// anim.c
// ============================================================================
+#include "libgame/libgame.h"
+
#include "anim.h"
#include "main.h"
#include "tools.h"
#define ANIM_CLASS_BIT_TITLE_INITIAL 0
#define ANIM_CLASS_BIT_TITLE 1
#define ANIM_CLASS_BIT_MAIN 2
-#define ANIM_CLASS_BIT_SUBMENU 3
-#define ANIM_CLASS_BIT_MENU 4
-#define ANIM_CLASS_BIT_TOONS 5
+#define ANIM_CLASS_BIT_SCORES 3
+#define ANIM_CLASS_BIT_SUBMENU 4
+#define ANIM_CLASS_BIT_MENU 5
+#define ANIM_CLASS_BIT_TOONS 6
-#define NUM_ANIM_CLASSES 6
+#define NUM_ANIM_CLASSES 7
#define ANIM_CLASS_NONE 0
#define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
#define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
#define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
+#define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
#define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
#define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
#define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
+#define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_SCORES)
+
#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
ANIM_CLASS_MENU | \
ANIM_CLASS_MAIN)
struct GlobalAnimPartControlInfo
{
+ int old_nr; // position before mapping animation parts linearly
+ int old_anim_nr; // position before mapping animations linearly
+
int nr;
int anim_nr;
int mode_nr;
+ boolean is_base; // animation part is base/main/default animation part
+
int sound;
int music;
int graphic;
int anim_delay_counter;
int post_delay_counter;
+ boolean init_event_state;
+ boolean anim_event_state;
+
+ boolean clickable;
+ boolean clicked;
+
int drawing_stage;
int state;
struct GraphicInfo control_info;
- int num_parts;
+ int num_parts; // number of animation parts, but without base part
+ int num_parts_all; // number of animation parts, including base part
int part_counter;
int active_part_nr;
- boolean has_base;
+ boolean has_base; // animation has base/main/default animation part
+
+ int last_x, last_y;
int init_delay_counter;
{ GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
{ GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
- { GAME_MODE_SCORES, ANIM_CLASS_TOONS },
+ { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
+ { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
{ -1, -1 }
};
{ 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_SCORES, GAME_MODE_SCORES },
{ ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
{ ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
{ ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
/* forward declaration for internal use */
static void HandleGlobalAnim(int, int);
static void DoAnimationExt(void);
+static void ResetGlobalAnim_Clickable();
+static void ResetGlobalAnim_Clicked();
static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
static int anim_status_last = GAME_MODE_DEFAULT;
static int anim_classes_last = ANIM_CLASS_NONE;
+static boolean drawing_to_fading_buffer = FALSE;
+
/* ========================================================================= */
/* generic animation frame calculation */
anim->control_info = graphic_info[control];
anim->num_parts = 0;
+ anim->num_parts_all = 0;
anim->part_counter = 0;
anim->active_part_nr = 0;
anim->has_base = FALSE;
+ anim->last_x = POS_OFFSCREEN;
+ anim->last_y = POS_OFFSCREEN;
+
anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
part->nr = part_nr;
part->anim_nr = anim_nr;
part->mode_nr = mode_nr;
+
+ part->is_base = FALSE;
+
part->sound = sound;
part->music = music;
part->graphic = graphic;
+
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
part->last_anim_status = -1;
anim->num_parts++;
+ anim->num_parts_all++;
+
part_nr++;
}
anim->control_info = graphic_info[control];
anim->num_parts = 0;
+ anim->num_parts_all = 0;
anim->part_counter = 0;
anim->active_part_nr = 0;
anim->has_base = FALSE;
+ anim->last_x = POS_OFFSCREEN;
+ anim->last_y = POS_OFFSCREEN;
+
anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
m, a, p, mode_nr, anim_nr, part_nr, sound);
#endif
+ part->old_nr = p;
+ part->old_anim_nr = a;
+
part->nr = part_nr;
part->anim_nr = anim_nr;
part->mode_nr = mode_nr;
+
part->sound = sound;
part->music = music;
part->graphic = graphic;
+
part->graphic_info = graphic_info[graphic];
part->control_info = graphic_info[control];
