#include "files.h"
#include "events.h"
#include "screens.h"
+#include "tape.h"
#define DEBUG_ANIM_DELAY 0
struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
+ boolean class_playfield_or_door;
+
int viewport_x;
int viewport_y;
int viewport_width;
int x, y;
int step_xoffset, step_yoffset;
+ int tile_x, tile_y;
+ int tile_xoffset, tile_yoffset;
+
unsigned int initial_anim_sync_frame;
unsigned int anim_random_frame;
- unsigned int step_delay, step_delay_value;
+
+ DelayCounter step_delay;
int init_delay_counter;
int anim_delay_counter;
int post_delay_counter;
+ int fade_delay_counter;
+ int fade_alpha;
+
boolean init_event_state;
boolean anim_event_state;
else
frame = gfx.anim_random_frame % num_frames;
}
+ else if (mode & ANIM_LEVEL_NR) // play frames by level number
+ {
+ int level_pos = level_nr - gfx.anim_first_level;
+
+ frame = level_pos % num_frames;
+ }
else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
{
frame = sync_frame % num_frames;
return compare_result;
}
+static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
+{
+ // only pause playfield and door animations when playing
+ if (game_status != GAME_MODE_PLAYING)
+ return FALSE;
+
+ // do not pause animations when game ended (and engine is running)
+ if (checkGameEnded())
+ return FALSE;
+
+ // only pause animations on playfield and doors
+ if (!part->class_playfield_or_door)
+ return FALSE;
+
+ // only pause animations when engine is paused or request dialog is active
+ if (!tape.pausing && !game.request_active)
+ return FALSE;
+
+ return TRUE;
+}
+
static void InitToonControls(void)
{
int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
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->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;
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;
anim_classes_last = ANIM_CLASS_NONE;
}
+static void SetGlobalAnimEventsForCustomElements(int list_pos)
+{
+ int num_events = GetGlobalAnimEventValueCount(list_pos);
+ int i;
+
+ for (i = 0; i < num_events; i++)
+ {
+ int event = GetGlobalAnimEventValue(list_pos, i);
+
+ if (event & ANIM_EVENT_CE_CHANGE)
+ {
+ int nr = (event >> ANIM_EVENT_CE_BIT) & 0xff;
+
+ if (nr >= 0 && nr < NUM_CUSTOM_ELEMENTS)
+ element_info[EL_CUSTOM_START + nr].has_anim_event = TRUE;
+ }
+ }
+}
+
+void InitGlobalAnimEventsForCustomElements(void)
+{
+ int m, a, p;
+ int control;
+
+ // custom element events for global animations only relevant while playing
+ m = GAME_MODE_PLAYING;
+
+ for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
+ {
+ 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;
+
+ SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
+ SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
+
+ for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
+ {
+ control = global_anim_info[ctrl_id].graphic[p][m];
+
+ if (control == IMG_UNDEFINED)
+ continue;
+
+ SetGlobalAnimEventsForCustomElements(graphic_info[control].init_event);
+ SetGlobalAnimEventsForCustomElements(graphic_info[control].anim_event);
+ }
+ }
+}
+
void InitGlobalAnimations(void)
{
InitGlobalAnimControls();
}
-static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
+static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part,
+ Bitmap *src_bitmap, int src_x0, int src_y0,
+ int drawing_target)
{
+ struct GraphicInfo *g = &part->graphic_info;
+ struct GraphicInfo *c = &part->control_info;
+ 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);
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 alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
+ int x, y;
+
+ for (y = 0; y < c->stacked_yfactor; y++)
+ {
+ for (x = 0; x < c->stacked_xfactor; x++)
+ {
+ int src_x = src_x0;
+ int src_y = src_y0;
+ int dst_x = part->x + x * (g->width + c->stacked_xoffset);
+ int dst_y = part->y + y * (g->height + c->stacked_yoffset);
+ int cut_x = 0;
+ int cut_y = 0;
+ int width = g->width;
+ int height = g->height;
+
+ if (dst_x < 0)
+ {
+ width += dst_x;
+ cut_x = -dst_x;
+ dst_x = 0;
+ }
+ else if (dst_x > part->viewport_width - g->width)
+ {
+ width -= (dst_x - (part->viewport_width - g->width));
+ }
+
+ if (dst_y < 0)
+ {
+ height += dst_y;
+ cut_y = -dst_y;
