#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)
{ 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 },
static int game_mode_anim_classes[NUM_GAME_MODES];
static int anim_class_game_modes[NUM_ANIM_CLASSES];
+static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
static int anim_status_last = GAME_MODE_DEFAULT;
static int anim_classes_last = ANIM_CLASS_NONE;
anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
anim_class_game_modes_list[i].game_mode;
+ anim_status_last_before_fading = GAME_MODE_LOADING;
anim_status_last = GAME_MODE_LOADING;
anim_classes_last = ANIM_CLASS_NONE;
}
// 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
- game_mode_anim_action[anim_status_last] = ANIM_STOP;
+ if (global.anim_status_next != anim_status_last_before_fading)
+ {
+ // stop animations for last screen before fading to new screen
+ game_mode_anim_action[anim_status_last] = ANIM_STOP;
- // start animations for current screen
- game_mode_anim_action[global.anim_status] = ANIM_START;
+ // start animations for current screen after fading to new screen
+ 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)
if (drawing_target == DRAW_TO_SCREEN)
{
if (after_fading)
+ {
anim_classes_last = anim_classes_next;
+ anim_status_last_before_fading = global.anim_status;
+ }
anim_status_last = global.anim_status;
StopGlobalAnimMusic(part);
}
-static boolean matchesAnimEventMask(int bits, int mask)
-{
- return (bits & (mask & ANIM_EVENT_CLICK_ANIM_ALL) &&
- bits & (mask & ANIM_EVENT_CLICK_PART_ALL));
-}
-
static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
{
struct GraphicInfo *c = &part->control_info;
-
- boolean clickable_any = FALSE;
- boolean clickable_self = FALSE;
- boolean clickable_triggered = FALSE;
-
- if (mask & ANIM_EVENT_CLICK_ANY)
- clickable_any = (c->init_event & ANIM_EVENT_CLICK_ANY ||
- c->anim_event & ANIM_EVENT_CLICK_ANY);
-
- if (mask & ANIM_EVENT_CLICK_SELF)
- clickable_self = (c->init_event & ANIM_EVENT_CLICK_SELF ||
- c->anim_event & ANIM_EVENT_CLICK_SELF);
-
- clickable_triggered = (matchesAnimEventMask(c->init_event, mask) ||
- matchesAnimEventMask(c->anim_event, mask));
-
- return (clickable_any || clickable_self || clickable_triggered);
+ 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,
if (!part->clickable)
continue;
- if (isClickablePart(part, ANIM_EVENT_CLICK_ANY))
+ if (isClickablePart(part, ANIM_EVENT_ANY))
any_part_clicked = part->clicked = TRUE;
if (isClickedPart(part, mx, my, clicked))
printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
#endif
- if (isClickablePart(part, ANIM_EVENT_CLICK_SELF))
+ if (isClickablePart(part, ANIM_EVENT_SELF))
any_part_clicked = part->clicked = TRUE;
// check if this click is defined to trigger other animations
- int old_anim_nr = part->old_anim_nr;
- int old_part_nr = part->old_nr;
- int mask = ANIM_EVENT_CLICK_ANIM_1 << old_anim_nr;
-
- if (part->is_base)
- mask |= ANIM_EVENT_CLICK_PART_ALL;
- else
- mask |= ANIM_EVENT_CLICK_PART_1 << old_part_nr;
+ 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;