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 ANIM_CLASS_BIT_TITLE_INITIAL 0
38 #define ANIM_CLASS_BIT_TITLE 1
39 #define ANIM_CLASS_BIT_MAIN 2
40 #define ANIM_CLASS_BIT_NAMES 3
41 #define ANIM_CLASS_BIT_SCORES 4
42 #define ANIM_CLASS_BIT_SCORESONLY 5
43 #define ANIM_CLASS_BIT_SUBMENU 6
44 #define ANIM_CLASS_BIT_MENU 7
45 #define ANIM_CLASS_BIT_TOONS 8
46 #define ANIM_CLASS_BIT_NO_TITLE 9
48 #define NUM_ANIM_CLASSES 10
50 #define ANIM_CLASS_NONE 0
51 #define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
52 #define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
53 #define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
54 #define ANIM_CLASS_NAMES (1 << ANIM_CLASS_BIT_NAMES)
55 #define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
56 #define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
57 #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
58 #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
59 #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
60 #define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
62 #define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
66 #define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
68 ANIM_CLASS_SCORESONLY | \
71 #define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
76 #define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
78 ANIM_CLASS_SUBMENU | \
81 #define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
83 ANIM_CLASS_SUBMENU | \
87 // values for global animation states
88 #define ANIM_STATE_INACTIVE 0
89 #define ANIM_STATE_RESTART (1 << 0)
90 #define ANIM_STATE_WAITING (1 << 1)
91 #define ANIM_STATE_RUNNING (1 << 2)
93 // values for global animation control
94 #define ANIM_NO_ACTION 0
96 #define ANIM_CONTINUE 2
100 struct GlobalAnimPartControlInfo
102 int old_nr; // position before mapping animation parts linearly
103 int old_anim_nr; // position before mapping animations linearly
109 boolean is_base; // animation part is base/main/default animation part
115 struct GraphicInfo graphic_info;
116 struct GraphicInfo control_info;
118 boolean class_playfield;
126 int step_xoffset, step_yoffset;
129 int tile_xoffset, tile_yoffset;
131 unsigned int initial_anim_sync_frame;
132 unsigned int anim_random_frame;
134 DelayCounter step_delay;
136 int init_delay_counter;
137 int anim_delay_counter;
138 int post_delay_counter;
140 boolean init_event_state;
141 boolean anim_event_state;
150 int last_anim_status;
153 struct GlobalAnimMainControlInfo
155 struct GlobalAnimPartControlInfo base;
156 struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
161 struct GraphicInfo control_info;
163 int num_parts; // number of animation parts, but without base part
164 int num_parts_all; // number of animation parts, including base part
168 boolean has_base; // animation has base/main/default animation part
172 int init_delay_counter;
176 int last_state, last_active_part_nr;
179 struct GlobalAnimControlInfo
181 struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
187 struct GameModeAnimClass
191 } game_mode_anim_classes_list[] =
193 { GAME_MODE_TITLE_INITIAL_1, ANIM_CLASS_TITLE_INITIAL },
194 { GAME_MODE_TITLE_INITIAL_2, ANIM_CLASS_TITLE_INITIAL },
195 { GAME_MODE_TITLE_INITIAL_3, ANIM_CLASS_TITLE_INITIAL },
196 { GAME_MODE_TITLE_INITIAL_4, ANIM_CLASS_TITLE_INITIAL },
197 { GAME_MODE_TITLE_INITIAL_5, ANIM_CLASS_TITLE_INITIAL },
198 { GAME_MODE_TITLE_1, ANIM_CLASS_TITLE },
199 { GAME_MODE_TITLE_2, ANIM_CLASS_TITLE },
200 { GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
201 { GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
202 { GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
203 { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
204 { GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
205 { GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
206 { GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
207 { GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
208 { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
209 { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
210 { GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
211 { GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
212 { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
213 { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
214 { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
215 { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
216 { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
221 struct AnimClassGameMode
225 } anim_class_game_modes_list[] =
227 { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
228 { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
229 { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
230 { ANIM_CLASS_BIT_NAMES, GAME_MODE_NAMES },
231 { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
232 { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
233 { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
234 { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
235 { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
236 { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
241 // forward declaration for internal use
242 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
243 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
244 static void HandleGlobalAnim(int, int);
245 static void DoAnimationExt(void);
246 static void ResetGlobalAnim_Clickable(void);
247 static void ResetGlobalAnim_Clicked(void);
249 static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
251 static unsigned int anim_sync_frame = 0;
253 static int game_mode_anim_classes[NUM_GAME_MODES];
254 static int anim_class_game_modes[NUM_ANIM_CLASSES];
256 static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
257 static int anim_status_last = GAME_MODE_DEFAULT;
258 static int anim_classes_last = ANIM_CLASS_NONE;
260 static boolean drawing_to_fading_buffer = FALSE;
262 static boolean handle_click = FALSE;
265 // ============================================================================
266 // generic animation frame calculation
267 // ============================================================================
269 int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
274 if (delay < 1) // delay must be at least 1
277 sync_frame += start_frame * delay;
279 if (mode & ANIM_LOOP) // looping animation
281 frame = (sync_frame % (delay * num_frames)) / delay;
283 else if (mode & ANIM_LINEAR) // linear (non-looping) animation
285 frame = sync_frame / delay;
287 if (frame > num_frames - 1)
288 frame = num_frames - 1;
290 else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
292 int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
294 frame = (sync_frame % (delay * max_anim_frames)) / delay;
295 frame = (frame < num_frames ? frame : max_anim_frames - frame);
297 else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
299 int max_anim_frames = 2 * num_frames;
301 frame = (sync_frame % (delay * max_anim_frames)) / delay;
302 frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
304 else if (mode & ANIM_RANDOM) // play frames in random order
306 // note: expect different frames for the same delay cycle!