+ dst_y = 0;
+ }
+ else if (dst_y > part->viewport_height - g->height)
+ {
+ height -= (dst_y - (part->viewport_height - g->height));
+ }
+
+ if (width <= 0 || height <= 0)
+ continue;
+
+ src_x += cut_x;
+ src_y += cut_y;
+
+ dst_x += part->viewport_x;
+ dst_y += part->viewport_y;
+
+ SetBitmapAlphaNextBlit(src_bitmap, alpha);
+
+ 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);
+ }
+ }
+}
+
+static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
+{
int game_mode_anim_action[NUM_GAME_MODES];
int mode_nr;
}
}
+ // when restarting global animations, do not redraw them, but stop here
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
+ return;
+
if (global.anim_status == GAME_MODE_LOADING)
return;
struct GraphicInfo *g = &part->graphic_info;
Bitmap *src_bitmap;
int src_x, src_y;
- int width = g->width;
- int height = g->height;
- int dst_x = part->x;
- int dst_y = part->y;
- int cut_x = 0;
- 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);
int last_anim_random_frame = gfx.anim_random_frame;
if (!(part->state & ANIM_STATE_RUNNING))
if (part->drawing_stage != drawing_stage)
continue;
- if (part->x < 0)
- {
- dst_x = 0;
- width += part->x;
- cut_x = -part->x;
- }
- else if (part->x > part->viewport_width - g->width)
- width -= (part->x - (part->viewport_width - g->width));
-
- if (part->y < 0)
- {
- dst_y = 0;
- height += part->y;
- cut_y = -part->y;
- }
- else if (part->y > part->viewport_height - g->height)
- height -= (part->y - (part->viewport_height - g->height));
-
- if (width <= 0 || height <= 0)
- continue;
-
- dst_x += part->viewport_x;
- dst_y += part->viewport_y;
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ part->initial_anim_sync_frame++;
sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
&src_x, &src_y);
- src_x += cut_x;
- src_y += cut_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);
+ BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
}
}
}
ResetGlobalAnim_Clicked();
}
- DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
-
if (gfx.cursor_mode_override != last_cursor_mode_override)
SetMouseCursor(gfx.cursor_mode);
}
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
+ part->class_playfield_or_door = FALSE;
+
if (part->control_info.class == get_hash_from_key("window") ||
part->control_info.class == get_hash_from_key("border"))
{
viewport_width = part->graphic_info.width;
viewport_height = part->graphic_info.height;
- part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
+ part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_3;
// do not use global animation mouse pointer when reloading artwork
if (global.anim_status != GAME_MODE_LOADING)
viewport_y = DY;
viewport_width = DXSIZE;
viewport_height = DYSIZE;
+
+ part->class_playfield_or_door = TRUE;
}
else if (part->control_info.class == get_hash_from_key("door_2"))
{
viewport_width = VXSIZE;
viewport_height = VYSIZE;
}
+
+ part->class_playfield_or_door = TRUE;
}
else // default: "playfield"
{
viewport_y = REAL_SY;
viewport_width = FULL_SXSIZE;
viewport_height = FULL_SYSIZE;
+
+ part->class_playfield_or_door = TRUE;
}
if (viewport_x != part->viewport_x ||
if (music == MUS_UNDEFINED)
return;
+ char *anim_music = getMusicInfoEntryFilename(music);
+ char *curr_music = getCurrentlyPlayingMusicFilename();
+
+ // do not stop music if global anim music differs from current music
+ if (!strEqual(curr_music, anim_music))
+ return;
+
StopMusic();
#if 0
static boolean checkGlobalAnimEvent(int anim_event, int mask)
{
int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
+ int mask_ce_only = mask & ~ANIM_EVENT_PAGE_MASK;
if (mask & ANIM_EVENT_ANY)
return (anim_event & ANIM_EVENT_ANY);
return (anim_event & ANIM_EVENT_SELF);
else if (mask & ANIM_EVENT_UNCLICK_ANY)
return (anim_event & ANIM_EVENT_UNCLICK_ANY);
+ else if (mask & ANIM_EVENT_CE_CHANGE)
+ return (anim_event == mask ||
+ anim_event == mask_ce_only);
else
return (anim_event == mask ||
anim_event == mask_anim_only);
static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
{
struct GraphicInfo *c = &part->control_info;
- int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
- int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
