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"
22 // values for global toon animation definition
23 #define NUM_GLOBAL_TOON_ANIMS 1
24 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
26 // values for global animation definition (including toons)
27 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
28 NUM_GLOBAL_TOON_ANIMS)
29 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
30 NUM_GLOBAL_TOON_PARTS)
32 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
33 #define ANIM_CLASS_BIT_TITLE 1
34 #define ANIM_CLASS_BIT_MAIN 2
35 #define ANIM_CLASS_BIT_SCORES 3
36 #define ANIM_CLASS_BIT_SUBMENU 4
37 #define ANIM_CLASS_BIT_MENU 5
38 #define ANIM_CLASS_BIT_TOONS 6
39 #define ANIM_CLASS_BIT_NO_TITLE 7
41 #define NUM_ANIM_CLASSES 8
43 #define ANIM_CLASS_NONE 0
44 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
45 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
46 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
47 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
48 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
49 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
50 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
51 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
53 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
57 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
62 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
64 ANIM_CLASS_SUBMENU | \
67 // values for global animation states
68 #define ANIM_STATE_INACTIVE 0
69 #define ANIM_STATE_RESTART (1 << 0)
70 #define ANIM_STATE_WAITING (1 << 1)
71 #define ANIM_STATE_RUNNING (1 << 2)
73 // values for global animation control
74 #define ANIM_NO_ACTION 0
76 #define ANIM_CONTINUE 2
80 struct GlobalAnimPartControlInfo
82 int old_nr; // position before mapping animation parts linearly
83 int old_anim_nr; // position before mapping animations linearly
89 boolean is_base; // animation part is base/main/default animation part
95 struct GraphicInfo graphic_info;
96 struct GraphicInfo control_info;
104 int step_xoffset, step_yoffset;
106 unsigned int initial_anim_sync_frame;
107 unsigned int step_delay, step_delay_value;
109 int init_delay_counter;
110 int anim_delay_counter;
111 int post_delay_counter;
113 boolean init_event_state;
114 boolean anim_event_state;
122 int last_anim_status;
125 struct GlobalAnimMainControlInfo
127 struct GlobalAnimPartControlInfo base;
128 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
133 struct GraphicInfo control_info;
135 int num_parts; // number of animation parts, but without base part
136 int num_parts_all; // number of animation parts, including base part
140 boolean has_base; // animation has base/main/default animation part
144 int init_delay_counter;
148 int last_state, last_active_part_nr;
151 struct GlobalAnimControlInfo
153 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
159 struct GameModeAnimClass
163 } game_mode_anim_classes_list[] =
165 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
166 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
167 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
168 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
169 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
170 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
171 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
172 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
173 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
174 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
175 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
176 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
177 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
178 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
179 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
180 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
181 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
182 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
183 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
184 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
189 struct AnimClassGameMode
193 } anim_class_game_modes_list[] =
195 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
196 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
197 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
198 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
199 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
200 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
201 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
202 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
207 // forward declaration for internal use
208 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
209 static void HandleGlobalAnim(int, int);
210 static void DoAnimationExt(void);
211 static void ResetGlobalAnim_Clickable(void);
212 static void ResetGlobalAnim_Clicked(void);
214 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
216 static unsigned int anim_sync_frame = 0;
218 static int game_mode_anim_classes[NUM_GAME_MODES];
219 static int anim_class_game_modes[NUM_ANIM_CLASSES];
221 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
222 static int anim_status_last = GAME_MODE_DEFAULT;
223 static int anim_classes_last = ANIM_CLASS_NONE;
225 static boolean drawing_to_fading_buffer = FALSE;
228 // ============================================================================
229 // generic animation frame calculation
230 // ============================================================================
232 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
237 sync_frame += start_frame * delay;
239 if (mode & ANIM_LOOP) // looping animation
241 frame = (sync_frame % (delay * num_frames)) / delay;
243 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
245 frame = sync_frame / delay;
247 if (frame > num_frames - 1)
248 frame = num_frames - 1;
250 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
252 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
254 frame = (sync_frame % (delay * max_anim_frames)) / delay;
255 frame = (frame < num_frames ? frame : max_anim_frames - frame);
257 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
259 int max_anim_frames = 2 * num_frames;
261 frame = (sync_frame % (delay * max_anim_frames)) / delay;
262 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
264 else if (mode & ANIM_RANDOM) // play frames in random order
266 // note: expect different frames for the same delay cycle!
