+ { ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
+ { ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
+ { ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
+ { ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
+ { ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
+ { ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
+
+ { -1, -1 }
+};
+
+/* forward declaration for internal use */
+static void HandleGlobalAnim(int, int);
+static void DoAnimationExt(void);
+
+static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
+
+static unsigned int anim_sync_frame = 0;
+
+static int game_mode_anim_classes[NUM_GAME_MODES];
+static int anim_class_game_modes[NUM_ANIM_CLASSES];
+
+static int anim_status_last = GAME_MODE_DEFAULT;
+static int anim_classes_last = ANIM_CLASS_NONE;
+
+
+static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
+{
+ struct GraphicInfo *c = &anim->control_info;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int part_nr;
+
+ gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
+
+ part_nr = getAnimationFrame(anim->num_parts, 1,
+ c->anim_mode, c->anim_start_frame,
+ anim->part_counter);
+
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ return part_nr;
+}
+
+static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
+{
+ const struct GlobalAnimPartControlInfo *o1 =
+ (struct GlobalAnimPartControlInfo *)obj1;
+ const struct GlobalAnimPartControlInfo *o2 =
+ (struct GlobalAnimPartControlInfo *)obj2;
+ int compare_result;
+
+ if (o1->control_info.draw_order != o2->control_info.draw_order)
+ compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
+ else
+ compare_result = o1->nr - o2->nr;
+
+ return compare_result;
+}
+
+static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
+{
+ const struct GlobalAnimMainControlInfo *o1 =
+ (struct GlobalAnimMainControlInfo *)obj1;
+ const struct GlobalAnimMainControlInfo *o2 =
+ (struct GlobalAnimMainControlInfo *)obj2;
+ int compare_result;
+
+ if (o1->control_info.draw_order != o2->control_info.draw_order)
+ compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
+ else
+ compare_result = o1->nr - o2->nr;
+
+ return compare_result;
+}
+
+static void InitToonControls()
+{
+ int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
+ int mode_nr, anim_nr, part_nr;
+ int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
+ int num_toons = MAX_NUM_TOONS;
+ int i;
+
+ if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
+ num_toons = global.num_toons;
+
+ mode_nr = mode_nr_toons;
+ anim_nr = ctrl->num_anims;
+
+ anim->nr = anim_nr;
+ anim->mode_nr = mode_nr;
+ anim->control_info = graphic_info[control];
+
+ anim->num_parts = 0;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ anim->has_base = FALSE;
+
+ anim->init_delay_counter = 0;
+
+ anim->state = ANIM_STATE_INACTIVE;
+
+ part_nr = 0;
+
+ for (i = 0; i < num_toons; i++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ int sound = SND_UNDEFINED;
+ int graphic = IMG_TOON_1 + i;
+ int control = graphic;
+
+ part->nr = part_nr;
+ part->anim_nr = anim_nr;
+ part->mode_nr = mode_nr;
+ part->sound = sound;
+ part->graphic = graphic;
+ part->graphic_info = graphic_info[graphic];
+ part->control_info = graphic_info[control];
+
+ part->graphic_info.anim_delay *= part->graphic_info.step_delay;
+
+ part->control_info.init_delay_fixed = 0;
+ part->control_info.init_delay_random = 150;
+
+ part->control_info.x = ARG_UNDEFINED_VALUE;
+ part->control_info.y = ARG_UNDEFINED_VALUE;
+
+ part->initial_anim_sync_frame = 0;
+
+ part->step_delay = 0;
+ part->step_delay_value = graphic_info[control].step_delay;
+
+ part->state = ANIM_STATE_INACTIVE;
+ part->last_anim_status = -1;
+
+ anim->num_parts++;
+ part_nr++;
+ }
+
+ ctrl->num_anims++;
+}
+
+void InitGlobalAnimControls()
+{
+ int i, m, a, p;
+ int mode_nr, anim_nr, part_nr;
+ int sound, graphic, control;
+
+ anim_sync_frame = 0;
+
+ for (m = 0; m < NUM_GAME_MODES; m++)
+ {
+ mode_nr = m;
+
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+
+ ctrl->nr = mode_nr;
+ ctrl->num_anims = 0;
+
+ anim_nr = 0;
+
+ for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
+
+ control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
+
+ // if no base animation parameters defined, use default values
+ if (control == IMG_UNDEFINED)
+ control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
+
+ anim->nr = anim_nr;
+ anim->mode_nr = mode_nr;
+ anim->control_info = graphic_info[control];
+
+ anim->num_parts = 0;
+ anim->part_counter = 0;
