1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
22 #define DEBUG_ANIM_DELAY 0
23 #define DEBUG_ANIM_EVENTS 0
26 // values for global toon animation definition
27 #define NUM_GLOBAL_TOON_ANIMS 1
28 #define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
30 // values for global animation definition (including toons)
31 #define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
32 NUM_GLOBAL_TOON_ANIMS)
33 #define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
34 NUM_GLOBAL_TOON_PARTS)
36 #define ANIM_CLASS_BIT_TITLE_INITIAL 0
37 #define ANIM_CLASS_BIT_TITLE 1
38 #define ANIM_CLASS_BIT_MAIN 2
39 #define ANIM_CLASS_BIT_SCORES 3
40 #define ANIM_CLASS_BIT_SUBMENU 4
41 #define ANIM_CLASS_BIT_MENU 5
42 #define ANIM_CLASS_BIT_TOONS 6
43 #define ANIM_CLASS_BIT_NO_TITLE 7
45 #define NUM_ANIM_CLASSES 8
47 #define ANIM_CLASS_NONE 0
48 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
49 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
50 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
51 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
52 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
53 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
54 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
55 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
57 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
61 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SUBMENU | \
71 // values for global animation states
72 #define ANIM_STATE_INACTIVE 0
73 #define ANIM_STATE_RESTART (1 << 0)
74 #define ANIM_STATE_WAITING (1 << 1)
75 #define ANIM_STATE_RUNNING (1 << 2)
77 // values for global animation control
78 #define ANIM_NO_ACTION 0
80 #define ANIM_CONTINUE 2
84 struct GlobalAnimPartControlInfo
86 int old_nr; // position before mapping animation parts linearly
87 int old_anim_nr; // position before mapping animations linearly
93 boolean is_base; // animation part is base/main/default animation part
99 struct GraphicInfo graphic_info;
100 struct GraphicInfo control_info;
108 int step_xoffset, step_yoffset;
110 unsigned int initial_anim_sync_frame;
111 unsigned int anim_random_frame;
112 unsigned int step_delay, step_delay_value;
114 int init_delay_counter;
115 int anim_delay_counter;
116 int post_delay_counter;
118 boolean init_event_state;
119 boolean anim_event_state;
128 int last_anim_status;
131 struct GlobalAnimMainControlInfo
133 struct GlobalAnimPartControlInfo base;
134 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
139 struct GraphicInfo control_info;
141 int num_parts; // number of animation parts, but without base part
142 int num_parts_all; // number of animation parts, including base part
146 boolean has_base; // animation has base/main/default animation part
150 int init_delay_counter;
154 int last_state, last_active_part_nr;
157 struct GlobalAnimControlInfo
159 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
165 struct GameModeAnimClass
169 } game_mode_anim_classes_list[] =
171 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
172 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
173 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
174 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
175 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
176 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
177 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
178 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
179 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
180 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
181 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
182 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
183 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
184 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
185 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
186 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
187 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
188 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
189 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
190 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
195 struct AnimClassGameMode
199 } anim_class_game_modes_list[] =
201 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
202 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
203 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
204 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
205 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
206 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
207 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
208 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
213 // forward declaration for internal use
214 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
215 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
216 static void HandleGlobalAnim(int, int);
217 static void DoAnimationExt(void);
218 static void ResetGlobalAnim_Clickable(void);
219 static void ResetGlobalAnim_Clicked(void);
221 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
223 static unsigned int anim_sync_frame = 0;
225 static int game_mode_anim_classes[NUM_GAME_MODES];
226 static int anim_class_game_modes[NUM_ANIM_CLASSES];
228 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
229 static int anim_status_last = GAME_MODE_DEFAULT;
230 static int anim_classes_last = ANIM_CLASS_NONE;
232 static boolean drawing_to_fading_buffer = FALSE;
234 static boolean handle_click = FALSE;
237 // ============================================================================
238 // generic animation frame calculation
239 // ============================================================================
241 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
246 if (delay < 1) // delay must be at least 1
249 sync_frame += start_frame * delay;
251 if (mode & ANIM_LOOP) // looping animation
253 frame = (sync_frame % (delay * num_frames)) / delay;
255 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
257 frame = sync_frame / delay;
259 if (frame > num_frames - 1)
260 frame = num_frames - 1;
262 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
264 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
266 frame = (sync_frame % (delay * max_anim_frames)) / delay;
267 frame = (frame < num_frames ? frame : max_anim_frames - frame);
269 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
271 int max_anim_frames = 2 * num_frames;
273 frame = (sync_frame % (delay * max_anim_frames)) / delay;
274 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
276 else if (mode & ANIM_RANDOM) // play frames in random order
278 // note: expect different frames for the same delay cycle!