268 if (gfx.anim_random_frame < 0)
269 frame = GetSimpleRandom(num_frames);
271 frame = gfx.anim_random_frame % num_frames;
273 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
275 frame = sync_frame % num_frames;
278 if (mode & ANIM_REVERSE) // use reverse animation direction
279 frame = num_frames - frame - 1;
285 // ============================================================================
286 // global animation functions
287 // ============================================================================
289 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
291 struct GraphicInfo *c = &anim->control_info;
292 int last_anim_random_frame = gfx.anim_random_frame;
295 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
297 part_nr = getAnimationFrame(anim->num_parts, 1,
298 c->anim_mode, c->anim_start_frame,
301 gfx.anim_random_frame = last_anim_random_frame;
306 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
308 const struct GlobalAnimPartControlInfo *o1 =
309 (struct GlobalAnimPartControlInfo *)obj1;
310 const struct GlobalAnimPartControlInfo *o2 =
311 (struct GlobalAnimPartControlInfo *)obj2;
314 if (o1->control_info.draw_order != o2->control_info.draw_order)
315 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
317 compare_result = o1->nr - o2->nr;
319 return compare_result;
322 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
324 const struct GlobalAnimMainControlInfo *o1 =
325 (struct GlobalAnimMainControlInfo *)obj1;
326 const struct GlobalAnimMainControlInfo *o2 =
327 (struct GlobalAnimMainControlInfo *)obj2;
330 if (o1->control_info.draw_order != o2->control_info.draw_order)
331 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
333 compare_result = o1->nr - o2->nr;
335 return compare_result;
338 static void InitToonControls(void)
340 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
341 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
342 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
343 int mode_nr, anim_nr, part_nr;
344 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
345 int num_toons = MAX_NUM_TOONS;
348 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
349 num_toons = global.num_toons;
351 mode_nr = mode_nr_toons;
352 anim_nr = ctrl->num_anims;
355 anim->mode_nr = mode_nr;
356 anim->control_info = graphic_info[control];
359 anim->num_parts_all = 0;
360 anim->part_counter = 0;
361 anim->active_part_nr = 0;
363 anim->has_base = FALSE;
365 anim->last_x = POS_OFFSCREEN;
366 anim->last_y = POS_OFFSCREEN;
368 anim->init_delay_counter = 0;
370 anim->state = ANIM_STATE_INACTIVE;
374 for (i = 0; i < num_toons; i++)
376 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
377 int sound = SND_UNDEFINED;
378 int music = MUS_UNDEFINED;
379 int graphic = IMG_TOON_1 + i;
380 int control = graphic;
383 part->anim_nr = anim_nr;
384 part->mode_nr = mode_nr;
386 part->is_base = FALSE;
390 part->graphic = graphic;
392 part->graphic_info = graphic_info[graphic];
393 part->control_info = graphic_info[control];
395 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
397 part->control_info.init_delay_fixed = 0;
398 part->control_info.init_delay_random = 150;
400 part->control_info.x = ARG_UNDEFINED_VALUE;
401 part->control_info.y = ARG_UNDEFINED_VALUE;
403 part->initial_anim_sync_frame = 0;
405 part->step_delay = 0;
406 part->step_delay_value = graphic_info[control].step_delay;
408 part->state = ANIM_STATE_INACTIVE;
409 part->last_anim_status = -1;
412 anim->num_parts_all++;
420 static void InitGlobalAnimControls(void)
423 int mode_nr, anim_nr, part_nr;
424 int sound, music, graphic, control;
428 for (m = 0; m < NUM_GAME_MODES; m++)
432 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
439 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
441 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
442 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
444 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
446 // if no base animation parameters defined, use default values
447 if (control == IMG_UNDEFINED)
448 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
451 anim->mode_nr = mode_nr;
452 anim->control_info = graphic_info[control];
455 anim->num_parts_all = 0;
456 anim->part_counter = 0;
457 anim->active_part_nr = 0;
459 anim->has_base = FALSE;
461 anim->last_x = POS_OFFSCREEN;
462 anim->last_y = POS_OFFSCREEN;
464 anim->init_delay_counter = 0;
466 anim->state = ANIM_STATE_INACTIVE;
470 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
472 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
474 sound = global_anim_info[a].sound[p][m];
475 music = global_anim_info[a].music[p][m];
476 graphic = global_anim_info[a].graphic[p][m];
477 control = global_anim_info[ctrl_id].graphic[p][m];