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
+ anim->num_parts_all++;
+
if (p < GLOBAL_ANIM_ID_PART_BASE)
{
+ part->is_base = FALSE;
+
anim->num_parts++;
part_nr++;
}
else
{
+ part->is_base = TRUE;
+
anim->base = *part;
anim->has_base = TRUE;
}
InitGlobalAnimControls();
}
-void DrawGlobalAnimationsExt(int drawing_stage)
+void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
{
+ Bitmap *fade_bitmap =
+ (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
+ drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
+ int game_mode_anim_action[NUM_GAME_MODES];
int mode_nr;
+ if (!setup.toons)
+ return;
+
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 &&
+ drawing_target == DRAW_TO_SCREEN)
+ DoAnimationExt();
+
+ // always start with reliable default values (no animation actions)
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ game_mode_anim_action[mode_nr] = ANIM_NO_ACTION;
+
if (global.anim_status != anim_status_last)
{
boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
int i;
+ if (drawing_target == DRAW_TO_FADE_TARGET)
+ after_fading = TRUE;
+
// ---------- 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);
+ game_mode_anim_action[anim_status_last] = ANIM_STOP;
// start animations for current screen
- HandleGlobalAnim(ANIM_START, global.anim_status);
+ game_mode_anim_action[global.anim_status] = ANIM_START;
// start animations for all screens after loading new artwork set
if (anim_status_last == GAME_MODE_LOADING)
- HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
+ game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START;
// ---------- part 2 ------------------------------------------------------
// start or stop global animations by change of animation class
// 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);
+ game_mode_anim_action[anim_class_game_mode] = ANIM_STOP;
// 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);
+ game_mode_anim_action[anim_class_game_mode] = ANIM_START;
}
- if (after_fading)
- anim_classes_last = anim_classes_next;
+ if (drawing_target == DRAW_TO_SCREEN)
+ {
+ if (after_fading)
+ anim_classes_last = anim_classes_next;
- anim_status_last = global.anim_status;
+ anim_status_last = global.anim_status;
+
+ // start or stop animations determined to be started or stopped above
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
+ HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
+ }
+ else if (drawing_target == DRAW_TO_FADE_TARGET)
+ {
+ drawing_to_fading_buffer = TRUE;
+
+ // start animations determined to be (temporary) started above
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ if (game_mode_anim_action[mode_nr] == ANIM_START)
+ HandleGlobalAnim(ANIM_START, mode_nr);
+ }
}
- if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
+ if (global.anim_status == GAME_MODE_LOADING)
return;
- if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
- DoAnimationExt();
-
for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
+ // when preparing source fading buffer, only draw animations to be stopped
+ if (drawing_target == DRAW_TO_FADE_SOURCE &&
+ game_mode_anim_action[mode_nr] != ANIM_STOP)
+ continue;
+
+ // when preparing target fading buffer, only draw animations to be started
+ if (drawing_target == DRAW_TO_FADE_TARGET &&
+ game_mode_anim_action[mode_nr] != ANIM_START)
+ continue;
+
#if 0
if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
mode_nr != game_status)
int cut_y = 0;
int sync_frame;
int frame;
+ void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
+ (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
+ void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
+ (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
if (!(part->state & ANIM_STATE_RUNNING))
continue;
src_x += cut_x;
src_y += cut_y;
- BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
- dst_x, dst_y);
+ if (drawing_target == DRAW_TO_SCREEN)
+ blit_screen(src_bitmap, src_x, src_y, width, height,
+ dst_x, dst_y);
+ else
+ blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
+ dst_x, dst_y);
}
}
}
+
+ if (drawing_target == DRAW_TO_FADE_TARGET)
+ {
+ // stop animations determined to be (temporary) started above
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ if (game_mode_anim_action[mode_nr] == ANIM_START)
