY
1465 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1466 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1469 DoGlobalAnim_DelayAction(part, delay_type);
1472 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1473 int event_value, char *info_text)
1475 #if DEBUG_ANIM_EVENTS
1476 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1477 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1480 boolean click_consumed = FALSE;
1481 boolean any_event_action = FALSE;
1483 // check if this event is defined to trigger other animations
1484 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1485 event_value, info_text);
1488 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1491 if (handle_click && !part->clicked)
1494 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1495 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1496 struct GraphicInfo *g = &part->graphic_info;
1497 struct GraphicInfo *c = &part->control_info;
1498 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1499 int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
1501 // if game is paused, also pause playfield and door animations
1502 if (isPausedOnPlayfieldOrDoor(part))
1505 if (viewport_changed)
1506 state |= ANIM_STATE_RESTART;
1508 if (state & ANIM_STATE_RESTART)
1510 // when drawing animations to fading buffer, only start fixed animations
1511 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1512 c->y == ARG_UNDEFINED_VALUE))
1513 return ANIM_STATE_INACTIVE;
1515 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1517 part->init_delay_counter =
1518 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1520 part->anim_delay_counter =
1521 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1523 part->post_delay_counter = 0;
1525 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1526 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1528 part->initial_anim_sync_frame =
1529 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1530 anim_sync_frame + part->init_delay_counter);
1532 // do not re-initialize random animation frame after fade-in
1533 if (part->anim_random_frame == -1)
1534 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1536 if (c->fade_mode & FADE_MODE_FADE)
1538 // when fading in screen, first frame is 100 % transparent or opaque
1539 part->fade_delay_counter = c->fade_delay + 1;
1540 part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
1544 part->fade_delay_counter = 0;
1545 part->fade_alpha = -1;
1548 if (c->direction & MV_HORIZONTAL)
1550 int pos_bottom = part->viewport_height - g->height;
1552 if (c->position == POS_TOP)
1554 else if (c->position == POS_UPPER)
1555 part->y = GetSimpleRandom(pos_bottom / 2);
1556 else if (c->position == POS_MIDDLE)
1557 part->y = pos_bottom / 2;
1558 else if (c->position == POS_LOWER)
1559 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1560 else if (c->position == POS_BOTTOM)
1561 part->y = pos_bottom;
1563 part->y = GetSimpleRandom(pos_bottom);
1565 if (c->direction == MV_RIGHT)
1567 part->step_xoffset = c->step_offset;
1568 part->x = -g->width + part->step_xoffset;
1572 part->step_xoffset = -c->step_offset;
1573 part->x = part->viewport_width + part->step_xoffset;
1576 part->step_yoffset = 0;
1578 else if (c->direction & MV_VERTICAL)
1580 int pos_right = part->viewport_width - g->width;
1582 if (c->position == POS_LEFT)
1584 else if (c->position == POS_RIGHT)
1585 part->x = pos_right;
1587 part->x = GetSimpleRandom(pos_right);
1589 if (c->direction == MV_DOWN)
1591 part->step_yoffset = c->step_offset;
1592 part->y = -g->height + part->step_yoffset;
1596 part->step_yoffset = -c->step_offset;
1597 part->y = part->viewport_height + part->step_yoffset;
1600 part->step_xoffset = 0;
1607 part->step_xoffset = 0;
1608 part->step_yoffset = 0;
1611 if (part->control_info.class != get_hash_from_key("pointer"))
1613 if (c->x != ARG_UNDEFINED_VALUE)
1615 if (c->y != ARG_UNDEFINED_VALUE)
1619 if (c->position == POS_LAST &&
1620 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1621 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1623 part->x = anim->last_x;
1624 part->y = anim->last_y;
1627 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1628 part->step_xoffset = c->step_xoffset;
1629 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1630 part->step_yoffset = c->step_yoffset;
1632 if (part->init_delay_counter == 0 &&
1633 !part->init_event_state)
1635 PlayGlobalAnimSoundAndMusic(part);
1637 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1638 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1642 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1646 if (part->clicked &&
1647 part->init_event_state)
1649 if (part->initial_anim_sync_frame > 0)
1650 part->initial_anim_sync_frame = anim_sync_frame;
1652 part->init_delay_counter = 1;
1653 part->init_event_state = FALSE;
1655 part->clicked = FALSE;
1658 if (part->clicked &&
1659 part->anim_event_state)
1661 part->anim_delay_counter = 1;
1662 part->anim_event_state = FALSE;
1664 part->clicked = FALSE;
1667 if (part->init_delay_counter > 0)
1669 part->init_delay_counter--;
1671 if (part->init_delay_counter == 0)
1673 part->init_event_state = FALSE;
1675 PlayGlobalAnimSoundAndMusic(part);