479 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
480 control == IMG_UNDEFINED)
484 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
485 m, a, p, mode_nr, anim_nr, part_nr, control);
489 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
490 m, a, p, mode_nr, anim_nr, part_nr, sound);
494 part->old_anim_nr = a;
497 part->anim_nr = anim_nr;
498 part->mode_nr = mode_nr;
502 part->graphic = graphic;
504 part->graphic_info = graphic_info[graphic];
505 part->control_info = graphic_info[control];
507 part->initial_anim_sync_frame = 0;
509 part->step_delay = 0;
510 part->step_delay_value = graphic_info[control].step_delay;
512 part->state = ANIM_STATE_INACTIVE;
513 part->last_anim_status = -1;
515 anim->num_parts_all++;
517 if (p < GLOBAL_ANIM_ID_PART_BASE)
519 part->is_base = FALSE;
526 part->is_base = TRUE;
529 anim->has_base = TRUE;
533 if (anim->num_parts > 0 || anim->has_base)
543 // sort all animations according to draw_order and animation number
544 for (m = 0; m < NUM_GAME_MODES; m++)
546 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
548 // sort all main animations for this game mode
549 qsort(ctrl->anim, ctrl->num_anims,
550 sizeof(struct GlobalAnimMainControlInfo),
551 compareGlobalAnimMainControlInfo);
553 for (a = 0; a < ctrl->num_anims; a++)
555 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
557 // sort all animation parts for this main animation
558 qsort(anim->part, anim->num_parts,
559 sizeof(struct GlobalAnimPartControlInfo),
560 compareGlobalAnimPartControlInfo);
564 for (i = 0; i < NUM_GAME_MODES; i++)
565 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
566 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
567 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
568 game_mode_anim_classes_list[i].class;
570 for (i = 0; i < NUM_ANIM_CLASSES; i++)
571 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
572 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
573 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
574 anim_class_game_modes_list[i].game_mode;
576 anim_status_last_before_fading = GAME_MODE_LOADING;
577 anim_status_last = GAME_MODE_LOADING;
578 anim_classes_last = ANIM_CLASS_NONE;
581 void InitGlobalAnimations(void)
583 InitGlobalAnimControls();
586 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
588 Bitmap *fade_bitmap =
589 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
590 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
591 int game_mode_anim_action[NUM_GAME_MODES];
597 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
598 drawing_target == DRAW_TO_SCREEN)
601 // always start with reliable default values (no animation actions)
602 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
603 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
605 if (global.anim_status != anim_status_last)
607 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
608 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
609 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
612 if (drawing_target == DRAW_TO_FADE_TARGET)
615 // special case: changing from/to this screen is done without fading
616 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
617 anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
620 // ---------- part 1 ------------------------------------------------------
621 // start or stop global animations by change of game mode
622 // (special handling of animations for "current screen" and "all screens")
624 if (global.anim_status_next != anim_status_last_before_fading)
626 // stop animations for last screen before fading to new screen
627 game_mode_anim_action[anim_status_last] = ANIM_STOP;
629 // start animations for current screen after fading to new screen
630 game_mode_anim_action[global.anim_status] = ANIM_START;
633 // start animations for all screens after loading new artwork set
634 if (anim_status_last == GAME_MODE_LOADING)
635 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
637 // ---------- part 2 ------------------------------------------------------
638 // start or stop global animations by change of animation class
639 // (generic handling of animations for "class of screens")
641 for (i = 0; i < NUM_ANIM_CLASSES; i++)
643 int anim_class_check = (1 << i);
644 int anim_class_game_mode = anim_class_game_modes[i];
645 int anim_class_last = anim_classes_last & anim_class_check;
646 int anim_class_next = anim_classes_next & anim_class_check;
648 // stop animations for changed screen class before fading to new screen
649 if (before_fading && anim_class_last && !anim_class_next)
650 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
652 // start animations for changed screen class after fading to new screen
653 if (after_fading && !anim_class_last && anim_class_next)