280 if (gfx.anim_random_frame < 0)
281 frame = GetSimpleRandom(num_frames);
283 frame = gfx.anim_random_frame % num_frames;
285 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
287 frame = sync_frame % num_frames;
290 if (mode & ANIM_REVERSE) // use reverse animation direction
291 frame = num_frames - frame - 1;
297 // ============================================================================
298 // global animation functions
299 // ============================================================================
301 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
303 struct GraphicInfo *c = &anim->control_info;
304 int last_anim_random_frame = gfx.anim_random_frame;
307 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
309 part_nr = getAnimationFrame(anim->num_parts, 1,
310 c->anim_mode, c->anim_start_frame,
313 gfx.anim_random_frame = last_anim_random_frame;
318 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
320 const struct GlobalAnimPartControlInfo *o1 =
321 (struct GlobalAnimPartControlInfo *)obj1;
322 const struct GlobalAnimPartControlInfo *o2 =
323 (struct GlobalAnimPartControlInfo *)obj2;
326 if (o1->control_info.draw_order != o2->control_info.draw_order)
327 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
329 compare_result = o1->nr - o2->nr;
331 return compare_result;
334 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
336 const struct GlobalAnimMainControlInfo *o1 =
337 (struct GlobalAnimMainControlInfo *)obj1;
338 const struct GlobalAnimMainControlInfo *o2 =
339 (struct GlobalAnimMainControlInfo *)obj2;
342 if (o1->control_info.draw_order != o2->control_info.draw_order)
343 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
345 compare_result = o1->nr - o2->nr;
347 return compare_result;
350 static void InitToonControls(void)
352 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
353 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
354 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
355 int mode_nr, anim_nr, part_nr;
356 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
357 int num_toons = MAX_NUM_TOONS;
360 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
361 num_toons = global.num_toons;
363 mode_nr = mode_nr_toons;
364 anim_nr = ctrl->num_anims;
367 anim->mode_nr = mode_nr;
368 anim->control_info = graphic_info[control];
371 anim->num_parts_all = 0;
372 anim->part_counter = 0;
373 anim->active_part_nr = 0;
375 anim->has_base = FALSE;
377 anim->last_x = POS_OFFSCREEN;
378 anim->last_y = POS_OFFSCREEN;
380 anim->init_delay_counter = 0;
382 anim->state = ANIM_STATE_INACTIVE;
386 for (i = 0; i < num_toons; i++)
388 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
389 int sound = SND_UNDEFINED;
390 int music = MUS_UNDEFINED;
391 int graphic = IMG_TOON_1 + i;
392 int control = graphic;
395 part->anim_nr = anim_nr;
396 part->mode_nr = mode_nr;
398 part->is_base = FALSE;
402 part->graphic = graphic;
404 part->graphic_info = graphic_info[graphic];
405 part->control_info = graphic_info[control];
407 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
409 part->control_info.init_delay_fixed = 0;
410 part->control_info.init_delay_random = 150;
412 part->control_info.x = ARG_UNDEFINED_VALUE;
413 part->control_info.y = ARG_UNDEFINED_VALUE;
415 part->initial_anim_sync_frame = 0;
416 part->anim_random_frame = -1;
418 part->step_delay = 0;
419 part->step_delay_value = graphic_info[control].step_delay;
421 part->state = ANIM_STATE_INACTIVE;
422 part->last_anim_status = -1;
425 anim->num_parts_all++;
433 static void InitGlobalAnimControls(void)
436 int mode_nr, anim_nr, part_nr;
437 int sound, music, graphic, control;
441 for (m = 0; m < NUM_GAME_MODES; m++)
445 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
452 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
454 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
455 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
457 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
459 // if no base animation parameters defined, use default values
460 if (control == IMG_UNDEFINED)
461 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
464 anim->mode_nr = mode_nr;
465 anim->control_info = graphic_info[control];
468 anim->num_parts_all = 0;
469 anim->part_counter = 0;
470 anim->active_part_nr = 0;
472 anim->has_base = FALSE;
474 anim->last_x = POS_OFFSCREEN;
475 anim->last_y = POS_OFFSCREEN;
477 anim->init_delay_counter = 0;
479 anim->state = ANIM_STATE_INACTIVE;
483 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
485 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
487 sound = global_anim_info[a].sound[p][m];
488 music = global_anim_info[a].music[p][m];
489 graphic = global_anim_info[a].graphic[p][m];
490 control = global_anim_info[ctrl_id].graphic[p][m];
492 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
493 control == IMG_UNDEFINED)
497 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
498 m, a, p, mode_nr, anim_nr, part_nr, control);
502 printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
503 m, a, p, mode_nr, anim_nr, part_nr, sound);
507 part->old_anim_nr = a;
510 part->anim_nr = anim_nr;
511 part->mode_nr = mode_nr;
515 part->graphic = graphic;
517 part->graphic_info = graphic_info[graphic];
518 part->control_info = graphic_info[control];
520 part->initial_anim_sync_frame = 0;
521 part->anim_random_frame = -1;
523 part->step_delay = 0;