1677 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1678 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1680 // continue with state ANIM_STATE_RUNNING (set below)
1684 return ANIM_STATE_WAITING;
1688 if (part->init_event_state)
1689 return ANIM_STATE_WAITING;
1691 // animation part is now running/visible and therefore clickable
1692 part->clickable = TRUE;
1694 // check if moving animation has left the visible screen area
1695 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1696 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1697 (part->y <= -g->height && part->step_yoffset <= 0) ||
1698 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1700 // do not wait for "anim" events for off-screen animations
1701 part->anim_event_state = FALSE;
1703 // do not stop animation before "anim" or "post" counter are finished
1704 if (part->anim_delay_counter == 0 &&
1705 part->post_delay_counter == 0)
1707 StopGlobalAnimSoundAndMusic(part);
1709 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1711 part->post_delay_counter =
1712 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1714 if (part->post_delay_counter > 0)
1715 return ANIM_STATE_RUNNING;
1717 // drawing last frame not needed here -- animation not visible anymore
1718 return ANIM_STATE_RESTART;
1722 if (part->anim_delay_counter > 0)
1724 part->anim_delay_counter--;
1726 if (part->anim_delay_counter == 0)
1728 part->anim_event_state = FALSE;
1730 StopGlobalAnimSoundAndMusic(part);
1732 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1733 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1735 part->post_delay_counter =
1736 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1738 if (part->post_delay_counter > 0)
1739 return ANIM_STATE_RUNNING;
1741 // additional state "RUNNING" required to not skip drawing last frame
1742 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1746 if (part->post_delay_counter > 0)
1748 part->post_delay_counter--;
1750 if (part->post_delay_counter == 0)
1752 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1753 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1755 return ANIM_STATE_RESTART;
1758 return ANIM_STATE_WAITING;
1761 if (part->fade_delay_counter > 0)
1763 part->fade_delay_counter--;
1764 part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
1765 c->fade_delay - part->fade_delay_counter :
1766 part->fade_delay_counter) / c->fade_delay;
1769 // special case to prevent expiring loop sounds when playing
1770 PlayGlobalAnimSoundIfLoop(part);
1772 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1773 return ANIM_STATE_RUNNING;
1777 static unsigned int last_counter = -1;
1778 unsigned int counter = Counter();
1780 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1781 anim_sync_frame, counter - last_counter);
1783 last_counter = counter;
1787 if (c->position == POS_CE ||
1788 c->position == POS_CE_TRIGGER)
1790 SetGlobalAnimPartTileXY(part);
1794 part->x += part->step_xoffset;
1795 part->y += part->step_yoffset;
1798 anim->last_x = part->x;
1799 anim->last_y = part->y;
1801 return ANIM_STATE_RUNNING;
1804 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1807 struct GlobalAnimPartControlInfo *part;
1808 struct GraphicInfo *c = &anim->control_info;
1809 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1810 int state, active_part_nr;
1814 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1815 anim->mode_nr, anim->nr, anim->num_parts);
1816 Debug("anim:HandleGlobalAnim_Main",
1817 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1821 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1822 (action == ANIM_START ? "ANIM_START" :
1823 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1824 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1826 anim->state & ANIM_STATE_RESTART,
1827 anim->state & ANIM_STATE_WAITING,
1828 anim->state & ANIM_STATE_RUNNING,
1835 anim->state = anim->last_state = ANIM_STATE_RESTART;
1836 anim->active_part_nr = anim->last_active_part_nr = 0;
1837 anim->part_counter = 0;
1842 if (anim->state == ANIM_STATE_INACTIVE)
1845 anim->state = anim->last_state;
1846 anim->active_part_nr = anim->last_active_part_nr;
1851 anim->state = ANIM_STATE_INACTIVE;
1853 for (i = 0; i < num_parts; i++)
1854 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1862 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1865 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1866 anim->mode_nr, anim->nr, num_parts);
1869 for (i = 0; i < num_parts; i++)
1871 part = &anim->part[i];
1876 anim->state = ANIM_STATE_RUNNING;
1877 part->state = ANIM_STATE_RESTART;
1882 if (part->state == ANIM_STATE_INACTIVE)
1888 part->state = ANIM_STATE_INACTIVE;
1896 part->state = HandleGlobalAnim_Part(part, part->state);
1898 // when animation mode is "once", stop after animation was played once
1899 if (c->anim_mode & ANIM_ONCE &&
1900 part->state & ANIM_STATE_RESTART)
1901 part->state = ANIM_STATE_INACTIVE;
1904 anim->last_state = anim->state;
1905 anim->last_active_part_nr = anim->active_part_nr;
1910 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1911 anim->active_part_nr = getGlobalAnimationPart(anim);
1913 part = &anim->part[anim->active_part_nr];
1915 // first set all animation parts to "inactive", ...