654 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
657 if (drawing_target == DRAW_TO_SCREEN)
661 anim_classes_last = anim_classes_next;
662 anim_status_last_before_fading = global.anim_status;
665 anim_status_last = global.anim_status;
667 // start or stop animations determined to be started or stopped above
668 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
669 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
670 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
672 else if (drawing_target == DRAW_TO_FADE_TARGET)
674 drawing_to_fading_buffer = TRUE;
676 // start animations determined to be (temporary) started above
677 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
678 if (game_mode_anim_action[mode_nr] == ANIM_START)
679 HandleGlobalAnim(ANIM_START, mode_nr);
683 if (global.anim_status == GAME_MODE_LOADING)
686 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
688 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
691 // when preparing source fading buffer, only draw animations to be stopped
692 if (drawing_target == DRAW_TO_FADE_SOURCE &&
693 game_mode_anim_action[mode_nr] != ANIM_STOP)
696 // when preparing target fading buffer, only draw animations to be started
697 if (drawing_target == DRAW_TO_FADE_TARGET &&
698 game_mode_anim_action[mode_nr] != ANIM_START)
702 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
703 mode_nr != game_status)
707 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
709 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
710 struct GraphicInfo *c = &anim->control_info;
711 int part_first, part_last;
714 if (!(anim->state & ANIM_STATE_RUNNING))
717 part_first = part_last = anim->active_part_nr;
719 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
721 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
724 part_last = num_parts - 1;
727 for (part_nr = part_first; part_nr <= part_last; part_nr++)
729 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
730 struct GraphicInfo *g = &part->graphic_info;
733 int width = g->width;
734 int height = g->height;
741 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
742 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
743 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
744 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
746 if (!(part->state & ANIM_STATE_RUNNING))
749 if (part->drawing_stage != drawing_stage)
758 else if (part->x > part->viewport_width - g->width)
759 width -= (part->x - (part->viewport_width - g->width));
767 else if (part->y > part->viewport_height - g->height)
768 height -= (part->y - (part->viewport_height - g->height));
770 if (width <= 0 || height <= 0)
773 dst_x += part->viewport_x;
774 dst_y += part->viewport_y;
776 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
777 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
778 g->anim_mode, g->anim_start_frame,
781 getFixedGraphicSource(part->graphic, frame, &src_bitmap,
787 if (drawing_target == DRAW_TO_SCREEN)
788 blit_screen(src_bitmap, src_x, src_y, width, height,
791 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
797 if (drawing_target == DRAW_TO_FADE_TARGET)
799 // stop animations determined to be (temporary) started above
800 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
801 if (game_mode_anim_action[mode_nr] == ANIM_START)
802 HandleGlobalAnim(ANIM_STOP, mode_nr);
804 drawing_to_fading_buffer = FALSE;
808 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
810 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
811 ResetGlobalAnim_Clickable();
813 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
815 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
816 ResetGlobalAnim_Clicked();
819 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
825 boolean changed = FALSE;
827 if (part->last_anim_status == global.anim_status)
830 part->last_anim_status = global.anim_status;
832 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
834 if (part->control_info.class == get_hash_from_key("window") ||
835 part->control_info.class == get_hash_from_key("border"))
839 viewport_width = WIN_XSIZE;
840 viewport_height = WIN_YSIZE;
842 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
844 else if (part->control_info.class == get_hash_from_key("door_1"))
848 viewport_width = DXSIZE;
849 viewport_height = DYSIZE;
851 else if (part->control_info.class == get_hash_from_key("door_2"))
855 viewport_width = VXSIZE;
856 viewport_height = VYSIZE;
858 else // default: "playfield"
860 viewport_x = REAL_SX;
861 viewport_y = REAL_SY;
862 viewport_width = FULL_SXSIZE;
863 viewport_height = FULL_SYSIZE;
866 if (viewport_x != part->viewport_x ||
867 viewport_y != part->viewport_y ||
868 viewport_width != part->viewport_width ||
869 viewport_height != part->viewport_height)