524 part->step_delay_value = graphic_info[control].step_delay;
526 part->state = ANIM_STATE_INACTIVE;
527 part->last_anim_status = -1;
529 anim->num_parts_all++;
531 if (p < GLOBAL_ANIM_ID_PART_BASE)
533 part->is_base = FALSE;
540 part->is_base = TRUE;
543 anim->has_base = TRUE;
546 // apply special settings for pointer-style animations
547 if (part->control_info.class == get_hash_from_key("pointer"))
549 // force animation to be on top (must set anim and part control)
550 if (anim->control_info.draw_order == 0)
551 anim->control_info.draw_order = 1000000;
552 if (part->control_info.draw_order == 0)
553 part->control_info.draw_order = 1000000;
555 // force animation to pass-through clicks (must set part control)
556 if (part->control_info.style == STYLE_DEFAULT)
557 part->control_info.style |= STYLE_PASSTHROUGH;
561 if (anim->num_parts > 0 || anim->has_base)
571 // sort all animations according to draw_order and animation number
572 for (m = 0; m < NUM_GAME_MODES; m++)
574 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
576 // sort all main animations for this game mode
577 qsort(ctrl->anim, ctrl->num_anims,
578 sizeof(struct GlobalAnimMainControlInfo),
579 compareGlobalAnimMainControlInfo);
581 for (a = 0; a < ctrl->num_anims; a++)
583 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
585 // sort all animation parts for this main animation
586 qsort(anim->part, anim->num_parts,
587 sizeof(struct GlobalAnimPartControlInfo),
588 compareGlobalAnimPartControlInfo);
592 for (i = 0; i < NUM_GAME_MODES; i++)
593 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
594 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
595 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
596 game_mode_anim_classes_list[i].class;
598 for (i = 0; i < NUM_ANIM_CLASSES; i++)
599 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
600 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
601 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
602 anim_class_game_modes_list[i].game_mode;
604 anim_status_last_before_fading = GAME_MODE_LOADING;
605 anim_status_last = GAME_MODE_LOADING;
606 anim_classes_last = ANIM_CLASS_NONE;
609 void InitGlobalAnimations(void)
611 InitGlobalAnimControls();
614 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
616 Bitmap *fade_bitmap =
617 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
618 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
619 int game_mode_anim_action[NUM_GAME_MODES];
625 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
626 drawing_target == DRAW_TO_SCREEN)
629 // always start with reliable default values (no animation actions)
630 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
631 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
633 if (global.anim_status != anim_status_last)
635 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
636 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
637 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
640 if (drawing_target == DRAW_TO_FADE_TARGET)
643 // special case: changing from/to this screen is done without fading
644 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
645 anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
648 // ---------- part 1 ------------------------------------------------------
649 // start or stop global animations by change of game mode
650 // (special handling of animations for "current screen" and "all screens")
652 if (global.anim_status_next != anim_status_last_before_fading)
654 // stop animations for last screen before fading to new screen
655 game_mode_anim_action[anim_status_last] = ANIM_STOP;
657 // start animations for current screen after fading to new screen
658 game_mode_anim_action[global.anim_status] = ANIM_START;
661 // start animations for all screens after loading new artwork set
662 if (anim_status_last == GAME_MODE_LOADING)
663 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
665 // ---------- part 2 ------------------------------------------------------
666 // start or stop global animations by change of animation class
667 // (generic handling of animations for "class of screens")
669 for (i = 0; i < NUM_ANIM_CLASSES; i++)
671 int anim_class_check = (1 << i);
672 int anim_class_game_mode = anim_class_game_modes[i];
673 int anim_class_last = anim_classes_last & anim_class_check;
674 int anim_class_next = anim_classes_next & anim_class_check;
676 // stop animations for changed screen class before fading to new screen
677 if (before_fading && anim_class_last && !anim_class_next)
678 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
680 // start animations for changed screen class after fading to new screen
681 if (after_fading && !anim_class_last && anim_class_next)
682 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
685 if (drawing_target == DRAW_TO_SCREEN)
689 anim_classes_last = anim_classes_next;
690 anim_status_last_before_fading = global.anim_status;
693 anim_status_last = global.anim_status;
695 // start or stop animations determined to be started or stopped above
696 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
697 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
698 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
700 else if (drawing_target == DRAW_TO_FADE_TARGET)
702 drawing_to_fading_buffer = TRUE;
704 // start animations determined to be (temporary) started above