int i;
- for (i = 0; i < num_init_events; i++)
+ if (part->init_event_state)
{
- int init_event = GetGlobalAnimEventValue(c->init_event, i);
+ int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
- if (checkGlobalAnimEvent(init_event, mask))
- return TRUE;
- }
+ for (i = 0; i < num_init_events; i++)
+ {
+ int init_event = GetGlobalAnimEventValue(c->init_event, i);
- for (i = 0; i < num_anim_events; i++)
+ if (checkGlobalAnimEvent(init_event, mask))
+ return TRUE;
+ }
+ }
+ else if (part->anim_event_state)
{
- int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
+ int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
- if (checkGlobalAnimEvent(anim_event, mask))
- return TRUE;
+ for (i = 0; i < num_anim_events; i++)
+ {
+ int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
+
+ if (checkGlobalAnimEvent(anim_event, mask))
+ return TRUE;
+ }
}
return FALSE;
}
-static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
- int mx, int my, boolean clicked)
+static boolean isInsidePartStacked(struct GlobalAnimPartControlInfo *part,
+ int mx, int my)
{
struct GraphicInfo *g = &part->graphic_info;
+ struct GraphicInfo *c = &part->control_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;
+ int x, y;
+
+ for (y = 0; y < c->stacked_yfactor; y++)
+ {
+ for (x = 0; x < c->stacked_xfactor; x++)
+ {
+ int part_stacked_x = part_x + x * (part_width + c->stacked_xoffset);
+ int part_stacked_y = part_y + y * (part_height + c->stacked_yoffset);
+
+ if (mx >= part_stacked_x &&
+ mx < part_stacked_x + part_width &&
+ my >= part_stacked_y &&
+ my < part_stacked_y + part_height)
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
+ int mx, int my, boolean clicked)
+{
// check if mouse click was detected at all
if (!clicked)
return FALSE;
- // check if mouse click is inside the animation part's viewport
+ // check if mouse click is outside 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;
+ // check if mouse click is inside the animation part's (stacked) graphic
+ if (isInsidePartStacked(part, mx, my))
+ return TRUE;
- return TRUE;
+ return FALSE;
}
static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
{
- return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
+ 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 SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
+{
+ // calculate playfield position (with scrolling) for related CE tile
+ // (do not use FX/FY, which are incorrect during envelope requests)
+ int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
+ int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
+ int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
+ int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
+ int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
+ int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
+ int cx = SX - REAL_SX;
+ int cy = SY - REAL_SY;
+ int x = sx - fx + cx;
+ int y = sy - fy + cy;
+
+ part->tile_xoffset += part->step_xoffset;
+ part->tile_yoffset += part->step_yoffset;
+
+ part->x = x + part->tile_xoffset;
+ part->y = y + part->tile_yoffset;
}
static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
- if (!(part2->state & ANIM_STATE_RUNNING))
+ if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
continue;
if (isClickablePart(part2, mask))
}
}
+static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
+ int x, int y,
+ int trigger_x,
+ int trigger_y)
+{
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
+
+ int event_value = ANIM_EVENT_CE_CHANGE;
+ int event_bits = (nr << ANIM_EVENT_CE_BIT) | (page << ANIM_EVENT_PAGE_BIT);
+ int mask = event_value | event_bits;
+ 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 (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
+ continue;
+
+ if (isClickablePart(part2, mask) && !part2->triggered)
+ {
+ struct GraphicInfo *c = &part2->control_info;
+
+ if (c->position == POS_CE ||
+ c->position == POS_CE_TRIGGER)
+ {
+ // store CE tile and offset position to handle scrolling
+ part2->tile_x = (c->position == POS_CE_TRIGGER ? trigger_x : x);
+ part2->tile_y = (c->position == POS_CE_TRIGGER ? trigger_y : y);
+ part2->tile_xoffset = c->x;
+ part2->tile_yoffset = c->y;