+ HandleGlobalAnim(ANIM_STOP, mode_nr);
+
+ drawing_to_fading_buffer = FALSE;
+ }
}
-void DrawGlobalAnimations(int drawing_stage)
+void DrawGlobalAnimations(int drawing_target, int drawing_stage)
{
- DrawGlobalAnimationsExt(drawing_stage);
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
+ ResetGlobalAnim_Clickable();
+
+ DrawGlobalAnimationsExt(drawing_target, drawing_stage);
+
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
+ ResetGlobalAnim_Clicked();
}
boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
static void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part)
{
+ // when drawing animations to fading buffer, do not play sounds or music
+ if (drawing_to_fading_buffer)
+ return;
+
PlayGlobalAnimSound(part);
PlayGlobalAnimMusic(part);
}
StopGlobalAnimMusic(part);
}
+static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
+{
+ struct GraphicInfo *c = &part->control_info;
+ int trigger_mask = ANIM_EVENT_ANIM_MASK | ANIM_EVENT_PART_MASK;
+ int mask_anim_only = mask & ANIM_EVENT_ANIM_MASK;
+
+ if (mask & ANIM_EVENT_ANY)
+ return (c->init_event & ANIM_EVENT_ANY ||
+ c->anim_event & ANIM_EVENT_ANY);
+ else if (mask & ANIM_EVENT_SELF)
+ return (c->init_event & ANIM_EVENT_SELF ||
+ c->anim_event & ANIM_EVENT_SELF);
+ else
+ return ((c->init_event & trigger_mask) == mask ||
+ (c->anim_event & trigger_mask) == mask ||
+ (c->init_event & trigger_mask) == mask_anim_only ||
+ (c->anim_event & trigger_mask) == mask_anim_only);
+}
+
+static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
+ int mx, int my, boolean clicked)
+{
+ struct GraphicInfo *g = &part->graphic_info;
+ int part_x = part->viewport_x + part->x;
+ int part_y = part->viewport_y + part->y;
+ int part_width = g->width;
+ int part_height = g->height;
+
+ // check if mouse click was detected at all
+ if (!clicked)
+ return FALSE;
+
+ // check if mouse click is inside the animation part's viewport
+ if (mx < part->viewport_x ||
+ mx >= part->viewport_x + part->viewport_width ||
+ my < part->viewport_y ||
+ my >= part->viewport_y + part->viewport_height)
+ return FALSE;
+
+ // check if mouse click is inside the animation part's graphic
+ if (mx < part_x ||
+ mx >= part_x + part_width ||
+ my < part_y ||
+ my >= part_y + part_height)
+ return FALSE;
+
+ return TRUE;
+}
+
int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
{
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
if (state & ANIM_STATE_RESTART)
{
+ // when drawing animations to fading buffer, only start fixed animations
+ if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE ||
+ c->y == ARG_UNDEFINED_VALUE))
+ return ANIM_STATE_INACTIVE;
+
ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
part->init_delay_counter =
part->anim_delay_counter =
(c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
+ part->init_event_state = c->init_event;
+ part->anim_event_state = c->anim_event;
+
part->initial_anim_sync_frame =
(g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
if (c->y != ARG_UNDEFINED_VALUE)
part->y = c->y;
+ if (c->position == POS_LAST &&
+ anim->last_x > -g->width && anim->last_x < part->viewport_width &&
+ anim->last_y > -g->height && anim->last_y < part->viewport_height)
+ {
+ part->x = anim->last_x;
+ part->y = anim->last_y;
+ }
+
if (c->step_xoffset != ARG_UNDEFINED_VALUE)
part->step_xoffset = c->step_xoffset;
if (c->step_yoffset != ARG_UNDEFINED_VALUE)
part->step_yoffset = c->step_yoffset;
- if (part->init_delay_counter == 0)
+ if (part->init_delay_counter == 0 &&
+ part->init_event_state == ANIM_EVENT_NONE)
PlayGlobalAnimSoundAndMusic(part);
}
+ if (part->clicked &&
+ part->init_event_state != ANIM_EVENT_NONE)
+ {
+ if (part->initial_anim_sync_frame > 0)
+ part->initial_anim_sync_frame -= part->init_delay_counter - 1;
+
+ part->init_delay_counter = 1;
+ part->init_event_state = ANIM_EVENT_NONE;
+
+ part->clicked = FALSE;
+ }
+
+ if (part->clicked &&
+ part->anim_event_state != ANIM_EVENT_NONE)
+ {
+ part->anim_delay_counter = 1;
+ part->anim_event_state = ANIM_EVENT_NONE;
+
+ part->clicked = FALSE;
+ }
+
if (part->init_delay_counter > 0)
{
part->init_delay_counter--;
if (part->init_delay_counter == 0)
+ {
+ part->init_event_state = ANIM_EVENT_NONE;
+
PlayGlobalAnimSoundAndMusic(part);
+ }
return ANIM_STATE_WAITING;
}
+ if (part->init_event_state != ANIM_EVENT_NONE)