871 part->viewport_x = viewport_x;
872 part->viewport_y = viewport_y;
873 part->viewport_width = viewport_width;
874 part->viewport_height = viewport_height;
882 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
884 int sound = part->sound;
886 if (sound == SND_UNDEFINED)
889 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
890 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
893 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
894 if (IS_LOOP_SOUND(sound))
895 PlaySoundLoop(sound);
900 printf("::: PLAY SOUND %d.%d.%d: %d\n",
901 part->anim_nr, part->nr, part->mode_nr, sound);
905 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
907 int sound = part->sound;
909 if (sound == SND_UNDEFINED)
915 printf("::: STOP SOUND %d.%d.%d: %d\n",
916 part->anim_nr, part->nr, part->mode_nr, sound);
920 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
922 int music = part->music;
924 if (music == MUS_UNDEFINED)
927 if (!setup.sound_music)
930 if (IS_LOOP_MUSIC(music))
931 PlayMusicLoop(music);
936 printf("::: PLAY MUSIC %d.%d.%d: %d\n",
937 part->anim_nr, part->nr, part->mode_nr, music);
941 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
943 int music = part->music;
945 if (music == MUS_UNDEFINED)
951 printf("::: STOP MUSIC %d.%d.%d: %d\n",
952 part->anim_nr, part->nr, part->mode_nr, music);
956 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
958 // when drawing animations to fading buffer, do not play sounds or music
959 if (drawing_to_fading_buffer)
962 PlayGlobalAnimSound(part);
963 PlayGlobalAnimMusic(part);
966 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
968 StopGlobalAnimSound(part);
969 StopGlobalAnimMusic(part);
972 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
974 // when drawing animations to fading buffer, do not play sounds
975 if (drawing_to_fading_buffer)
978 // loop sounds only expire when playing
979 if (game_status != GAME_MODE_PLAYING)
982 // check if any sound is defined for this animation part
983 if (part->sound == SND_UNDEFINED)
986 // normal (non-loop) sounds do not expire when playing
987 if (!IS_LOOP_SOUND(part->sound))
990 // prevent expiring loop sounds when playing
991 PlayGlobalAnimSound(part);
994 static boolean checkGlobalAnimEvent(int anim_event, int mask)
996 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
998 if (mask & ANIM_EVENT_ANY)
999 return (anim_event & ANIM_EVENT_ANY);
1000 else if (mask & ANIM_EVENT_SELF)
1001 return (anim_event & ANIM_EVENT_SELF);
1003 return (anim_event == mask ||
1004 anim_event == mask_anim_only);
1007 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1009 struct GraphicInfo *c = &part->control_info;
1010 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1011 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1014 for (i = 0; i < num_init_events; i++)
1016 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1018 if (checkGlobalAnimEvent(init_event, mask))
1022 for (i = 0; i < num_anim_events; i++)
1024 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1026 if (checkGlobalAnimEvent(anim_event, mask))
1033 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1034 int mx, int my, boolean clicked)
1036 struct GraphicInfo *g = &part->graphic_info;
1037 int part_x = part->viewport_x + part->x;
1038 int part_y = part->viewport_y + part->y;
1039 int part_width = g->width;
1040 int part_height = g->height;
1042 // check if mouse click was detected at all
1046 // check if mouse click is inside the animation part's viewport
1047 if (mx < part->viewport_x ||
1048 mx >= part->viewport_x + part->viewport_width ||
1049 my < part->viewport_y ||
1050 my >= part->viewport_y + part->viewport_height)
1053 // check if mouse click is inside the animation part's graphic
1055 mx >= part_x + part_width ||
1057 my >= part_y + part_height)
1063 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1065 return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
1068 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1069 boolean *anything_clicked,
1070 boolean *any_event_action,
1073 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1075 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1076 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1077 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1080 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1084 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1086 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1089 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1091 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1093 if (part2->state != ANIM_STATE_RUNNING)
1096 if (isClickablePart(part2, mask))
1098 part2->clicked = TRUE;
1099 *anything_clicked = clickConsumed(part); // click was on "part"!