705 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
706 if (game_mode_anim_action[mode_nr] == ANIM_START)
707 HandleGlobalAnim(ANIM_START, mode_nr);
711 if (global.anim_status == GAME_MODE_LOADING)
714 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
716 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
719 // when preparing source fading buffer, only draw animations to be stopped
720 if (drawing_target == DRAW_TO_FADE_SOURCE &&
721 game_mode_anim_action[mode_nr] != ANIM_STOP)
724 // when preparing target fading buffer, only draw animations to be started
725 if (drawing_target == DRAW_TO_FADE_TARGET &&
726 game_mode_anim_action[mode_nr] != ANIM_START)
730 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
731 mode_nr != game_status)
735 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
737 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
738 struct GraphicInfo *c = &anim->control_info;
739 int part_first, part_last;
742 if (!(anim->state & ANIM_STATE_RUNNING))
745 part_first = part_last = anim->active_part_nr;
747 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
749 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
752 part_last = num_parts - 1;
755 for (part_nr = part_first; part_nr <= part_last; part_nr++)
757 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
758 struct GraphicInfo *g = &part->graphic_info;
761 int width = g->width;
762 int height = g->height;
769 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
770 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
771 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
772 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
773 int last_anim_random_frame = gfx.anim_random_frame;
775 if (!(part->state & ANIM_STATE_RUNNING))
778 if (part->drawing_stage != drawing_stage)
787 else if (part->x > part->viewport_width - g->width)
788 width -= (part->x - (part->viewport_width - g->width));
796 else if (part->y > part->viewport_height - g->height)
797 height -= (part->y - (part->viewport_height - g->height));
799 if (width <= 0 || height <= 0)
802 dst_x += part->viewport_x;
803 dst_y += part->viewport_y;
805 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
807 // re-initialize random animation frame after animation delay
808 if (g->anim_mode == ANIM_RANDOM &&
809 sync_frame % g->anim_delay == 0 &&
811 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
813 gfx.anim_random_frame = part->anim_random_frame;
815 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
816 g->anim_mode, g->anim_start_frame,
819 gfx.anim_random_frame = last_anim_random_frame;
821 getFixedGraphicSource(part->graphic, frame, &src_bitmap,
827 if (drawing_target == DRAW_TO_SCREEN)
828 blit_screen(src_bitmap, src_x, src_y, width, height,
831 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
837 if (drawing_target == DRAW_TO_FADE_TARGET)
839 // stop animations determined to be (temporary) started above
840 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
841 if (game_mode_anim_action[mode_nr] == ANIM_START)
842 HandleGlobalAnim(ANIM_STOP, mode_nr);
844 drawing_to_fading_buffer = FALSE;
848 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
850 int last_cursor_mode_override = gfx.cursor_mode_override;
852 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
854 ResetGlobalAnim_Clickable();
856 gfx.cursor_mode_override = CURSOR_UNDEFINED;
859 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
861 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
863 ResetGlobalAnim_Clicked();
866 if (gfx.cursor_mode_override != last_cursor_mode_override)
867 SetMouseCursor(gfx.cursor_mode);
870 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
876 boolean changed = FALSE;
878 if (part->last_anim_status == global.anim_status &&
879 part->control_info.class != get_hash_from_key("pointer"))
882 part->last_anim_status = global.anim_status;
884 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
886 if (part->control_info.class == get_hash_from_key("window") ||
887 part->control_info.class == get_hash_from_key("border"))
891 viewport_width = WIN_XSIZE;
892 viewport_height = WIN_YSIZE;
894 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
896 else if (part->control_info.class == get_hash_from_key("pointer"))
898 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
899 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
901 // prevent displaying off-screen custom mouse cursor in upper left corner
902 if (gfx.mouse_x == POS_OFFSCREEN &&
903 gfx.mouse_y == POS_OFFSCREEN)
904 mx = my = POS_OFFSCREEN;
906 viewport_x = mx - part->control_info.x;
907 viewport_y = my - part->control_info.y;
908 viewport_width = part->graphic_info.width;
909 viewport_height = part->graphic_info.height;
911 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
913 // do not use global animation mouse pointer when reloading artwork
914 if (global.anim_status != GAME_MODE_LOADING)
915 gfx.cursor_mode_override = CURSOR_NONE;
917 else if (part->control_info.class == get_hash_from_key("door_1"))
921 viewport_width = DXSIZE;
922 viewport_height = DYSIZE;
924 else if (part->control_info.class == get_hash_from_key("door_2"))
926 if (part->mode_nr == GAME_MODE_EDITOR)
930 viewport_width = EXSIZE;
931 viewport_height = EYSIZE;
937 viewport_width = VXSIZE;
938 viewport_height = VYSIZE;
941 else // default: "playfield"
943 viewport_x = REAL_SX;