+ anim->active_part_nr = 0;
+
+ anim->has_base = FALSE;
+
+ anim->init_delay_counter = 0;
+
+ anim->state = ANIM_STATE_INACTIVE;
+
+ part_nr = 0;
+
+ for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+
+ sound = global_anim_info[a].sound[p][m];
+ graphic = global_anim_info[a].graphic[p][m];
+ control = global_anim_info[ctrl_id].graphic[p][m];
+
+ if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
+ control == IMG_UNDEFINED)
+ continue;
+
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, control);
+#endif
+
+#if 0
+ printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
+ m, a, p, mode_nr, anim_nr, part_nr, sound);
+#endif
+
+ part->nr = part_nr;
+ part->anim_nr = anim_nr;
+ part->mode_nr = mode_nr;
+ part->sound = sound;
+ part->graphic = graphic;
+ part->graphic_info = graphic_info[graphic];
+ part->control_info = graphic_info[control];
+
+ part->initial_anim_sync_frame = 0;
+
+ part->step_delay = 0;
+ part->step_delay_value = graphic_info[control].step_delay;
+
+ part->state = ANIM_STATE_INACTIVE;
+ part->last_anim_status = -1;
+
+ if (p < GLOBAL_ANIM_ID_PART_BASE)
+ {
+ anim->num_parts++;
+ part_nr++;
+ }
+ else
+ {
+ anim->base = *part;
+ anim->has_base = TRUE;
+ }
+ }
+
+ if (anim->num_parts > 0 || anim->has_base)
+ {
+ ctrl->num_anims++;
+ anim_nr++;
+ }
+ }
+ }
+
+ InitToonControls();
+
+ /* sort all animations according to draw_order and animation number */
+ for (m = 0; m < NUM_GAME_MODES; m++)
+ {
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
+
+ /* sort all main animations for this game mode */
+ qsort(ctrl->anim, ctrl->num_anims,
+ sizeof(struct GlobalAnimMainControlInfo),
+ compareGlobalAnimMainControlInfo);
+
+ for (a = 0; a < ctrl->num_anims; a++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
+
+ /* sort all animation parts for this main animation */
+ qsort(anim->part, anim->num_parts,
+ sizeof(struct GlobalAnimPartControlInfo),
+ compareGlobalAnimPartControlInfo);
+ }
+ }
+
+ for (i = 0; i < NUM_GAME_MODES; i++)
+ game_mode_anim_classes[i] = ANIM_CLASS_NONE;
+ for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
+ game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
+ game_mode_anim_classes_list[i].class;
+
+ for (i = 0; i < NUM_ANIM_CLASSES; i++)
+ anim_class_game_modes[i] = GAME_MODE_DEFAULT;
+ for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
+ anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
+ anim_class_game_modes_list[i].game_mode;
+
+ anim_status_last = GAME_MODE_LOADING;
+ anim_classes_last = ANIM_CLASS_NONE;
+}
+
+void InitGlobalAnimations()
+{
+ InitGlobalAnimControls();
+}
+
+void DrawGlobalAnimationsExt(int drawing_stage)
+{
+ int mode_nr;
+
+ if (global.anim_status != anim_status_last)
+ {
+ boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
+ boolean after_fading = (anim_status_last == GAME_MODE_PSEUDO_FADING);
+ int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
+ int i;
+
+ // ---------- part 1 ------------------------------------------------------
+ // start or stop global animations by change of game mode
+ // (special handling of animations for "current screen" and "all screens")
+
+ // stop animations for last screen
+ HandleGlobalAnim(ANIM_STOP, anim_status_last);
+
+ // start animations for current screen
+ HandleGlobalAnim(ANIM_START, global.anim_status);
+
+ // start animations for all screens after loading new artwork set
+ if (anim_status_last == GAME_MODE_LOADING)
+ HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
+
+ // ---------- part 2 ------------------------------------------------------
+ // start or stop global animations by change of animation class
+ // (generic handling of animations for "class of screens")
+
+ for (i = 0; i < NUM_ANIM_CLASSES; i++)
+ {
+ int anim_class_check = (1 << i);
+ int anim_class_game_mode = anim_class_game_modes[i];
+ int anim_class_last = anim_classes_last & anim_class_check;
+ int anim_class_next = anim_classes_next & anim_class_check;
+
+ // stop animations for changed screen class before fading to new screen
+ if (before_fading && anim_class_last && !anim_class_next)
+ HandleGlobalAnim(ANIM_STOP, anim_class_game_mode);
+
+ // start animations for changed screen class after fading to new screen
+ if (after_fading && !anim_class_last && anim_class_next)
+ HandleGlobalAnim(ANIM_START, anim_class_game_mode);
+ }
+
+ if (after_fading)
+ anim_classes_last = anim_classes_next;
+
+ anim_status_last = global.anim_status;
+ }
+
+ if (!setup.toons || global.anim_status == GAME_MODE_LOADING)