308 if (gfx.anim_random_frame < 0)
309 frame = GetSimpleRandom(num_frames);
311 frame = gfx.anim_random_frame % num_frames;
313 else if (mode & ANIM_LEVEL_NR) // play frames by level number
315 int level_pos = level_nr - leveldir_current->first_level;
317 frame = level_pos % num_frames;
319 else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
321 frame = sync_frame % num_frames;
324 if (mode & ANIM_REVERSE) // use reverse animation direction
325 frame = num_frames - frame - 1;
331 // ============================================================================
332 // global animation functions
333 // ============================================================================
335 static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
337 struct GraphicInfo *c = &anim->control_info;
338 int last_anim_random_frame = gfx.anim_random_frame;
341 gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
343 part_nr = getAnimationFrame(anim->num_parts, 1,
344 c->anim_mode, c->anim_start_frame,
347 gfx.anim_random_frame = last_anim_random_frame;
352 static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
354 const struct GlobalAnimPartControlInfo *o1 =
355 (struct GlobalAnimPartControlInfo *)obj1;
356 const struct GlobalAnimPartControlInfo *o2 =
357 (struct GlobalAnimPartControlInfo *)obj2;
360 if (o1->control_info.draw_order != o2->control_info.draw_order)
361 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
363 compare_result = o1->nr - o2->nr;
365 return compare_result;
368 static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
370 const struct GlobalAnimMainControlInfo *o1 =
371 (struct GlobalAnimMainControlInfo *)obj1;
372 const struct GlobalAnimMainControlInfo *o2 =
373 (struct GlobalAnimMainControlInfo *)obj2;
376 if (o1->control_info.draw_order != o2->control_info.draw_order)
377 compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
379 compare_result = o1->nr - o2->nr;
381 return compare_result;
384 static boolean isPausedOnPlayfield(struct GlobalAnimPartControlInfo *part)
386 // only pause playfield animations when playing
387 if (game_status != GAME_MODE_PLAYING)
390 // do not pause animations when game ended (and engine is running)
391 if (checkGameEnded())
394 // only pause animations on playfield
395 if (!part->class_playfield)
398 // only pause animations when engine is paused or request dialog is open(ing)
399 if (!tape.pausing && !game.request_active_or_moving)
405 static void InitToonControls(void)
407 int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
408 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
409 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
410 int mode_nr, anim_nr, part_nr;
411 int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
412 int num_toons = MAX_NUM_TOONS;
415 if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
416 num_toons = global.num_toons;
418 mode_nr = mode_nr_toons;
419 anim_nr = ctrl->num_anims;
422 anim->mode_nr = mode_nr;
423 anim->control_info = graphic_info[control];
426 anim->num_parts_all = 0;
427 anim->part_counter = 0;
428 anim->active_part_nr = 0;
430 anim->has_base = FALSE;
432 anim->last_x = POS_OFFSCREEN;
433 anim->last_y = POS_OFFSCREEN;
435 anim->init_delay_counter = 0;
437 anim->state = ANIM_STATE_INACTIVE;
441 for (i = 0; i < num_toons; i++)
443 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
444 int sound = SND_UNDEFINED;
445 int music = MUS_UNDEFINED;
446 int graphic = IMG_TOON_1 + i;
451 part->anim_nr = anim_nr;
452 part->mode_nr = mode_nr;
454 part->is_base = FALSE;
458 part->graphic = graphic;
460 part->graphic_info = graphic_info[graphic];
461 part->control_info = graphic_info[control];
463 part->graphic_info.anim_delay *= part->graphic_info.step_delay;
465 part->control_info.init_delay_fixed = 0;
466 part->control_info.init_delay_random = 150;
468 part->control_info.x = ARG_UNDEFINED_VALUE;
469 part->control_info.y = ARG_UNDEFINED_VALUE;
471 part->initial_anim_sync_frame = 0;
472 part->anim_random_frame = -1;
474 part->step_delay.count = 0;
475 part->step_delay.value = graphic_info[control].step_delay;
477 part->state = ANIM_STATE_INACTIVE;
478 part->last_anim_status = -1;
481 anim->num_parts_all++;
489 static void InitGlobalAnimControls(void)
492 int mode_nr, anim_nr, part_nr;
493 int sound, music, graphic, control;
497 for (m = 0; m < NUM_GAME_MODES; m++)
501 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
508 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
510 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
511 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
513 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
515 // if no base animation parameters defined, use default values
516 if (control == IMG_UNDEFINED)
517 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
520 anim->mode_nr = mode_nr;
521 anim->control_info = graphic_info[control];
524 anim->num_parts_all = 0;
525 anim->part_counter = 0;
526 anim->active_part_nr = 0;
528 anim->has_base = FALSE;
530 anim->last_x = POS_OFFSCREEN;
531 anim->last_y = POS_OFFSCREEN;
533 anim->init_delay_counter = 0;
535 anim->state = ANIM_STATE_INACTIVE;
539 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
541 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
543 sound = global_anim_info[a].sound[p][m];
544 music = global_anim_info[a].music[p][m];
545 graphic = global_anim_info[a].graphic[p][m];
546 control = global_anim_info[ctrl_id].graphic[p][m];
548 if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
549 control == IMG_UNDEFINED)
553 Debug("anim:InitGlobalAnimControls",
554 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
555 m, a, p, mode_nr, anim_nr, part_nr, control);
559 Debug("anim:InitGlobalAnimControls",
560 "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
561 m, a, p, mode_nr, anim_nr, part_nr, sound);
565 part->old_anim_nr = a;
568 part->anim_nr = anim_nr;
569 part->mode_nr = mode_nr;
573 part->graphic = graphic;
575 part->graphic_info = graphic_info[graphic];
576 part->control_info = graphic_info[control];
578 part->initial_anim_sync_frame = 0;
579 part->anim_random_frame = -1;
581 part->step_delay.count = 0;
582 part->step_delay.value = graphic_info[control].step_delay;
584 part->state = ANIM_STATE_INACTIVE;
585 part->last_anim_status = -1;
587 anim->num_parts_all++;
589 if (p < GLOBAL_ANIM_ID_PART_BASE)
591 part->is_base = FALSE;
598 part->is_base = TRUE;
601 anim->has_base = TRUE;
604 // apply special settings for pointer-style animations
605 if (part->control_info.class == get_hash_from_key("pointer"))
607 // force animation to be on top (must set anim and part control)
608 if (anim->control_info.draw_order == 0)