944 viewport_y = REAL_SY;
945 viewport_width = FULL_SXSIZE;
946 viewport_height = FULL_SYSIZE;
949 if (viewport_x != part->viewport_x ||
950 viewport_y != part->viewport_y ||
951 viewport_width != part->viewport_width ||
952 viewport_height != part->viewport_height)
954 part->viewport_x = viewport_x;
955 part->viewport_y = viewport_y;
956 part->viewport_width = viewport_width;
957 part->viewport_height = viewport_height;
959 if (part->control_info.class != get_hash_from_key("pointer"))
966 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
968 int sound = part->sound;
970 if (sound == SND_UNDEFINED)
973 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
974 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
977 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
978 if (IS_LOOP_SOUND(sound))
979 PlaySoundLoop(sound);
984 printf("::: PLAY SOUND %d.%d.%d: %d\n",
985 part->anim_nr, part->nr, part->mode_nr, sound);
989 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
991 int sound = part->sound;
993 if (sound == SND_UNDEFINED)
999 printf("::: STOP SOUND %d.%d.%d: %d\n",
1000 part->anim_nr, part->nr, part->mode_nr, sound);
1004 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1006 int music = part->music;
1008 if (music == MUS_UNDEFINED)
1011 if (!setup.sound_music)
1014 if (IS_LOOP_MUSIC(music))
1015 PlayMusicLoop(music);
1020 printf("::: PLAY MUSIC %d.%d.%d: %d\n",
1021 part->anim_nr, part->nr, part->mode_nr, music);
1025 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1027 int music = part->music;
1029 if (music == MUS_UNDEFINED)
1035 printf("::: STOP MUSIC %d.%d.%d: %d\n",
1036 part->anim_nr, part->nr, part->mode_nr, music);
1040 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1042 // when drawing animations to fading buffer, do not play sounds or music
1043 if (drawing_to_fading_buffer)
1046 PlayGlobalAnimSound(part);
1047 PlayGlobalAnimMusic(part);
1050 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1052 StopGlobalAnimSound(part);
1053 StopGlobalAnimMusic(part);
1056 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1058 // when drawing animations to fading buffer, do not play sounds
1059 if (drawing_to_fading_buffer)
1062 // loop sounds only expire when playing
1063 if (game_status != GAME_MODE_PLAYING)
1066 // check if any sound is defined for this animation part
1067 if (part->sound == SND_UNDEFINED)
1070 // normal (non-loop) sounds do not expire when playing
1071 if (!IS_LOOP_SOUND(part->sound))
1074 // prevent expiring loop sounds when playing
1075 PlayGlobalAnimSound(part);
1078 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1080 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1082 if (mask & ANIM_EVENT_ANY)
1083 return (anim_event & ANIM_EVENT_ANY);
1084 else if (mask & ANIM_EVENT_SELF)
1085 return (anim_event & ANIM_EVENT_SELF);
1086 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1087 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1089 return (anim_event == mask ||
1090 anim_event == mask_anim_only);
1093 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1095 struct GraphicInfo *c = &part->control_info;
1096 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1097 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1100 for (i = 0; i < num_init_events; i++)
1102 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1104 if (checkGlobalAnimEvent(init_event, mask))
1108 for (i = 0; i < num_anim_events; i++)
1110 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1112 if (checkGlobalAnimEvent(anim_event, mask))
1119 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1120 int mx, int my, boolean clicked)
1122 struct GraphicInfo *g = &part->graphic_info;
1123 int part_x = part->viewport_x + part->x;
1124 int part_y = part->viewport_y + part->y;
1125 int part_width = g->width;
1126 int part_height = g->height;
1128 // check if mouse click was detected at all
1132 // check if mouse click is inside the animation part's viewport
1133 if (mx < part->viewport_x ||
1134 mx >= part->viewport_x + part->viewport_width ||
1135 my < part->viewport_y ||
1136 my >= part->viewport_y + part->viewport_height)
1139 // check if mouse click is inside the animation part's graphic
1141 mx >= part_x + part_width ||
1143 my >= part_y + part_height)
1149 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1151 return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
1154 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1156 return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
1159 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1160 boolean *click_consumed,
1161 boolean *any_event_action,
1162 int event_value, char *info_text)
1164 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1166 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1167 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1168 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1171 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1175 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1177 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1180 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1182 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1184 if (!(part2->state & ANIM_STATE_RUNNING))
1187 if (isClickablePart(part2, mask))
1189 part2->triggered = TRUE;
1190 *click_consumed |= clickConsumed(part); // click was on "part"!
