// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// anim.c
// ============================================================================
#define ANIM_CLASS_BIT_TITLE_INITIAL 0
#define ANIM_CLASS_BIT_TITLE 1
#define ANIM_CLASS_BIT_MAIN 2
-#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 ANIM_CLASS_BIT_NO_TITLE 7
+#define ANIM_CLASS_BIT_NAMES 3
+#define ANIM_CLASS_BIT_SCORES 4
+#define ANIM_CLASS_BIT_SCORESONLY 5
+#define ANIM_CLASS_BIT_SUBMENU 6
+#define ANIM_CLASS_BIT_MENU 7
+#define ANIM_CLASS_BIT_TOONS 8
+#define ANIM_CLASS_BIT_NO_TITLE 9
-#define NUM_ANIM_CLASSES 8
+#define NUM_ANIM_CLASSES 10
#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_NAMES (1 << ANIM_CLASS_BIT_NAMES)
#define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
+#define ANIM_CLASS_SCORESONLY (1 << ANIM_CLASS_BIT_SCORESONLY)
#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)
ANIM_CLASS_SCORES | \
ANIM_CLASS_NO_TITLE)
+#define ANIM_CLASS_TOONS_SCORESONLY (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_SCORES | \
+ ANIM_CLASS_SCORESONLY | \
+ ANIM_CLASS_NO_TITLE)
+
#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
ANIM_CLASS_MENU | \
ANIM_CLASS_MAIN | \
ANIM_CLASS_SUBMENU | \
ANIM_CLASS_NO_TITLE)
+#define ANIM_CLASS_TOONS_MENU_SUBMENU_2 (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_SUBMENU | \
+ ANIM_CLASS_NAMES | \
+ ANIM_CLASS_NO_TITLE)
+
// values for global animation states
#define ANIM_STATE_INACTIVE 0
#define ANIM_STATE_RESTART (1 << 0)
int step_xoffset, step_yoffset;
unsigned int initial_anim_sync_frame;
- unsigned int step_delay, step_delay_value;
+ unsigned int anim_random_frame;
+
+ DelayCounter step_delay;
int init_delay_counter;
int anim_delay_counter;
{ GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
{ GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
{ GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
+ { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
+ { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU_2 },
{ GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
{ GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
- { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
- { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
+ { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORESONLY },
+ { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORESONLY },
+ { GAME_MODE_SCOREINFO, ANIM_CLASS_TOONS_SCORES },
{ GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
{ GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
{ 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_NAMES, GAME_MODE_NAMES },
{ ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
+ { ANIM_CLASS_BIT_SCORESONLY, GAME_MODE_PSEUDO_SCORESONLY },
{ ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
{ ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
{ ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
{
int frame = 0;
+ if (delay < 1) // delay must be at least 1
+ delay = 1;
+
sync_frame += start_frame * delay;
if (mode & ANIM_LOOP) // looping animation
int sound = SND_UNDEFINED;
int music = MUS_UNDEFINED;
int graphic = IMG_TOON_1 + i;
- int control = graphic;
+
+ control = graphic;
part->nr = part_nr;
part->anim_nr = anim_nr;
part->control_info.y = ARG_UNDEFINED_VALUE;
part->initial_anim_sync_frame = 0;
+ part->anim_random_frame = -1;
- part->step_delay = 0;
- part->step_delay_value = graphic_info[control].step_delay;
+ part->step_delay.count = 0;
+ part->step_delay.value = graphic_info[control].step_delay;
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
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);
+ Debug("anim:InitGlobalAnimControls",
+ "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
+ 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);
+ Debug("anim:InitGlobalAnimControls",
+ "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
+ m, a, p, mode_nr, anim_nr, part_nr, sound);
#endif
part->old_nr = p;
part->control_info = graphic_info[control];
part->initial_anim_sync_frame = 0;
+ part->anim_random_frame = -1;
- part->step_delay = 0;
- part->step_delay_value = graphic_info[control].step_delay;
+ part->step_delay.count = 0;
+ part->step_delay.value = graphic_info[control].step_delay;
part->state = ANIM_STATE_INACTIVE;
part->last_anim_status = -1;
if (drawing_target == DRAW_TO_FADE_TARGET)
after_fading = TRUE;
- // special case: changing from/to this screen is done without fading
- if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
- anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
+ // special case: changing from/to these screens is done without fading
+ if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
+ global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
+ anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
+ anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
after_fading = TRUE;
// ---------- part 1 ------------------------------------------------------
(g->draw_masked ? BlitBitmapMasked : BlitBitmap);
void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
(g->draw_masked ? BlitToScreenMasked : BlitToScreen);
+ int last_anim_random_frame = gfx.anim_random_frame;