1102 printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
1103 part2->control_info.anim_event_action);
1106 // after executing event action, ignore any further actions
1107 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1108 *any_event_action = TRUE;
1112 struct GraphicInfo *c = &part2->control_info;
1114 printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
1115 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1117 if (isClickablePart(part2, mask))
1118 printf(" <--- TRIGGERED BY %d.%d",
1127 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1130 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1131 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1132 struct GraphicInfo *g = &part->graphic_info;
1133 struct GraphicInfo *c = &part->control_info;
1134 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1136 if (viewport_changed)
1137 state |= ANIM_STATE_RESTART;
1139 if (state & ANIM_STATE_RESTART)
1141 // when drawing animations to fading buffer, only start fixed animations
1142 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1143 c->y == ARG_UNDEFINED_VALUE))
1144 return ANIM_STATE_INACTIVE;
1146 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1148 part->init_delay_counter =
1149 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1151 part->anim_delay_counter =
1152 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1154 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1155 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1157 part->initial_anim_sync_frame =
1158 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1160 if (c->direction & MV_HORIZONTAL)
1162 int pos_bottom = part->viewport_height - g->height;
1164 if (c->position == POS_TOP)
1166 else if (c->position == POS_UPPER)
1167 part->y = GetSimpleRandom(pos_bottom / 2);
1168 else if (c->position == POS_MIDDLE)
1169 part->y = pos_bottom / 2;
1170 else if (c->position == POS_LOWER)
1171 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1172 else if (c->position == POS_BOTTOM)
1173 part->y = pos_bottom;
1175 part->y = GetSimpleRandom(pos_bottom);
1177 if (c->direction == MV_RIGHT)
1179 part->step_xoffset = c->step_offset;
1180 part->x = -g->width + part->step_xoffset;
1184 part->step_xoffset = -c->step_offset;
1185 part->x = part->viewport_width + part->step_xoffset;
1188 part->step_yoffset = 0;
1190 else if (c->direction & MV_VERTICAL)
1192 int pos_right = part->viewport_width - g->width;
1194 if (c->position == POS_LEFT)
1196 else if (c->position == POS_RIGHT)
1197 part->x = pos_right;
1199 part->x = GetSimpleRandom(pos_right);
1201 if (c->direction == MV_DOWN)
1203 part->step_yoffset = c->step_offset;
1204 part->y = -g->height + part->step_yoffset;
1208 part->step_yoffset = -c->step_offset;
1209 part->y = part->viewport_height + part->step_yoffset;
1212 part->step_xoffset = 0;
1219 part->step_xoffset = 0;
1220 part->step_yoffset = 0;
1223 if (c->x != ARG_UNDEFINED_VALUE)
1225 if (c->y != ARG_UNDEFINED_VALUE)
1228 if (c->position == POS_LAST &&
1229 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1230 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1232 part->x = anim->last_x;
1233 part->y = anim->last_y;
1236 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1237 part->step_xoffset = c->step_xoffset;
1238 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1239 part->step_yoffset = c->step_yoffset;
1241 if (part->init_delay_counter == 0 &&
1242 !part->init_event_state)
1243 PlayGlobalAnimSoundAndMusic(part);
1246 if (part->clicked &&
1247 part->init_event_state)
1249 if (part->initial_anim_sync_frame > 0)
1250 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1252 part->init_delay_counter = 1;
1253 part->init_event_state = FALSE;
1255 part->clicked = FALSE;
1258 if (part->clicked &&
1259 part->anim_event_state)
1261 part->anim_delay_counter = 1;
1262 part->anim_event_state = FALSE;
1264 part->clicked = FALSE;
1267 if (part->init_delay_counter > 0)
1269 part->init_delay_counter--;
1271 if (part->init_delay_counter == 0)
1273 part->init_event_state = FALSE;
1275 PlayGlobalAnimSoundAndMusic(part);
1278 return ANIM_STATE_WAITING;
1281 if (part->init_event_state)
1282 return ANIM_STATE_WAITING;
1284 // animation part is now running/visible and therefore clickable