1192 #if DEBUG_ANIM_EVENTS
1193 printf("::: => %d.%d TRIGGERED BY %s OF %d.%d\n",
1194 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1195 part->old_anim_nr + 1, part->old_nr + 1);
1198 printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
1199 part2->control_info.anim_event_action);
1202 // after executing event action, ignore any further actions
1203 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1204 *any_event_action = TRUE;
1208 struct GraphicInfo *c = &part2->control_info;
1210 printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
1211 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1213 if (isClickablePart(part2, mask))
1214 printf(" <--- TRIGGERED BY %d.%d",
1223 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1224 int delay_type, char *info_text)
1226 #if DEBUG_ANIM_DELAY
1227 printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
1230 DoGlobalAnim_DelayAction(part, delay_type);
1233 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1234 int event_value, char *info_text)
1236 #if DEBUG_ANIM_EVENTS
1237 printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
1240 boolean click_consumed = FALSE;
1241 boolean any_event_action = FALSE;
1243 // check if this event is defined to trigger other animations
1244 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1245 event_value, info_text);
1248 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1251 if (handle_click && !part->clicked)
1254 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1255 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1256 struct GraphicInfo *g = &part->graphic_info;
1257 struct GraphicInfo *c = &part->control_info;
1258 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1260 if (viewport_changed)
1261 state |= ANIM_STATE_RESTART;
1263 if (state & ANIM_STATE_RESTART)
1265 // when drawing animations to fading buffer, only start fixed animations
1266 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1267 c->y == ARG_UNDEFINED_VALUE))
1268 return ANIM_STATE_INACTIVE;
1270 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1272 part->init_delay_counter =
1273 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1275 part->anim_delay_counter =
1276 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1278 part->post_delay_counter = 0;
1280 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1281 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1283 part->initial_anim_sync_frame =
1284 (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
1286 // do not re-initialize random animation frame after fade-in
1287 if (part->anim_random_frame == -1)
1288 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1290 if (c->direction & MV_HORIZONTAL)
1292 int pos_bottom = part->viewport_height - g->height;
1294 if (c->position == POS_TOP)
1296 else if (c->position == POS_UPPER)
1297 part->y = GetSimpleRandom(pos_bottom / 2);
1298 else if (c->position == POS_MIDDLE)
1299 part->y = pos_bottom / 2;
1300 else if (c->position == POS_LOWER)
1301 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1302 else if (c->position == POS_BOTTOM)
1303 part->y = pos_bottom;
1305 part->y = GetSimpleRandom(pos_bottom);
1307 if (c->direction == MV_RIGHT)
1309 part->step_xoffset = c->step_offset;
1310 part->x = -g->width + part->step_xoffset;
1314 part->step_xoffset = -c->step_offset;
1315 part->x = part->viewport_width + part->step_xoffset;
1318 part->step_yoffset = 0;
1320 else if (c->direction & MV_VERTICAL)
1322 int pos_right = part->viewport_width - g->width;
1324 if (c->position == POS_LEFT)
1326 else if (c->position == POS_RIGHT)
1327 part->x = pos_right;
1329 part->x = GetSimpleRandom(pos_right);
1331 if (c->direction == MV_DOWN)
1333 part->step_yoffset = c->step_offset;
1334 part->y = -g->height + part->step_yoffset;
1338 part->step_yoffset = -c->step_offset;
1339 part->y = part->viewport_height + part->step_yoffset;
1342 part->step_xoffset = 0;
1349 part->step_xoffset = 0;
1350 part->step_yoffset = 0;
1353 if (part->control_info.class != get_hash_from_key("pointer"))
1355 if (c->x != ARG_UNDEFINED_VALUE)
1357 if (c->y != ARG_UNDEFINED_VALUE)
1361 if (c->position == POS_LAST &&
1362 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1363 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1365 part->x = anim->last_x;
1366 part->y = anim->last_y;
1369 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1370 part->step_xoffset = c->step_xoffset;
1371 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1372 part->step_yoffset = c->step_yoffset;
1374 if (part->init_delay_counter == 0 &&
1375 !part->init_event_state)
1377 PlayGlobalAnimSoundAndMusic(part);
1379 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1380 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1384 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1388 if (part->clicked &&
1389 part->init_event_state)
1391 if (part->initial_anim_sync_frame > 0)
1392 part->initial_anim_sync_frame -= part->init_delay_counter - 1;
1394 part->init_delay_counter = 1;
1395 part->init_event_state = FALSE;
1397 part->clicked = FALSE;
1400 if (part->clicked &&
1401 part->anim_event_state)
1403 part->anim_delay_counter = 1;
1404 part->anim_event_state = FALSE;
1406 part->clicked = FALSE;
1409 if (part->init_delay_counter > 0)
1411 part->init_delay_counter--;
1413 if (part->init_delay_counter == 0)
1415 part->init_event_state = FALSE;
1417 PlayGlobalAnimSoundAndMusic(part);
1419 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1420 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1423 return ANIM_STATE_WAITING;
1426 if (part->init_event_state)
1427 return ANIM_STATE_WAITING;
1429 // animation part is now running/visible and therefore clickable
1430 part->clickable = TRUE;
1432 // check if moving animation has left the visible screen area
1433 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1434 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1435 (part->y <= -g->height && part->step_yoffset <= 0) ||
1436 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1438 // do not wait for "anim" events for off-screen animations
1439 part->anim_event_state = FALSE;
1441 // do not stop animation before "anim" or "post" counter are finished
1442 if (part->anim_delay_counter == 0 &&
1443 part->post_delay_counter == 0)
1445 StopGlobalAnimSoundAndMusic(part);
1447 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1449 part->post_delay_counter =