609 anim->control_info.draw_order = 1000000;
610 if (part->control_info.draw_order == 0)
611 part->control_info.draw_order = 1000000;
613 // force animation to pass-through clicks (must set part control)
614 if (part->control_info.style == STYLE_DEFAULT)
615 part->control_info.style |= STYLE_PASSTHROUGH;
619 if (anim->num_parts > 0 || anim->has_base)
629 // sort all animations according to draw_order and animation number
630 for (m = 0; m < NUM_GAME_MODES; m++)
632 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
634 // sort all main animations for this game mode
635 qsort(ctrl->anim, ctrl->num_anims,
636 sizeof(struct GlobalAnimMainControlInfo),
637 compareGlobalAnimMainControlInfo);
639 for (a = 0; a < ctrl->num_anims; a++)
641 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
643 // sort all animation parts for this main animation
644 qsort(anim->part, anim->num_parts,
645 sizeof(struct GlobalAnimPartControlInfo),
646 compareGlobalAnimPartControlInfo);
650 for (i = 0; i < NUM_GAME_MODES; i++)
651 game_mode_anim_classes[i] = ANIM_CLASS_NONE;
652 for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
653 game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
654 game_mode_anim_classes_list[i].class;
656 for (i = 0; i < NUM_ANIM_CLASSES; i++)
657 anim_class_game_modes[i] = GAME_MODE_DEFAULT;
658 for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
659 anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
660 anim_class_game_modes_list[i].game_mode;
662 anim_status_last_before_fading = GAME_MODE_LOADING;
663 anim_status_last = GAME_MODE_LOADING;
664 anim_classes_last = ANIM_CLASS_NONE;
667 static void SetGlobalAnimEventsForCustomElements(int list_pos)
669 int num_events = GetGlobalAnimEventValueCount(list_pos);
672 for (i = 0; i < num_events; i++)
674 int event = GetGlobalAnimEventValue(list_pos, i);
676 if (event & ANIM_EVENT_CE_CHANGE)
678 int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
680 if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
681 element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
686 void InitGlobalAnimEventsForCustomElements(void)
691 // custom element events for global animations only relevant while playing
692 m = GAME_MODE_PLAYING;
694 for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
696 int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
698 control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
700 // if no base animation parameters defined, use default values
701 if (control == IMG_UNDEFINED)
702 control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
704 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
705 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
707 for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
709 control = global_anim_info[ctrl_id].graphic[p][m];
711 if (control == IMG_UNDEFINED)
714 SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
715 SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
720 void InitGlobalAnimations(void)
722 InitGlobalAnimControls();
725 static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
726 Bitmap *src_bitmap, int src_x0, int src_y0,
729 struct GraphicInfo *g = &part->graphic_info;
730 struct GraphicInfo *c = &part->control_info;
731 void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
732 (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
733 void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
734 (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
735 Bitmap *fade_bitmap =
736 (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
737 drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
740 for (y = 0; y < c->stacked_yfactor; y++)
742 for (x = 0; x < c->stacked_xfactor; x++)
746 int dst_x = part->x + x * (g->width + c->stacked_xoffset);
747 int dst_y = part->y + y * (g->height + c->stacked_yoffset);
750 int width = g->width;
751 int height = g->height;
759 else if (dst_x > part->viewport_width - g->width)
761 width -= (dst_x - (part->viewport_width - g->width));
770 else if (dst_y > part->viewport_height - g->height)
772 height -= (dst_y - (part->viewport_height - g->height));
775 if (width <= 0 || height <= 0)
781 dst_x += part->viewport_x;
782 dst_y += part->viewport_y;
784 if (drawing_target == DRAW_TO_SCREEN)
785 blit_screen(src_bitmap, src_x, src_y, width, height,
788 blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
794 static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
796 int game_mode_anim_action[NUM_GAME_MODES];
802 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
803 drawing_target == DRAW_TO_SCREEN)
806 // always start with reliable default values (no animation actions)
807 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
808 game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
810 if (global.anim_status != anim_status_last)
812 boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
813 boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
814 int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
817 if (drawing_target == DRAW_TO_FADE_TARGET)
820 // special case: changing from/to these screens is done without fading
821 if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
822 global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
823 anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
824 anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
827 // ---------- part 1 ------------------------------------------------------
828 // start or stop global animations by change of game mode
829 // (special handling of animations for "current screen" and "all screens")
831 if (global.anim_status_next != anim_status_last_before_fading)
833 // stop animations for last screen before fading to new screen
834 game_mode_anim_action[anim_status_last] = ANIM_STOP;
836 // start animations for current screen after fading to new screen
837 game_mode_anim_action[global.anim_status] = ANIM_START;
840 // start animations for all screens after loading new artwork set
841 if (anim_status_last == GAME_MODE_LOADING)
842 game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
844 // ---------- part 2 ------------------------------------------------------
845 // start or stop global animations by change of animation class
846 // (generic handling of animations for "class of screens")
848 for (i = 0; i < NUM_ANIM_CLASSES; i++)
850 int anim_class_check = (1 << i);
851 int anim_class_game_mode = anim_class_game_modes[i];
852 int anim_class_last = anim_classes_last & anim_class_check;
853 int anim_class_next = anim_classes_next & anim_class_check;
855 // stop animations for changed screen class before fading to new screen
856 if (before_fading && anim_class_last && !anim_class_next)