+ return ANIM_STATE_WAITING;
+
+ // animation part is now running/visible and therefore clickable
+ part->clickable = TRUE;
+
// check if moving animation has left the visible screen area
if ((part->x <= -g->width && part->step_xoffset <= 0) ||
(part->x >= part->viewport_width && part->step_xoffset >= 0) ||
(part->y <= -g->height && part->step_yoffset <= 0) ||
(part->y >= part->viewport_height && part->step_yoffset >= 0))
{
+ // do not wait for "anim" events for off-screen animations
+ part->anim_event_state = ANIM_EVENT_NONE;
+
// do not stop animation before "anim" or "post" counter are finished
if (part->anim_delay_counter == 0 &&
part->post_delay_counter == 0)
if (part->anim_delay_counter == 0)
{
+ part->anim_event_state = ANIM_EVENT_NONE;
+
StopGlobalAnimSoundAndMusic(part);
part->post_delay_counter =
part->x += part->step_xoffset;
part->y += part->step_yoffset;
+ anim->last_x = part->x;
+ anim->last_y = part->y;
+
return ANIM_STATE_RUNNING;
}
for (i = 0; i < NUM_GAME_MODES; i++)
HandleGlobalAnim(ANIM_CONTINUE, i);
-#if 1
+#if 0
// force screen redraw in next frame to continue drawing global animations
redraw_mask = REDRAW_ALL;
#endif
}
+
+static void InitGlobalAnim_Clickable()
+{
+ int mode_nr;
+
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ {
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+ int anim_nr;
+
+ for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ int part_nr;
+
+ for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+
+ part->clickable = FALSE;
+ }
+ }
+ }
+}
+
+static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
+{
+ boolean any_part_clicked = FALSE;
+ int mode_nr;
+
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ {
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+ int anim_nr;
+
+ for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ {
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+ int part_nr;
+
+ for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
+ {
+ struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+
+ if (!clicked)
+ {
+ part->clicked = FALSE;
+
+ continue;
+ }
+
+ if (!part->clickable)
+ continue;
+
+ if (isClickablePart(part, ANIM_EVENT_ANY))
+ any_part_clicked = part->clicked = TRUE;
+
+ if (isClickedPart(part, mx, my, clicked))
+ {
+#if 0
+ printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
+#endif
+
+ if (isClickablePart(part, ANIM_EVENT_SELF))
+ any_part_clicked = part->clicked = TRUE;
+
+ // check if this click is defined to trigger other animations
+ int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
+ int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
+ int mask = gic_anim_nr << ANIM_EVENT_ANIM_BIT;
+
+ if (!part->is_base)
+ mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
+
+ int anim2_nr;
+
+ for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
+ {
+ struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
+ int part2_nr;
+
+ for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
+ {
+ struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
+
+ if (isClickablePart(part2, mask))
+ any_part_clicked = part2->clicked = TRUE;
+
+#if 0
+ struct GraphicInfo *c = &part2->control_info;
+
+ printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
+ anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
+
+ if (isClickablePart(part2, mask))
+ printf(" <--- TRIGGERED BY %d.%d",
+ anim_nr, part_nr);
+
+ printf("\n");
+#endif
+ }
+ }
+ }
+ }
+ }
+ }
+
+ return any_part_clicked;
+}
+
+static void ResetGlobalAnim_Clickable()
+{
+ InitGlobalAnim_Clickable();
+}
+
+static void ResetGlobalAnim_Clicked()
+{
+ InitGlobalAnim_Clicked(-1, -1, FALSE);
+}
+
+boolean HandleGlobalAnimClicks(int mx, int my, int button)
+{
+ static boolean click_consumed = FALSE;
+ static int last_button = 0;
+ boolean press_event;
+ boolean release_event;
+ boolean click_consumed_current = click_consumed;
+
+ /* check if button state has changed since last invocation */
+ press_event = (button != 0 && last_button == 0);
+ release_event = (button == 0 && last_button != 0);
+ last_button = button;
+
+ if (press_event)
+ {
+ click_consumed = InitGlobalAnim_Clicked(mx, my, TRUE);
+ click_consumed_current = click_consumed;
+ }
+
+ if (release_event)
+ click_consumed = FALSE;
+
+ return click_consumed_current;
+}