if (!(part->state & ANIM_STATE_RUNNING))
continue;
dst_y += part->viewport_y;
sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+
+ // re-initialize random animation frame after animation delay
+ if (g->anim_mode == ANIM_RANDOM &&
+ sync_frame % g->anim_delay == 0 &&
+ sync_frame > 0)
+ part->anim_random_frame = GetSimpleRandom(g->anim_frames);
+
+ gfx.anim_random_frame = part->anim_random_frame;
+
frame = getAnimationFrame(g->anim_frames, g->anim_delay,
g->anim_mode, g->anim_start_frame,
sync_frame);
- getFixedGraphicSource(part->graphic, frame, &src_bitmap,
- &src_x, &src_y);
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
+ &src_x, &src_y);
src_x += cut_x;
src_y += cut_y;
ResetGlobalAnim_Clicked();
}
+ DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
+
if (gfx.cursor_mode_override != last_cursor_mode_override)
SetMouseCursor(gfx.cursor_mode);
}
PlaySound(sound);
#if 0
- printf("::: PLAY SOUND %d.%d.%d: %d\n",
+ Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
part->anim_nr, part->nr, part->mode_nr, sound);
#endif
}
StopSound(sound);
#if 0
- printf("::: STOP SOUND %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, sound);
+ Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
+ part->anim_nr, part->nr, part->mode_nr, sound);
#endif
}
PlayMusic(music);
#if 0
- printf("::: PLAY MUSIC %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, music);
+ Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
+ part->anim_nr, part->nr, part->mode_nr, music);
#endif
}
StopMusic();
#if 0
- printf("::: STOP MUSIC %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, music);
+ Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
+ part->anim_nr, part->nr, part->mode_nr, music);
#endif
}
return TRUE;
}
+static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
+{
+ return ((part->control_info.style & STYLE_BLOCK) ? TRUE : FALSE);
+}
+
static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
{
- return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
+ return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
}
static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
- boolean *anything_clicked,
+ boolean *click_consumed,
boolean *any_event_action,
int event_value, char *info_text)
{
{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
- if (part2->state != ANIM_STATE_RUNNING)
+ if (!(part2->state & ANIM_STATE_RUNNING))
continue;
if (isClickablePart(part2, mask))
{
part2->triggered = TRUE;
- *anything_clicked = clickConsumed(part); // click was on "part"!
+ *click_consumed |= clickConsumed(part); // click was on "part"!
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY %s OF %d.%d\n",
- part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d TRIGGERED BY %s OF %d.%d",
+ part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
#if 0
- printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
- part2->control_info.anim_event_action);
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
+ part2->control_info.anim_event_action);
#endif
// after executing event action, ignore any further actions
#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");
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
+ anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
+ anim_nr, part_nr);
+ else
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d: 0x%08x, 0x%08x [0x%08x]",
+ anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
#endif
}
}
int delay_type, char *info_text)
{
#if DEBUG_ANIM_DELAY
- printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
+ Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
+ part->old_anim_nr + 1, part->old_nr + 1, info_text);
#endif
DoGlobalAnim_DelayAction(part, delay_type);
int event_value, char *info_text)
{
#if DEBUG_ANIM_EVENTS
- printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
+ Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
+ part->old_anim_nr + 1, part->old_nr + 1, info_text);
#endif
- boolean anything_clicked = FALSE;
+ boolean click_consumed = FALSE;
boolean any_event_action = FALSE;
// check if this event is defined to trigger other animations
- InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
event_value, info_text);
}
part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
part->initial_anim_sync_frame =
- (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
+ (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
+ anim_sync_frame + part->init_delay_counter);
+
+ // do not re-initialize random animation frame after fade-in
+ if (part->anim_random_frame == -1)
+ part->anim_random_frame = GetSimpleRandom(g->anim_frames);
if (c->direction & MV_HORIZONTAL)
{
// special case to prevent expiring loop sounds when playing
PlayGlobalAnimSoundIfLoop(part);
- if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
- anim_sync_frame))
+ if (!DelayReachedExt(&part->step_delay, anim_sync_frame))
return ANIM_STATE_RUNNING;
#if 0
static unsigned int last_counter = -1;
unsigned int counter = Counter();
- printf("::: NEXT ANIM PART [%d, %d]\n",
- anim_sync_frame, counter - last_counter);
+ Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
+ anim_sync_frame, counter - last_counter);