857 game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
859 // start animations for changed screen class after fading to new screen
860 if (after_fading && !anim_class_last && anim_class_next)
861 game_mode_anim_action[anim_class_game_mode] = ANIM_START;
864 if (drawing_target == DRAW_TO_SCREEN)
868 anim_classes_last = anim_classes_next;
869 anim_status_last_before_fading = global.anim_status;
872 anim_status_last = global.anim_status;
874 // start or stop animations determined to be started or stopped above
875 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
876 if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
877 HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
879 else if (drawing_target == DRAW_TO_FADE_TARGET)
881 drawing_to_fading_buffer = TRUE;
883 // start animations determined to be (temporary) started above
884 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
885 if (game_mode_anim_action[mode_nr] == ANIM_START)
886 HandleGlobalAnim(ANIM_START, mode_nr);
890 // when restarting global animations, do not redraw them, but stop here
891 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
894 if (global.anim_status == GAME_MODE_LOADING)
897 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
899 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
902 // when preparing source fading buffer, only draw animations to be stopped
903 if (drawing_target == DRAW_TO_FADE_SOURCE &&
904 game_mode_anim_action[mode_nr] != ANIM_STOP)
907 // when preparing target fading buffer, only draw animations to be started
908 if (drawing_target == DRAW_TO_FADE_TARGET &&
909 game_mode_anim_action[mode_nr] != ANIM_START)
913 if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
914 mode_nr != game_status)
918 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
920 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
921 struct GraphicInfo *c = &anim->control_info;
922 int part_first, part_last;
925 if (!(anim->state & ANIM_STATE_RUNNING))
928 part_first = part_last = anim->active_part_nr;
930 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
932 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
935 part_last = num_parts - 1;
938 for (part_nr = part_first; part_nr <= part_last; part_nr++)
940 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
941 struct GraphicInfo *g = &part->graphic_info;
946 int last_anim_random_frame = gfx.anim_random_frame;
948 if (!(part->state & ANIM_STATE_RUNNING))
951 if (part->drawing_stage != drawing_stage)
954 // if game is paused, also pause playfield animations
955 if (isPausedOnPlayfield(part))
956 part->initial_anim_sync_frame++;
958 sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
960 // re-initialize random animation frame after animation delay
961 if (g->anim_mode == ANIM_RANDOM &&
962 sync_frame % g->anim_delay == 0 &&
964 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
966 gfx.anim_random_frame = part->anim_random_frame;
968 frame = getAnimationFrame(g->anim_frames, g->anim_delay,
969 g->anim_mode, g->anim_start_frame,
972 gfx.anim_random_frame = last_anim_random_frame;
974 getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
977 BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
982 if (drawing_target == DRAW_TO_FADE_TARGET)
984 // stop animations determined to be (temporary) started above
985 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
986 if (game_mode_anim_action[mode_nr] == ANIM_START)
987 HandleGlobalAnim(ANIM_STOP, mode_nr);
989 drawing_to_fading_buffer = FALSE;
993 void DrawGlobalAnimations(int drawing_target, int drawing_stage)
995 int last_cursor_mode_override = gfx.cursor_mode_override;
997 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
999 ResetGlobalAnim_Clickable();
1001 gfx.cursor_mode_override = CURSOR_UNDEFINED;
1004 DrawGlobalAnimationsExt(drawing_target, drawing_stage);
1006 if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
1008 ResetGlobalAnim_Clicked();
1011 if (gfx.cursor_mode_override != last_cursor_mode_override)
1012 SetMouseCursor(gfx.cursor_mode);
1015 static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
1020 int viewport_height;
1021 boolean changed = FALSE;
1023 if (part->last_anim_status == global.anim_status &&
1024 part->control_info.class != get_hash_from_key("pointer"))
1027 part->last_anim_status = global.anim_status;
1029 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
1031 part->class_playfield = FALSE;
1033 if (part->control_info.class == get_hash_from_key("window") ||
1034 part->control_info.class == get_hash_from_key("border"))
1038 viewport_width = WIN_XSIZE;
1039 viewport_height = WIN_YSIZE;
1041 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
1043 else if (part->control_info.class == get_hash_from_key("pointer"))
1045 int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
1046 int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
1048 // prevent displaying off-screen custom mouse cursor in upper left corner
1049 if (gfx.mouse_x == POS_OFFSCREEN &&
1050 gfx.mouse_y == POS_OFFSCREEN)
1051 mx = my = POS_OFFSCREEN;
1053 viewport_x = mx - part->control_info.x;
1054 viewport_y = my - part->control_info.y;
1055 viewport_width = part->graphic_info.width;
1056 viewport_height = part->graphic_info.height;
1058 part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
1060 // do not use global animation mouse pointer when reloading artwork
1061 if (global.anim_status != GAME_MODE_LOADING)
1062 gfx.cursor_mode_override = CURSOR_NONE;
1064 else if (part->control_info.class == get_hash_from_key("door_1"))
1068 viewport_width = DXSIZE;
1069 viewport_height = DYSIZE;
1071 else if (part->control_info.class == get_hash_from_key("door_2"))
1073 if (part->mode_nr == GAME_MODE_EDITOR)
1077 viewport_width = EXSIZE;
1078 viewport_height = EYSIZE;
1084 viewport_width = VXSIZE;
1085 viewport_height = VYSIZE;
1088 else // default: "playfield"
1090 viewport_x = REAL_SX;
1091 viewport_y = REAL_SY;
1092 viewport_width = FULL_SXSIZE;
1093 viewport_height = FULL_SYSIZE;
1095 part->class_playfield = TRUE;
1098 if (viewport_x != part->viewport_x ||
1099 viewport_y != part->viewport_y ||
1100 viewport_width != part->viewport_width ||
1101 viewport_height != part->viewport_height)
1103 part->viewport_x = viewport_x;
1104 part->viewport_y = viewport_y;
1105 part->viewport_width = viewport_width;
1106 part->viewport_height = viewport_height;
1108 if (part->control_info.class != get_hash_from_key("pointer"))
1115 static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1117 int sound = part->sound;
1119 if (sound == SND_UNDEFINED)
1122 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