1285 part->clickable = TRUE;
1287 // check if moving animation has left the visible screen area
1288 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1289 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1290 (part->y <= -g->height && part->step_yoffset <= 0) ||
1291 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1293 // do not wait for "anim" events for off-screen animations
1294 part->anim_event_state = FALSE;
1296 // do not stop animation before "anim" or "post" counter are finished
1297 if (part->anim_delay_counter == 0 &&
1298 part->post_delay_counter == 0)
1300 StopGlobalAnimSoundAndMusic(part);
1302 part->post_delay_counter =
1303 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1305 if (part->post_delay_counter > 0)
1306 return ANIM_STATE_RUNNING;
1308 // drawing last frame not needed here -- animation not visible anymore
1309 return ANIM_STATE_RESTART;
1313 if (part->anim_delay_counter > 0)
1315 part->anim_delay_counter--;
1317 if (part->anim_delay_counter == 0)
1319 part->anim_event_state = FALSE;
1321 StopGlobalAnimSoundAndMusic(part);
1323 part->post_delay_counter =
1324 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1326 if (part->post_delay_counter > 0)
1327 return ANIM_STATE_RUNNING;
1329 // additional state "RUNNING" required to not skip drawing last frame
1330 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1334 if (part->post_delay_counter > 0)
1336 part->post_delay_counter--;
1338 if (part->post_delay_counter == 0)
1339 return ANIM_STATE_RESTART;
1341 return ANIM_STATE_WAITING;
1344 // special case to prevent expiring loop sounds when playing
1345 PlayGlobalAnimSoundIfLoop(part);
1347 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1349 return ANIM_STATE_RUNNING;
1353 static unsigned int last_counter = -1;
1354 unsigned int counter = Counter();
1356 printf("::: NEXT ANIM PART [%d, %d]\n",
1357 anim_sync_frame, counter - last_counter);
1359 last_counter = counter;
1363 part->x += part->step_xoffset;
1364 part->y += part->step_yoffset;
1366 anim->last_x = part->x;
1367 anim->last_y = part->y;
1369 return ANIM_STATE_RUNNING;
1372 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1375 struct GlobalAnimPartControlInfo *part;
1376 struct GraphicInfo *c = &anim->control_info;
1377 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1378 int state, active_part_nr;
1382 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1383 anim->mode_nr, anim->nr, anim->num_parts);
1384 printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
1388 printf("::: %s(%d): %d, %d, %d [%d]\n",
1389 (action == ANIM_START ? "ANIM_START" :
1390 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1391 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1393 anim->state & ANIM_STATE_RESTART,
1394 anim->state & ANIM_STATE_WAITING,
1395 anim->state & ANIM_STATE_RUNNING,
1402 anim->state = anim->last_state = ANIM_STATE_RESTART;
1403 anim->active_part_nr = anim->last_active_part_nr = 0;
1404 anim->part_counter = 0;
1409 if (anim->state == ANIM_STATE_INACTIVE)
1412 anim->state = anim->last_state;
1413 anim->active_part_nr = anim->last_active_part_nr;
1418 anim->state = ANIM_STATE_INACTIVE;
1420 for (i = 0; i < num_parts; i++)
1421 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1429 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1432 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1433 anim->mode_nr, anim->nr, num_parts);
1436 for (i = 0; i < num_parts; i++)
1438 part = &anim->part[i];
1443 anim->state = ANIM_STATE_RUNNING;
1444 part->state = ANIM_STATE_RESTART;
1449 if (part->state == ANIM_STATE_INACTIVE)
1455 part->state = ANIM_STATE_INACTIVE;
1463 part->state = HandleGlobalAnim_Part(part, part->state);
1465 // when animation mode is "once", stop after animation was played once
1466 if (c->anim_mode & ANIM_ONCE &&
1467 part->state & ANIM_STATE_RESTART)
1468 part->state = ANIM_STATE_INACTIVE;
1471 anim->last_state = anim->state;
1472 anim->last_active_part_nr = anim->active_part_nr;
1477 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1478 anim->active_part_nr = getGlobalAnimationPart(anim);
1480 part = &anim->part[anim->active_part_nr];
1482 // first set all animation parts to "inactive", ...