1916 for (i = 0; i < num_parts; i++)
1917 anim->part[i].state = ANIM_STATE_INACTIVE;
1919 // ... then set current animation part to "running" ...
1920 part->state = ANIM_STATE_RUNNING;
1922 // ... unless it is waiting for an initial event
1923 if (part->init_event_state)
1924 part->state = ANIM_STATE_WAITING;
1926 anim->state = HandleGlobalAnim_Part(part, anim->state);
1928 if (anim->state & ANIM_STATE_RESTART)
1929 anim->part_counter++;
1931 // when animation mode is "once", stop after all animations were played once
1932 if (c->anim_mode & ANIM_ONCE &&
1933 anim->part_counter == anim->num_parts)
1934 anim->state = ANIM_STATE_INACTIVE;
1936 state = anim->state;
1937 active_part_nr = anim->active_part_nr;
1939 // while the animation parts are pausing (waiting or inactive), play the base
1940 // (main) animation; this corresponds to the "boring player animation" logic
1941 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1944 if (anim->state == ANIM_STATE_WAITING ||
1945 anim->state == ANIM_STATE_INACTIVE)
1947 anim->active_part_nr = anim->num_parts; // part nr of base animation
1948 part = &anim->part[anim->active_part_nr];
1950 if (anim->state != anim->last_state)
1951 part->state = ANIM_STATE_RESTART;
1953 anim->state = ANIM_STATE_RUNNING;
1954 part->state = HandleGlobalAnim_Part(part, part->state);
1958 anim->last_state = state;
1959 anim->last_active_part_nr = active_part_nr;
1962 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1967 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1970 for (i = 0; i < ctrl->num_anims; i++)
1971 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1974 static void HandleGlobalAnim(int action, int game_mode)
1977 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1980 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1983 static void DoAnimationExt(void)
1988 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1991 // global animations now synchronized with frame delay of screen update
1994 for (i = 0; i < NUM_GAME_MODES; i++)
1995 HandleGlobalAnim(ANIM_CONTINUE, i);
1998 // force screen redraw in next frame to continue drawing global animations
1999 redraw_mask = REDRAW_ALL;
2003 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
2007 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
2008 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
2009 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
2010 ANIM_DELAY_ACTION_NONE);
2012 if (delay_action == ANIM_DELAY_ACTION_NONE)
2015 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
2018 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
2020 int event_action = (part->init_event_state ?
2021 part->control_info.init_event_action :
2022 part->control_info.anim_event_action);
2024 if (event_action == ANIM_EVENT_ACTION_NONE)
2027 if (event_action < MAX_IMAGE_FILES)
2028 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
2030 OpenURLFromHash(anim_url_hash, event_action);
2032 // check if further actions are allowed to be executed
2033 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
2039 static void InitGlobalAnim_Clickable(void)
2043 for (i = 0; i < num_global_anim_list; i++)
2045 struct GlobalAnimPartControlInfo *part = global_anim_list[i];
2047 if (part->triggered)
2048 part->clicked = TRUE;
2050 part->triggered = FALSE;
2051 part->clickable = FALSE;
2055 #define ANIM_CLICKED_RESET 0
2056 #define ANIM_CLICKED_PRESSED 1
2057 #define ANIM_CLICKED_RELEASED 2
2059 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
2061 boolean click_consumed = FALSE;
2062 boolean anything_clicked = FALSE;
2063 boolean any_part_clicked = FALSE;
2064 boolean any_event_action = FALSE;
2067 // check animation parts in reverse draw order (to stop when clicked)
2068 for (i = num_global_anim_list - 1; i >= 0; i--)
2070 struct GlobalAnimPartControlInfo *part = global_anim_list[i];
2072 // if request dialog is active, only handle pointer-style animations
2073 if (game.request_active &&
2074 part->control_info.class != get_hash_from_key("pointer"))
2077 if (clicked_event == ANIM_CLICKED_RESET)
2079 part->clicked = FALSE;
2084 if (!part->clickable)
2087 if (!(part->state & ANIM_STATE_RUNNING))
2090 // always handle "any" click events (clicking anywhere on screen) ...