1123 (!setup.sound_loops && IS_LOOP_SOUND(sound)))
1126 // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
1127 if (IS_LOOP_SOUND(sound))
1128 PlaySoundLoop(sound);
1133 Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
1134 part->anim_nr, part->nr, part->mode_nr, sound);
1138 static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
1140 int sound = part->sound;
1142 if (sound == SND_UNDEFINED)
1148 Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
1149 part->anim_nr, part->nr, part->mode_nr, sound);
1153 static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1155 int music = part->music;
1157 if (music == MUS_UNDEFINED)
1160 if (!setup.sound_music)
1163 if (IS_LOOP_MUSIC(music))
1164 PlayMusicLoop(music);
1169 Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
1170 part->anim_nr, part->nr, part->mode_nr, music);
1174 static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part)
1176 int music = part->music;
1178 if (music == MUS_UNDEFINED)
1181 char *anim_music = getMusicInfoEntryFilename(music);
1182 char *curr_music = getCurrentlyPlayingMusicFilename();
1184 // do not stop music if global anim music differs from current music
1185 if (!strEqual(curr_music, anim_music))
1191 Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
1192 part->anim_nr, part->nr, part->mode_nr, music);
1196 static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1198 // when drawing animations to fading buffer, do not play sounds or music
1199 if (drawing_to_fading_buffer)
1202 PlayGlobalAnimSound(part);
1203 PlayGlobalAnimMusic(part);
1206 static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
1208 StopGlobalAnimSound(part);
1209 StopGlobalAnimMusic(part);
1212 static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
1214 // when drawing animations to fading buffer, do not play sounds
1215 if (drawing_to_fading_buffer)
1218 // loop sounds only expire when playing
1219 if (game_status != GAME_MODE_PLAYING)
1222 // check if any sound is defined for this animation part
1223 if (part->sound == SND_UNDEFINED)
1226 // normal (non-loop) sounds do not expire when playing
1227 if (!IS_LOOP_SOUND(part->sound))
1230 // prevent expiring loop sounds when playing
1231 PlayGlobalAnimSound(part);
1234 static boolean checkGlobalAnimEvent(int anim_event, int mask)
1236 int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
1237 int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
1239 if (mask & ANIM_EVENT_ANY)
1240 return (anim_event & ANIM_EVENT_ANY);
1241 else if (mask & ANIM_EVENT_SELF)
1242 return (anim_event & ANIM_EVENT_SELF);
1243 else if (mask & ANIM_EVENT_UNCLICK_ANY)
1244 return (anim_event & ANIM_EVENT_UNCLICK_ANY);
1245 else if (mask & ANIM_EVENT_CE_CHANGE)
1246 return (anim_event == mask ||
1247 anim_event == mask_ce_only);
1249 return (anim_event == mask ||
1250 anim_event == mask_anim_only);
1253 static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
1255 struct GraphicInfo *c = &part->control_info;
1258 if (part->init_event_state)
1260 int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
1262 for (i = 0; i < num_init_events; i++)
1264 int init_event = GetGlobalAnimEventValue(c->init_event, i);
1266 if (checkGlobalAnimEvent(init_event, mask))
1271 if (part->anim_event_state)
1273 int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
1275 for (i = 0; i < num_anim_events; i++)
1277 int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
1279 if (checkGlobalAnimEvent(anim_event, mask))
1287 static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
1290 struct GraphicInfo *g = &part->graphic_info;
1291 struct GraphicInfo *c = &part->control_info;
1292 int part_x = part->viewport_x + part->x;
1293 int part_y = part->viewport_y + part->y;
1294 int part_width = g->width;
1295 int part_height = g->height;
1298 for (y = 0; y < c->stacked_yfactor; y++)
1300 for (x = 0; x < c->stacked_xfactor; x++)
1302 int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
1303 int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
1305 if (mx >= part_stacked_x &&
1306 mx < part_stacked_x + part_width &&
1307 my >= part_stacked_y &&
1308 my < part_stacked_y + part_height)
1316 static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
1317 int mx, int my, boolean clicked)
1319 // check if mouse click was detected at all
1323 // check if mouse click is outside the animation part's viewport
1324 if (mx < part->viewport_x ||
1325 mx >= part->viewport_x + part->viewport_width ||
1326 my < part->viewport_y ||
1327 my >= part->viewport_y + part->viewport_height)
1330 // check if mouse click is inside the animation part's (stacked) graphic
1331 if (isInsidePartStacked(part, mx, my))
1337 static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
1339 return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
1342 static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
1344 return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
1347 static void SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
1349 // calculate playfield position (with scrolling) for related CE tile
1350 // (do not use FX/FY, which are incorrect during envelope requests)
1351 int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
1352 int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
1353 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
1354 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
1355 int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
1356 int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
1357 int cx = SX - REAL_SX;
1358 int cy = SY - REAL_SY;
1359 int x = sx - fx + cx;
1360 int y = sy - fy + cy;
1362 part->tile_xoffset += part->step_xoffset;
1363 part->tile_yoffset += part->step_yoffset;
1365 part->x = x + part->tile_xoffset;
1366 part->y = y + part->tile_yoffset;
1369 static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
1370 boolean *click_consumed,
1371 boolean *any_event_action,
1372 int event_value, char *info_text)
1374 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1376 int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
1377 int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
1378 int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
1381 mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
1385 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1387 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1390 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1392 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1394 if (!(part2->state & ANIM_STATE_RUNNING))
1397 if (isClickablePart(part2, mask))
1399 part2->triggered = TRUE;
1400 *click_consumed |= clickConsumed(part); // click was on "part"!