1483 for (i = 0; i < num_parts; i++)
1484 anim->part[i].state = ANIM_STATE_INACTIVE;
1486 // ... then set current animation parts to "running"
1487 part->state = ANIM_STATE_RUNNING;
1489 anim->state = HandleGlobalAnim_Part(part, anim->state);
1491 if (anim->state & ANIM_STATE_RESTART)
1492 anim->part_counter++;
1494 // when animation mode is "once", stop after all animations were played once
1495 if (c->anim_mode & ANIM_ONCE &&
1496 anim->part_counter == anim->num_parts)
1497 anim->state = ANIM_STATE_INACTIVE;
1499 state = anim->state;
1500 active_part_nr = anim->active_part_nr;
1502 // while the animation parts are pausing (waiting or inactive), play the base
1503 // (main) animation; this corresponds to the "boring player animation" logic
1504 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1507 if (anim->state == ANIM_STATE_WAITING ||
1508 anim->state == ANIM_STATE_INACTIVE)
1510 anim->active_part_nr = anim->num_parts; // part nr of base animation
1511 part = &anim->part[anim->active_part_nr];
1513 if (anim->state != anim->last_state)
1514 part->state = ANIM_STATE_RESTART;
1516 anim->state = ANIM_STATE_RUNNING;
1517 part->state = HandleGlobalAnim_Part(part, part->state);
1521 anim->last_state = state;
1522 anim->last_active_part_nr = active_part_nr;
1525 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1530 printf("::: HandleGlobalAnim_Mode: %d => %d\n",
1531 ctrl->nr, ctrl->num_anims);
1534 for (i = 0; i < ctrl->num_anims; i++)
1535 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1538 static void HandleGlobalAnim(int action, int game_mode)
1541 printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
1544 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1547 static void DoAnimationExt(void)
1552 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
1555 // global animations now synchronized with frame delay of screen update
1558 for (i = 0; i < NUM_GAME_MODES; i++)
1559 HandleGlobalAnim(ANIM_CONTINUE, i);
1562 // force screen redraw in next frame to continue drawing global animations
1563 redraw_mask = REDRAW_ALL;
1567 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1569 int anim_event_action = part->control_info.anim_event_action;
1571 if (anim_event_action == -1)
1574 boolean action_executed = (DoGadgetAction(anim_event_action) ||
1575 DoScreenAction(anim_event_action) ||
1576 DoKeysymAction(anim_event_action));
1578 // check if further actions are allowed to be executed
1579 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1582 return action_executed;
1585 static void InitGlobalAnim_Clickable(void)
1589 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1591 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1594 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1596 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1599 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1601 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1603 part->clickable = FALSE;
1609 static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
1611 boolean anything_clicked = FALSE;
1612 boolean any_part_clicked = FALSE;
1613 boolean any_event_action = FALSE;
1616 // check game modes in reverse draw order (to stop when clicked)
1617 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1619 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1622 // check animations in reverse draw order (to stop when clicked)
1623 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1625 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1628 // check animation parts in reverse draw order (to stop when clicked)
1629 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1631 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1635 part->clicked = FALSE;
1640 if (!part->clickable)
1643 if (part->state != ANIM_STATE_RUNNING)
1646 // always handle "any" click events (clicking anywhere on screen) ...
1647 if (isClickablePart(part, ANIM_EVENT_ANY))
1649 part->clicked = TRUE;
1650 anything_clicked = clickConsumed(part);
1653 // ... but only handle the first (topmost) clickable animation
1654 if (any_part_clicked)
1657 if (isClickedPart(part, mx, my, clicked))
1660 printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_nr,
1661 part->control_info.anim_event_action);
1664 // after executing event action, ignore any further actions
1665 if (!any_event_action && DoGlobalAnim_EventAction(part))
1666 any_event_action = TRUE;
1668 // determine if mouse clicks should be blocked from other animations
1669 any_part_clicked = clickConsumed(part);
1671 if (isClickablePart(part, ANIM_EVENT_SELF))
1673 part->clicked = TRUE;
1674 anything_clicked = clickConsumed(part);
1677 // check if this click is defined to trigger other animations
1678 InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
1685 return (anything_clicked || any_event_action);
1688 static void ResetGlobalAnim_Clickable(void)
1690 InitGlobalAnim_Clickable();
1693 static void ResetGlobalAnim_Clicked(void)
1695 InitGlobalAnim_Clicked(-1, -1, FALSE);
1698 boolean HandleGlobalAnimClicks(int mx, int my, int button)
1700 static boolean click_consumed = FALSE;
1701 static int last_button = 0;
1702 boolean press_event;
1703 boolean release_event;
1704 boolean click_consumed_current = click_consumed;
1706 // check if button state has changed since last invocation
1707 press_event = (button != 0 && last_button == 0);
1708 release_event = (button == 0 && last_button != 0);
1709 last_button = button;
1713 click_consumed = InitGlobalAnim_Clicked(mx, my, TRUE);
1714 click_consumed_current = click_consumed;
1718 click_consumed = FALSE;
1720 return click_consumed_current;