2091 if (clicked_event == ANIM_CLICKED_PRESSED &&
2092 isClickablePart(part, ANIM_EVENT_ANY))
2094 #if DEBUG_ANIM_EVENTS
2095 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
2096 part->old_anim_nr + 1, part->old_nr + 1);
2099 anything_clicked = part->clicked = TRUE;
2100 click_consumed |= clickConsumed(part);
2103 // always handle "unclick:any" events (releasing anywhere on screen) ...
2104 if (clicked_event == ANIM_CLICKED_RELEASED &&
2105 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
2107 #if DEBUG_ANIM_EVENTS
2108 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
2109 part->old_anim_nr + 1, part->old_nr + 1);
2112 anything_clicked = part->clicked = TRUE;
2113 click_consumed |= clickConsumed(part);
2116 // ... but only handle the first (topmost) clickable animation
2117 if (any_part_clicked)
2120 if (clicked_event == ANIM_CLICKED_PRESSED &&
2121 isClickedPart(part, mx, my, TRUE))
2124 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
2125 anim_nr, part_nr, part->control_info.anim_event_action);
2128 // after executing event action, ignore any further actions
2129 if (!any_event_action && DoGlobalAnim_EventAction(part))
2130 any_event_action = TRUE;
2132 // determine if mouse clicks should be blocked from other animations
2133 any_part_clicked |= clickConsumed(part);
2135 if (isClickablePart(part, ANIM_EVENT_SELF))
2137 #if DEBUG_ANIM_EVENTS
2138 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
2139 part->old_anim_nr + 1, part->old_nr + 1);
2142 anything_clicked = part->clicked = TRUE;
2143 click_consumed |= clickConsumed(part);
2146 // determine if mouse clicks should be blocked by this animation
2147 click_consumed |= clickBlocked(part);
2149 // check if this click is defined to trigger other animations
2150 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
2151 ANIM_EVENT_CLICK, "CLICK");
2155 if (anything_clicked)
2157 handle_click = TRUE;
2159 for (i = 0; i < NUM_GAME_MODES; i++)
2160 HandleGlobalAnim(ANIM_CONTINUE, i);
2162 handle_click = FALSE;
2164 // prevent ignoring release event if processed within same game frame
2165 StopProcessingEvents();
2168 return (click_consumed || any_event_action);
2171 static void ResetGlobalAnim_Clickable(void)
2173 InitGlobalAnim_Clickable();
2176 static void ResetGlobalAnim_Clicked(void)
2178 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
2181 void RestartGlobalAnimsByStatus(int status)
2183 int anim_status_last = global.anim_status;
2185 global.anim_status = status;
2187 // force restarting global animations by changed global animation status
2188 DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
2190 global.anim_status = anim_status_last;
2193 void SetAnimStatusBeforeFading(int status)
2195 anim_status_last_before_fading = status;
2198 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
2200 static boolean click_consumed = FALSE;
2201 static int last_button = 0;
2202 boolean press_event;
2203 boolean release_event;
2204 boolean click_consumed_current = click_consumed;
2206 if (button != 0 && force_click)
2209 // check if button state has changed since last invocation
2210 press_event = (button != 0 && last_button == 0);
2211 release_event = (button == 0 && last_button != 0);
2212 last_button = button;
2216 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
2217 click_consumed_current = click_consumed;
2222 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
2223 click_consumed = FALSE;
2226 return click_consumed_current;
2229 int getGlobalAnimSyncFrame(void)
2231 return anim_sync_frame;
2234 void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y,
2235 int trigger_x, int trigger_y)
2237 if (!IS_CUSTOM_ELEMENT(element))
2240 // custom element stored as 0 to 255, change page stored as 1 to 32
2241 InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
2242 x, y, trigger_x, trigger_y);