1402 #if DEBUG_ANIM_EVENTS
1403 Debug("anim:InitGlobalAnim_Triggered",
1404 "%d.%d TRIGGERED BY %s OF %d.%d",
1405 part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
1406 part->old_anim_nr + 1, part->old_nr + 1);
1409 Debug("anim:InitGlobalAnim_Triggered",
1410 "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
1411 part2->control_info.anim_event_action);
1414 // after executing event action, ignore any further actions
1415 if (!*any_event_action && DoGlobalAnim_EventAction(part2))
1416 *any_event_action = TRUE;
1420 struct GraphicInfo *c = &part2->control_info;
1422 if (isClickablePart(part2, mask))
1423 Debug("anim:InitGlobalAnim_Triggered",
1424 "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
1425 anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
1428 Debug("anim:InitGlobalAnim_Triggered",
1429 "%d.%d: 0x%08x, 0x%08x [0x%08x]",
1430 anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
1436 static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
1439 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
1441 int event_value = ANIM_EVENT_CE_CHANGE;
1442 int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
1443 int mask = event_value | event_bits;
1446 for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
1448 struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
1451 for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
1453 struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
1455 if (!(part2->state & ANIM_STATE_RUNNING))
1458 if (isClickablePart(part2, mask) && !part2->triggered)
1460 struct GraphicInfo *c = &part2->control_info;
1462 if (c->position == POS_CE)
1464 // store CE tile and offset position to handle scrolling
1467 part2->tile_xoffset = c->x;
1468 part2->tile_yoffset = c->y;
1470 // set resulting animation position relative to CE tile position
1471 // (but only for ".init_event", not ".anim_event" type events)
1472 if (part2->init_event_state)
1473 SetGlobalAnimPartTileXY(part2);
1475 // restart animation (by using current sync frame)
1476 part2->initial_anim_sync_frame = anim_sync_frame;
1479 part2->triggered = TRUE;
1481 // do not trigger any other animation if CE change event was consumed
1482 if (c->style == STYLE_CONSUME_CE_EVENT)
1486 Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
1487 "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
1494 static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
1495 int delay_type, char *info_text)
1497 #if DEBUG_ANIM_DELAY
1498 Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
1499 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1502 DoGlobalAnim_DelayAction(part, delay_type);
1505 static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
1506 int event_value, char *info_text)
1508 #if DEBUG_ANIM_EVENTS
1509 Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
1510 part->old_anim_nr + 1, part->old_nr + 1, info_text);
1513 boolean click_consumed = FALSE;
1514 boolean any_event_action = FALSE;
1516 // check if this event is defined to trigger other animations
1517 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
1518 event_value, info_text);
1521 static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
1524 if (handle_click && !part->clicked)
1527 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
1528 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
1529 struct GraphicInfo *g = &part->graphic_info;
1530 struct GraphicInfo *c = &part->control_info;
1531 boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
1533 // if game is paused, also pause playfield animations
1534 if (isPausedOnPlayfield(part))
1537 if (viewport_changed)
1538 state |= ANIM_STATE_RESTART;
1540 if (state & ANIM_STATE_RESTART)
1542 // when drawing animations to fading buffer, only start fixed animations
1543 if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
1544 c->y == ARG_UNDEFINED_VALUE))
1545 return ANIM_STATE_INACTIVE;
1547 ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
1549 part->init_delay_counter =
1550 (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
1552 part->anim_delay_counter =
1553 (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
1555 part->post_delay_counter = 0;
1557 part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
1558 part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
1560 part->initial_anim_sync_frame =
1561 (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
1562 anim_sync_frame + part->init_delay_counter);
1564 // do not re-initialize random animation frame after fade-in
1565 if (part->anim_random_frame == -1)
1566 part->anim_random_frame = GetSimpleRandom(g->anim_frames);
1568 if (c->direction & MV_HORIZONTAL)
1570 int pos_bottom = part->viewport_height - g->height;
1572 if (c->position == POS_TOP)
1574 else if (c->position == POS_UPPER)
1575 part->y = GetSimpleRandom(pos_bottom / 2);
1576 else if (c->position == POS_MIDDLE)
1577 part->y = pos_bottom / 2;
1578 else if (c->position == POS_LOWER)
1579 part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
1580 else if (c->position == POS_BOTTOM)
1581 part->y = pos_bottom;
1583 part->y = GetSimpleRandom(pos_bottom);
1585 if (c->direction == MV_RIGHT)
1587 part->step_xoffset = c->step_offset;
1588 part->x = -g->width + part->step_xoffset;
1592 part->step_xoffset = -c->step_offset;
1593 part->x = part->viewport_width + part->step_xoffset;
1596 part->step_yoffset = 0;
1598 else if (c->direction & MV_VERTICAL)
1600 int pos_right = part->viewport_width - g->width;
1602 if (c->position == POS_LEFT)
1604 else if (c->position == POS_RIGHT)
1605 part->x = pos_right;
1607 part->x = GetSimpleRandom(pos_right);
1609 if (c->direction == MV_DOWN)
1611 part->step_yoffset = c->step_offset;
1612 part->y = -g->height + part->step_yoffset;
1616 part->step_yoffset = -c->step_offset;
1617 part->y = part->viewport_height + part->step_yoffset;
1620 part->step_xoffset = 0;
1627 part->step_xoffset = 0;
1628 part->step_yoffset = 0;
1631 if (part->control_info.class != get_hash_from_key("pointer"))
1633 if (c->x != ARG_UNDEFINED_VALUE)
1635 if (c->y != ARG_UNDEFINED_VALUE)
1639 if (c->position == POS_LAST &&
1640 anim->last_x > -g->width && anim->last_x < part->viewport_width &&
1641 anim->last_y > -g->height && anim->last_y < part->viewport_height)
1643 part->x = anim->last_x;
1644 part->y = anim->last_y;
1647 if (c->step_xoffset != ARG_UNDEFINED_VALUE)
1648 part->step_xoffset = c->step_xoffset;
1649 if (c->step_yoffset != ARG_UNDEFINED_VALUE)
1650 part->step_yoffset = c->step_yoffset;
1652 if (part->init_delay_counter == 0 &&
1653 !part->init_event_state)
1655 PlayGlobalAnimSoundAndMusic(part);
1657 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1658 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1662 HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
1666 if (part->clicked &&
1667 part->init_event_state)
1669 if (part->initial_anim_sync_frame > 0)
1670 part->initial_anim_sync_frame = anim_sync_frame;
1672 part->init_delay_counter = 1;
1673 part->init_event_state = FALSE;
1675 part->clicked = FALSE;
1678 if (part->clicked &&
1679 part->anim_event_state)
1681 part->anim_delay_counter = 1;
1682 part->anim_event_state = FALSE;
1684 part->clicked = FALSE;
1687 if (part->init_delay_counter > 0)
1689 part->init_delay_counter--;
1691 if (part->init_delay_counter == 0)
1693 part->init_event_state = FALSE;
1695 PlayGlobalAnimSoundAndMusic(part);
1697 HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
1698 HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