1450 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1452 if (part->post_delay_counter > 0)
1453 return ANIM_STATE_RUNNING;
1455 // drawing last frame not needed here -- animation not visible anymore
1456 return ANIM_STATE_RESTART;
1460 if (part->anim_delay_counter > 0)
1462 part->anim_delay_counter--;
1464 if (part->anim_delay_counter == 0)
1466 part->anim_event_state = FALSE;
1468 StopGlobalAnimSoundAndMusic(part);
1470 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1471 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1473 part->post_delay_counter =
1474 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1476 if (part->post_delay_counter > 0)
1477 return ANIM_STATE_RUNNING;
1479 // additional state "RUNNING" required to not skip drawing last frame
1480 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1484 if (part->post_delay_counter > 0)
1486 part->post_delay_counter--;
1488 if (part->post_delay_counter == 0)
1490 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1491 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1493 return ANIM_STATE_RESTART;
1496 return ANIM_STATE_WAITING;
1499 // special case to prevent expiring loop sounds when playing
1500 PlayGlobalAnimSoundIfLoop(part);
1502 if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
1504 return ANIM_STATE_RUNNING;
1508 static unsigned int last_counter = -1;
1509 unsigned int counter = Counter();
1511 printf("::: NEXT ANIM PART [%d, %d]\n",
1512 anim_sync_frame, counter - last_counter);
1514 last_counter = counter;
1518 part->x += part->step_xoffset;
1519 part->y += part->step_yoffset;
1521 anim->last_x = part->x;
1522 anim->last_y = part->y;
1524 return ANIM_STATE_RUNNING;
1527 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1530 struct GlobalAnimPartControlInfo *part;
1531 struct GraphicInfo *c = &anim->control_info;
1532 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1533 int state, active_part_nr;
1537 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1538 anim->mode_nr, anim->nr, anim->num_parts);
1539 printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
1543 printf("::: %s(%d): %d, %d, %d [%d]\n",
1544 (action == ANIM_START ? "ANIM_START" :
1545 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1546 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1548 anim->state & ANIM_STATE_RESTART,
1549 anim->state & ANIM_STATE_WAITING,
1550 anim->state & ANIM_STATE_RUNNING,
1557 anim->state = anim->last_state = ANIM_STATE_RESTART;
1558 anim->active_part_nr = anim->last_active_part_nr = 0;
1559 anim->part_counter = 0;
1564 if (anim->state == ANIM_STATE_INACTIVE)
1567 anim->state = anim->last_state;
1568 anim->active_part_nr = anim->last_active_part_nr;
1573 anim->state = ANIM_STATE_INACTIVE;
1575 for (i = 0; i < num_parts; i++)
1576 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1584 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1587 printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
1588 anim->mode_nr, anim->nr, num_parts);
1591 for (i = 0; i < num_parts; i++)
1593 part = &anim->part[i];
1598 anim->state = ANIM_STATE_RUNNING;
1599 part->state = ANIM_STATE_RESTART;
1604 if (part->state == ANIM_STATE_INACTIVE)
1610 part->state = ANIM_STATE_INACTIVE;
1618 part->state = HandleGlobalAnim_Part(part, part->state);
1620 // when animation mode is "once", stop after animation was played once
1621 if (c->anim_mode & ANIM_ONCE &&
1622 part->state & ANIM_STATE_RESTART)
1623 part->state = ANIM_STATE_INACTIVE;
1626 anim->last_state = anim->state;
1627 anim->last_active_part_nr = anim->active_part_nr;
1632 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1633 anim->active_part_nr = getGlobalAnimationPart(anim);
1635 part = &anim->part[anim->active_part_nr];
1637 // first set all animation parts to "inactive", ...
1638 for (i = 0; i < num_parts; i++)
1639 anim->part[i].state = ANIM_STATE_INACTIVE;
1641 // ... then set current animation parts to "running"
1642 part->state = ANIM_STATE_RUNNING;
1644 anim->state = HandleGlobalAnim_Part(part, anim->state);
1646 if (anim->state & ANIM_STATE_RESTART)
1647 anim->part_counter++;
1649 // when animation mode is "once", stop after all animations were played once
1650 if (c->anim_mode & ANIM_ONCE &&
1651 anim->part_counter == anim->num_parts)
1652 anim->state = ANIM_STATE_INACTIVE;
1654 state = anim->state;
1655 active_part_nr = anim->active_part_nr;
1657 // while the animation parts are pausing (waiting or inactive), play the base
1658 // (main) animation; this corresponds to the "boring player animation" logic
1659 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1662 if (anim->state == ANIM_STATE_WAITING ||
1663 anim->state == ANIM_STATE_INACTIVE)
1665 anim->active_part_nr = anim->num_parts; // part nr of base animation
1666 part = &anim->part[anim->active_part_nr];
1668 if (anim->state != anim->last_state)
1669 part->state = ANIM_STATE_RESTART;
1671 anim->state = ANIM_STATE_RUNNING;
1672 part->state = HandleGlobalAnim_Part(part, part->state);
1676 anim->last_state = state;
1677 anim->last_active_part_nr = active_part_nr;
1680 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1685 printf("::: HandleGlobalAnim_Mode: %d => %d\n",
1686 ctrl->nr, ctrl->num_anims);
1689 for (i = 0; i < ctrl->num_anims; i++)
1690 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1693 static void HandleGlobalAnim(int action, int game_mode)
1696 printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
1699 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1702 static void DoAnimationExt(void)
1707 printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
1710 // global animations now synchronized with frame delay of screen update
1713 for (i = 0; i < NUM_GAME_MODES; i++)
1714 HandleGlobalAnim(ANIM_CONTINUE, i);
1717 // force screen redraw in next frame to continue drawing global animations
1718 redraw_mask = REDRAW_ALL;
1722 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
1726 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
1727 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
1728 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
1729 ANIM_DELAY_ACTION_NONE);
1731 if (delay_action == ANIM_DELAY_ACTION_NONE)
1734 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
1737 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
1739 int event_action = (part->init_event_state ?