+
+ // set resulting animation position relative to CE tile position
+ // (but only for ".init_event", not ".anim_event" type events)
+ if (part2->init_event_state)
+ SetGlobalAnimPartTileXY(part2);
+
+ // restart animation (by using current sync frame)
+ part2->initial_anim_sync_frame = anim_sync_frame;
+ }
+
+ part2->triggered = TRUE;
+
+ // do not trigger any other animation if CE change event was consumed
+ if (c->style == STYLE_CONSUME_CE_EVENT)
+ return;
+
+#if 0
+ Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
+ "%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
+#endif
+ }
+ }
+ }
+}
+
static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
int delay_type, char *info_text)
{
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+ int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
+
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ return state;
if (viewport_changed)
state |= ANIM_STATE_RESTART;
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->fade_mode & FADE_MODE_FADE)
+ {
+ // when fading in screen, first frame is 100 % transparent or opaque
+ part->fade_delay_counter = c->fade_delay + 1;
+ part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
+ }
+ else
+ {
+ part->fade_delay_counter = 0;
+ part->fade_alpha = -1;
+ }
+
if (c->direction & MV_HORIZONTAL)
{
int pos_bottom = part->viewport_height - g->height;
part->init_event_state)
{
if (part->initial_anim_sync_frame > 0)
- part->initial_anim_sync_frame -= part->init_delay_counter - 1;
+ part->initial_anim_sync_frame = anim_sync_frame;
part->init_delay_counter = 1;
part->init_event_state = FALSE;
HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
- }
- return ANIM_STATE_WAITING;
+ // continue with state ANIM_STATE_RUNNING (set below)
+ }
+ else
+ {
+ return ANIM_STATE_WAITING;
+ }
}
if (part->init_event_state)
return ANIM_STATE_WAITING;
}
+ if (part->fade_delay_counter > 0)
+ {
+ part->fade_delay_counter--;
+ part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
+ c->fade_delay - part->fade_delay_counter :
+ part->fade_delay_counter) / c->fade_delay;
+ }
+
// 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
}
#endif
- part->x += part->step_xoffset;
- part->y += part->step_yoffset;
+ if (c->position == POS_CE ||
+ c->position == POS_CE_TRIGGER)
+ {
+ SetGlobalAnimPartTileXY(part);
+ }
+ else
+ {
+ part->x += part->step_xoffset;
+ part->y += part->step_yoffset;
+ }
anim->last_x = part->x;
anim->last_y = part->y;
for (i = 0; i < num_parts; i++)
anim->part[i].state = ANIM_STATE_INACTIVE;
- // ... then set current animation parts to "running"
+ // ... then set current animation part to "running" ...
part->state = ANIM_STATE_RUNNING;
+ // ... unless it is waiting for an initial event
+ if (part->init_event_state)
+ part->state = ANIM_STATE_WAITING;
+
anim->state = HandleGlobalAnim_Part(part, anim->state);
if (anim->state & ANIM_STATE_RESTART)
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--)
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ // if request dialog is active, only handle pointer-style animations
+ if (game.request_active &&
+ part->control_info.class != get_hash_from_key("pointer"))
+ continue;
+
if (clicked_event == ANIM_CLICKED_RESET)
{
part->clicked = FALSE;
InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
}
+void RestartGlobalAnimsByStatus(int status)
+{
+ int anim_status_last = global.anim_status;
+
+ global.anim_status = status;
+
+ // force restarting global animations by changed global animation status
+ DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
+
+ global.anim_status = anim_status_last;
+}
+
+void SetAnimStatusBeforeFading(int status)
+{
+ anim_status_last_before_fading = status;
+}
+
boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;
return click_consumed_current;
}
+
+int getGlobalAnimSyncFrame(void)
+{
+ return anim_sync_frame;
+}
+
+void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y,
+ int trigger_x, int trigger_y)
+{
+ if (!IS_CUSTOM_ELEMENT(element))
+ return;
+
+ // custom element stored as 0 to 255, change page stored as 1 to 32
+ InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
+ x, y, trigger_x, trigger_y);
+}