1700 // continue with state ANIM_STATE_RUNNING (set below)
1704 return ANIM_STATE_WAITING;
1708 if (part->init_event_state)
1709 return ANIM_STATE_WAITING;
1711 // animation part is now running/visible and therefore clickable
1712 part->clickable = TRUE;
1714 // check if moving animation has left the visible screen area
1715 if ((part->x <= -g->width && part->step_xoffset <= 0) ||
1716 (part->x >= part->viewport_width && part->step_xoffset >= 0) ||
1717 (part->y <= -g->height && part->step_yoffset <= 0) ||
1718 (part->y >= part->viewport_height && part->step_yoffset >= 0))
1720 // do not wait for "anim" events for off-screen animations
1721 part->anim_event_state = FALSE;
1723 // do not stop animation before "anim" or "post" counter are finished
1724 if (part->anim_delay_counter == 0 &&
1725 part->post_delay_counter == 0)
1727 StopGlobalAnimSoundAndMusic(part);
1729 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
1731 part->post_delay_counter =
1732 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1734 if (part->post_delay_counter > 0)
1735 return ANIM_STATE_RUNNING;
1737 // drawing last frame not needed here -- animation not visible anymore
1738 return ANIM_STATE_RESTART;
1742 if (part->anim_delay_counter > 0)
1744 part->anim_delay_counter--;
1746 if (part->anim_delay_counter == 0)
1748 part->anim_event_state = FALSE;
1750 StopGlobalAnimSoundAndMusic(part);
1752 HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
1753 HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
1755 part->post_delay_counter =
1756 (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
1758 if (part->post_delay_counter > 0)
1759 return ANIM_STATE_RUNNING;
1761 // additional state "RUNNING" required to not skip drawing last frame
1762 return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
1766 if (part->post_delay_counter > 0)
1768 part->post_delay_counter--;
1770 if (part->post_delay_counter == 0)
1772 HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
1773 HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
1775 return ANIM_STATE_RESTART;
1778 return ANIM_STATE_WAITING;
1781 // special case to prevent expiring loop sounds when playing
1782 PlayGlobalAnimSoundIfLoop(part);
1784 if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
1785 return ANIM_STATE_RUNNING;
1789 static unsigned int last_counter = -1;
1790 unsigned int counter = Counter();
1792 Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
1793 anim_sync_frame, counter - last_counter);
1795 last_counter = counter;
1799 if (c->position == POS_CE)
1801 SetGlobalAnimPartTileXY(part);
1805 part->x += part->step_xoffset;
1806 part->y += part->step_yoffset;
1809 anim->last_x = part->x;
1810 anim->last_y = part->y;
1812 return ANIM_STATE_RUNNING;
1815 static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
1818 struct GlobalAnimPartControlInfo *part;
1819 struct GraphicInfo *c = &anim->control_info;
1820 int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
1821 int state, active_part_nr;
1825 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1826 anim->mode_nr, anim->nr, anim->num_parts);
1827 Debug("anim:HandleGlobalAnim_Main",
1828 "%d, %d, %d", global.num_toons, setup.toons, num_toons);
1832 Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
1833 (action == ANIM_START ? "ANIM_START" :
1834 action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
1835 action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
1837 anim->state & ANIM_STATE_RESTART,
1838 anim->state & ANIM_STATE_WAITING,
1839 anim->state & ANIM_STATE_RUNNING,
1846 anim->state = anim->last_state = ANIM_STATE_RESTART;
1847 anim->active_part_nr = anim->last_active_part_nr = 0;
1848 anim->part_counter = 0;
1853 if (anim->state == ANIM_STATE_INACTIVE)
1856 anim->state = anim->last_state;
1857 anim->active_part_nr = anim->last_active_part_nr;
1862 anim->state = ANIM_STATE_INACTIVE;
1864 for (i = 0; i < num_parts; i++)
1865 StopGlobalAnimSoundAndMusic(&anim->part[i]);
1873 if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
1876 Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
1877 anim->mode_nr, anim->nr, num_parts);
1880 for (i = 0; i < num_parts; i++)
1882 part = &anim->part[i];
1887 anim->state = ANIM_STATE_RUNNING;
1888 part->state = ANIM_STATE_RESTART;
1893 if (part->state == ANIM_STATE_INACTIVE)
1899 part->state = ANIM_STATE_INACTIVE;
1907 part->state = HandleGlobalAnim_Part(part, part->state);
1909 // when animation mode is "once", stop after animation was played once
1910 if (c->anim_mode & ANIM_ONCE &&
1911 part->state & ANIM_STATE_RESTART)
1912 part->state = ANIM_STATE_INACTIVE;
1915 anim->last_state = anim->state;
1916 anim->last_active_part_nr = anim->active_part_nr;
1921 if (anim->state & ANIM_STATE_RESTART) // directly after restart
1922 anim->active_part_nr = getGlobalAnimationPart(anim);
1924 part = &anim->part[anim->active_part_nr];
1926 // first set all animation parts to "inactive", ...
1927 for (i = 0; i < num_parts; i++)
1928 anim->part[i].state = ANIM_STATE_INACTIVE;
1930 // ... then set current animation parts to "running"
1931 part->state = ANIM_STATE_RUNNING;
1933 anim->state = HandleGlobalAnim_Part(part, anim->state);
1935 if (anim->state & ANIM_STATE_RESTART)
1936 anim->part_counter++;
1938 // when animation mode is "once", stop after all animations were played once
1939 if (c->anim_mode & ANIM_ONCE &&
1940 anim->part_counter == anim->num_parts)
1941 anim->state = ANIM_STATE_INACTIVE;
1943 state = anim->state;
1944 active_part_nr = anim->active_part_nr;
1946 // while the animation parts are pausing (waiting or inactive), play the base
1947 // (main) animation; this corresponds to the "boring player animation" logic
1948 // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
1951 if (anim->state == ANIM_STATE_WAITING ||
1952 anim->state == ANIM_STATE_INACTIVE)
1954 anim->active_part_nr = anim->num_parts; // part nr of base animation
1955 part = &anim->part[anim->active_part_nr];
1957 if (anim->state != anim->last_state)
1958 part->state = ANIM_STATE_RESTART;
1960 anim->state = ANIM_STATE_RUNNING;
1961 part->state = HandleGlobalAnim_Part(part, part->state);
1965 anim->last_state = state;
1966 anim->last_active_part_nr = active_part_nr;
1969 static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
1974 Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
1977 for (i = 0; i < ctrl->num_anims; i++)
1978 HandleGlobalAnim_Main(&ctrl->anim[i], action);
1981 static void HandleGlobalAnim(int action, int game_mode)
1984 Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
1987 HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
1990 static void DoAnimationExt(void)
1995 Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
1998 // global animations now synchronized with frame delay of screen update
2001 for (i = 0; i < NUM_GAME_MODES; i++)
2002 HandleGlobalAnim(ANIM_CONTINUE, i);
2005 // force screen redraw in next frame to continue drawing global animations
2006 redraw_mask = REDRAW_ALL;
2010 static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
2014 (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
2015 delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
2016 delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
2017 ANIM_DELAY_ACTION_NONE);
2019 if (delay_action == ANIM_DELAY_ACTION_NONE)
2022 PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
2025 static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
2027 int event_action = (part->init_event_state ?