1740 part->control_info.init_event_action :
1741 part->control_info.anim_event_action);
1743 if (event_action == ANIM_EVENT_ACTION_NONE)
1746 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
1748 // check if further actions are allowed to be executed
1749 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
1755 static void InitGlobalAnim_Clickable(void)
1759 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
1761 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1764 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
1766 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1769 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
1771 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1773 if (part->triggered)
1774 part->clicked = TRUE;
1776 part->triggered = FALSE;
1777 part->clickable = FALSE;
1783 #define ANIM_CLICKED_RESET 0
1784 #define ANIM_CLICKED_PRESSED 1
1785 #define ANIM_CLICKED_RELEASED 2
1787 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
1789 boolean click_consumed = FALSE;
1790 boolean anything_clicked = FALSE;
1791 boolean any_part_clicked = FALSE;
1792 boolean any_event_action = FALSE;
1796 // check game modes in reverse draw order (to stop when clicked)
1797 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
1799 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
1802 // check animations in reverse draw order (to stop when clicked)
1803 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
1805 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
1808 // check animation parts in reverse draw order (to stop when clicked)
1809 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
1811 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
1813 if (clicked_event == ANIM_CLICKED_RESET)
1815 part->clicked = FALSE;
1820 if (!part->clickable)
1823 if (!(part->state & ANIM_STATE_RUNNING))
1826 // always handle "any" click events (clicking anywhere on screen) ...
1827 if (clicked_event == ANIM_CLICKED_PRESSED &&
1828 isClickablePart(part, ANIM_EVENT_ANY))
1830 #if DEBUG_ANIM_EVENTS
1831 printf("::: => %d.%d TRIGGERED BY ANY\n",
1832 part->old_anim_nr + 1, part->old_nr + 1);
1835 anything_clicked = part->clicked = TRUE;
1836 click_consumed |= clickConsumed(part);
1839 // always handle "unclick:any" events (releasing anywhere on screen) ...
1840 if (clicked_event == ANIM_CLICKED_RELEASED &&
1841 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
1843 #if DEBUG_ANIM_EVENTS
1844 printf("::: => %d.%d TRIGGERED BY UNCLICK:ANY\n",
1845 part->old_anim_nr + 1, part->old_nr + 1);
1848 anything_clicked = part->clicked = TRUE;
1849 click_consumed |= clickConsumed(part);
1852 // ... but only handle the first (topmost) clickable animation
1853 if (any_part_clicked)
1856 if (clicked_event == ANIM_CLICKED_PRESSED &&
1857 isClickedPart(part, mx, my, TRUE))
1860 printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_nr,
1861 part->control_info.anim_event_action);
1864 // after executing event action, ignore any further actions
1865 if (!any_event_action && DoGlobalAnim_EventAction(part))
1866 any_event_action = TRUE;
1868 // determine if mouse clicks should be blocked from other animations
1869 any_part_clicked |= clickConsumed(part);
1871 if (isClickablePart(part, ANIM_EVENT_SELF))
1873 #if DEBUG_ANIM_EVENTS
1874 printf("::: => %d.%d TRIGGERED BY SELF\n",
1875 part->old_anim_nr + 1, part->old_nr + 1);
1878 anything_clicked = part->clicked = TRUE;
1879 click_consumed |= clickConsumed(part);
1882 // determine if mouse clicks should be blocked by this animation
1883 click_consumed |= clickBlocked(part);
1885 // check if this click is defined to trigger other animations
1886 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1887 ANIM_EVENT_CLICK, "CLICK");
1893 if (anything_clicked)
1895 handle_click = TRUE;
1897 for (i = 0; i < NUM_GAME_MODES; i++)
1898 HandleGlobalAnim(ANIM_CONTINUE, i);
1900 handle_click = FALSE;
1902 // prevent ignoring release event if processed within same game frame
1903 StopProcessingEvents();
1906 return (click_consumed || any_event_action);
1909 static void ResetGlobalAnim_Clickable(void)
1911 InitGlobalAnim_Clickable();
1914 static void ResetGlobalAnim_Clicked(void)
1916 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
1919 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
1921 static boolean click_consumed = FALSE;
1922 static int last_button = 0;
1923 boolean press_event;
1924 boolean release_event;
1925 boolean click_consumed_current = click_consumed;
1927 if (button != 0 && force_click)
1930 // check if button state has changed since last invocation
1931 press_event = (button != 0 && last_button == 0);
1932 release_event = (button == 0 && last_button != 0);
1933 last_button = button;
1937 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
1938 click_consumed_current = click_consumed;
1943 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
1944 click_consumed = FALSE;
1947 return click_consumed_current;