last_counter = counter;
}
int i;
#if 0
- printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+ Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
anim->mode_nr, anim->nr, anim->num_parts);
- printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
+ Debug("anim:HandleGlobalAnim_Main",
+ "%d, %d, %d", global.num_toons, setup.toons, num_toons);
#endif
#if 0
- printf("::: %s(%d): %d, %d, %d [%d]\n",
- (action == ANIM_START ? "ANIM_START" :
- action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
- action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
- anim->nr,
- anim->state & ANIM_STATE_RESTART,
- anim->state & ANIM_STATE_WAITING,
- anim->state & ANIM_STATE_RUNNING,
- anim->num_parts);
+ Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
+ (action == ANIM_START ? "ANIM_START" :
+ action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
+ action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
+ anim->nr,
+ anim->state & ANIM_STATE_RESTART,
+ anim->state & ANIM_STATE_WAITING,
+ anim->state & ANIM_STATE_RUNNING,
+ anim->num_parts);
#endif
switch (action)
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
#if 0
- printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
- anim->mode_nr, anim->nr, num_parts);
+ Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
+ anim->mode_nr, anim->nr, num_parts);
#endif
for (i = 0; i < num_parts; i++)
int i;
#if 0
- printf("::: HandleGlobalAnim_Mode: %d => %d\n",
- ctrl->nr, ctrl->num_anims);
+ Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
#endif
for (i = 0; i < ctrl->num_anims; i++)
static void HandleGlobalAnim(int action, int game_mode)
{
#if 0
- printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
+ Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
#endif
HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
int i;
#if 0
- printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
+ Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
#endif
// global animations now synchronized with frame delay of screen update
if (event_action == ANIM_EVENT_ACTION_NONE)
return FALSE;
- PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
+ if (event_action < MAX_IMAGE_FILES)
+ PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
+ else
+ OpenURLFromHash(anim_url_hash, event_action);
// check if further actions are allowed to be executed
if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
{
+ boolean click_consumed = FALSE;
boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
boolean any_event_action = FALSE;
int mode_nr;
+ int i;
// check game modes in reverse draw order (to stop when clicked)
for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
if (!part->clickable)
continue;
- if (part->state != ANIM_STATE_RUNNING)
+ if (!(part->state & ANIM_STATE_RUNNING))
continue;
// always handle "any" click events (clicking anywhere on screen) ...
isClickablePart(part, ANIM_EVENT_ANY))
{
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY ANY\n",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- part->clicked = TRUE;
- anything_clicked = clickConsumed(part);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
}
// always handle "unclick:any" events (releasing anywhere on screen) ...
isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
{
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY UNCLICK:ANY\n",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- part->clicked = TRUE;
- anything_clicked = clickConsumed(part);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
}
// ... but only handle the first (topmost) clickable animation
isClickedPart(part, mx, my, TRUE))
{
#if 0
- printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_nr,
- part->control_info.anim_event_action);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
+ anim_nr, part_nr, part->control_info.anim_event_action);
#endif
// after executing event action, ignore any further actions
any_event_action = TRUE;
// determine if mouse clicks should be blocked from other animations
- any_part_clicked = clickConsumed(part);
+ any_part_clicked |= clickConsumed(part);
if (isClickablePart(part, ANIM_EVENT_SELF))
{
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY SELF\n",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- part->clicked = TRUE;
- anything_clicked = clickConsumed(part);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
}
+ // determine if mouse clicks should be blocked by this animation
+ click_consumed |= clickBlocked(part);
+
// check if this click is defined to trigger other animations
- InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
ANIM_EVENT_CLICK, "CLICK");
}
}
{
handle_click = TRUE;
- HandleGlobalAnim(ANIM_CONTINUE, game_status);
+ for (i = 0; i < NUM_GAME_MODES; i++)
+ HandleGlobalAnim(ANIM_CONTINUE, i);
handle_click = FALSE;
+
+ // prevent ignoring release event if processed within same game frame
+ StopProcessingEvents();
}
- return (anything_clicked || any_event_action);
+ return (click_consumed || any_event_action);
}
static void ResetGlobalAnim_Clickable(void)
return click_consumed_current;
}
+
+int getGlobalAnimSyncFrame(void)
+{
+ return anim_sync_frame;
+}