2028 part->control_info.init_event_action :
2029 part->control_info.anim_event_action);
2031 if (event_action == ANIM_EVENT_ACTION_NONE)
2034 if (event_action < MAX_IMAGE_FILES)
2035 PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
2037 OpenURLFromHash(anim_url_hash, event_action);
2039 // check if further actions are allowed to be executed
2040 if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
2046 static void InitGlobalAnim_Clickable(void)
2050 for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
2052 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2055 for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
2057 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2060 for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
2062 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2064 if (part->triggered)
2065 part->clicked = TRUE;
2067 part->triggered = FALSE;
2068 part->clickable = FALSE;
2074 #define ANIM_CLICKED_RESET 0
2075 #define ANIM_CLICKED_PRESSED 1
2076 #define ANIM_CLICKED_RELEASED 2
2078 static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
2080 boolean click_consumed = FALSE;
2081 boolean anything_clicked = FALSE;
2082 boolean any_part_clicked = FALSE;
2083 boolean any_event_action = FALSE;
2087 // check game modes in reverse draw order (to stop when clicked)
2088 for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
2090 struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
2093 // check animations in reverse draw order (to stop when clicked)
2094 for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
2096 struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
2099 // check animation parts in reverse draw order (to stop when clicked)
2100 for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
2102 struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
2104 if (clicked_event == ANIM_CLICKED_RESET)
2106 part->clicked = FALSE;
2111 if (!part->clickable)
2114 if (!(part->state & ANIM_STATE_RUNNING))
2117 // always handle "any" click events (clicking anywhere on screen) ...
2118 if (clicked_event == ANIM_CLICKED_PRESSED &&
2119 isClickablePart(part, ANIM_EVENT_ANY))
2121 #if DEBUG_ANIM_EVENTS
2122 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
2123 part->old_anim_nr + 1, part->old_nr + 1);
2126 anything_clicked = part->clicked = TRUE;
2127 click_consumed |= clickConsumed(part);
2130 // always handle "unclick:any" events (releasing anywhere on screen) ...
2131 if (clicked_event == ANIM_CLICKED_RELEASED &&
2132 isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
2134 #if DEBUG_ANIM_EVENTS
2135 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
2136 part->old_anim_nr + 1, part->old_nr + 1);
2139 anything_clicked = part->clicked = TRUE;
2140 click_consumed |= clickConsumed(part);
2143 // ... but only handle the first (topmost) clickable animation
2144 if (any_part_clicked)
2147 if (clicked_event == ANIM_CLICKED_PRESSED &&
2148 isClickedPart(part, mx, my, TRUE))
2151 Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
2152 anim_nr, part_nr, part->control_info.anim_event_action);
2155 // after executing event action, ignore any further actions
2156 if (!any_event_action && DoGlobalAnim_EventAction(part))
2157 any_event_action = TRUE;
2159 // determine if mouse clicks should be blocked from other animations
2160 any_part_clicked |= clickConsumed(part);
2162 if (isClickablePart(part, ANIM_EVENT_SELF))
2164 #if DEBUG_ANIM_EVENTS
2165 Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
2166 part->old_anim_nr + 1, part->old_nr + 1);
2169 anything_clicked = part->clicked = TRUE;
2170 click_consumed |= clickConsumed(part);
2173 // determine if mouse clicks should be blocked by this animation
2174 click_consumed |= clickBlocked(part);
2176 // check if this click is defined to trigger other animations
2177 InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
2178 ANIM_EVENT_CLICK, "CLICK");
2184 if (anything_clicked)
2186 handle_click = TRUE;
2188 for (i = 0; i < NUM_GAME_MODES; i++)
2189 HandleGlobalAnim(ANIM_CONTINUE, i);
2191 handle_click = FALSE;
2193 // prevent ignoring release event if processed within same game frame
2194 StopProcessingEvents();
2197 return (click_consumed || any_event_action);
2200 static void ResetGlobalAnim_Clickable(void)
2202 InitGlobalAnim_Clickable();
2205 static void ResetGlobalAnim_Clicked(void)
2207 InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
2210 void RestartGlobalAnimsByStatus(int status)
2212 int anim_status_last = global.anim_status;
2214 global.anim_status = status;
2216 // force restarting global animations by changed global animation status
2217 DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
2219 global.anim_status = anim_status_last;
2222 void SetAnimStatusBeforeFading(int status)
2224 anim_status_last_before_fading = status;
2227 boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
2229 static boolean click_consumed = FALSE;
2230 static int last_button = 0;
2231 boolean press_event;
2232 boolean release_event;
2233 boolean click_consumed_current = click_consumed;
2235 if (button != 0 && force_click)
2238 // check if button state has changed since last invocation
2239 press_event = (button != 0 && last_button == 0);
2240 release_event = (button == 0 && last_button != 0);
2241 last_button = button;
2245 click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
2246 click_consumed_current = click_consumed;
2251 InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
2252 click_consumed = FALSE;
2255 return click_consumed_current;
2258 int getGlobalAnimSyncFrame(void)
2260 return anim_sync_frame;
2263 void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y)
2265 if (!IS_CUSTOM_ELEMENT(element))
2268 // custom element stored as 0 to 255, change page stored as 1 to 32
2269 InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,