// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// anim.c
// ============================================================================
#include "files.h"
#include "events.h"
#include "screens.h"
+#include "tape.h"
#define DEBUG_ANIM_DELAY 0
#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
NUM_GLOBAL_TOON_PARTS)
+#define MAX_GLOBAL_ANIM_LIST (NUM_GAME_MODES * \
+ NUM_GLOBAL_ANIMS_AND_TOONS * \
+ NUM_GLOBAL_ANIM_PARTS_AND_TOONS)
+
#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)
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 step_delay, step_delay_value;
+ unsigned int anim_random_frame;
+
+ 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;
{ 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 },
static void ResetGlobalAnim_Clicked(void);
static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
+static struct GlobalAnimPartControlInfo *global_anim_list[MAX_GLOBAL_ANIM_LIST];
+static int num_global_anim_list = 0;
static unsigned int anim_sync_frame = 0;
{
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
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;
static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
{
const struct GlobalAnimPartControlInfo *o1 =
- (struct GlobalAnimPartControlInfo *)obj1;
+ *(struct GlobalAnimPartControlInfo **)obj1;
const struct GlobalAnimPartControlInfo *o2 =
- (struct GlobalAnimPartControlInfo *)obj2;
+ *(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 if (o1->mode_nr != o2->mode_nr)
+ compare_result = o1->mode_nr - o2->mode_nr;
+ else if (o1->anim_nr != o2->anim_nr)
+ compare_result = o1->anim_nr - o2->anim_nr;
else
compare_result = o1->nr - o2->nr;
return compare_result;
}
-static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
+static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
{
- const struct GlobalAnimMainControlInfo *o1 =
- (struct GlobalAnimMainControlInfo *)obj1;
- const struct GlobalAnimMainControlInfo *o2 =
- (struct GlobalAnimMainControlInfo *)obj2;
- int compare_result;
+ // only pause playfield and door animations when playing
+ if (game_status != GAME_MODE_PLAYING)
+ return FALSE;
- 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;
+ // do not pause animations when game ended (and engine is running)
+ if (checkGameEnded())
+ return FALSE;
- return compare_result;
+ // 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 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;
anim->has_base = TRUE;
}
- // apply special settings for pointer-style animations
- if (part->control_info.class == get_hash_from_key("pointer"))
- {
- // force animation to be on top (must set anim and part control)
- if (anim->control_info.draw_order == 0)
- anim->control_info.draw_order = 1000000;
- if (part->control_info.draw_order == 0)
- part->control_info.draw_order = 1000000;
-
- // force animation to pass-through clicks (must set part control)
- if (part->control_info.style == STYLE_DEFAULT)
- part->control_info.style |= STYLE_PASSTHROUGH;
- }
+ // force pointer-style animations to pass-through clicks
+ if (part->control_info.class == get_hash_from_key("pointer") &&
+ part->control_info.style == STYLE_DEFAULT)
+ part->control_info.style |= STYLE_PASSTHROUGH;
}
if (anim->num_parts > 0 || anim->has_base)
InitToonControls();
- // sort all animations according to draw_order and animation number
+ // create list of all animation parts
+ num_global_anim_list = 0;
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];
+ for (a = 0; a < global_anim_ctrl[m].num_anims; a++)
+ for (p = 0; p < global_anim_ctrl[m].anim[a].num_parts_all; p++)
+ global_anim_list[num_global_anim_list++] =
+ &global_anim_ctrl[m].anim[a].part[p];
- // sort all animation parts for this main animation
- qsort(anim->part, anim->num_parts,
- sizeof(struct GlobalAnimPartControlInfo),
- compareGlobalAnimPartControlInfo);
- }
- }
+ // sort list of all animation parts according to draw_order and number
+ qsort(global_anim_list, num_global_anim_list,
+ sizeof(struct GlobalAnimPartControlInfo *),
+ compareGlobalAnimPartControlInfo);
for (i = 0; i < NUM_GAME_MODES; i++)
game_mode_anim_classes[i] = ANIM_CLASS_NONE;
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;
+ int i;
if (!setup.toons)
return;
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 ------------------------------------------------------
}
}
+ // 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;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ for (i = 0; i < num_global_anim_list; i++)
{
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
+ struct GlobalAnimPartControlInfo *part = global_anim_list[i];
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
+ struct GraphicInfo *g = &part->graphic_info;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int sync_frame;
+ int frame;
+ int last_anim_random_frame = gfx.anim_random_frame;
// 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)
+ game_mode_anim_action[part->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)
+ game_mode_anim_action[part->mode_nr] != ANIM_START)
continue;
-#if 0
- if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
- mode_nr != game_status)
+ if (!(anim->state & ANIM_STATE_RUNNING))
continue;
-#endif
-
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- struct GraphicInfo *c = &anim->control_info;
- int part_first, part_last;
- int part_nr;
-
- if (!(anim->state & ANIM_STATE_RUNNING))
- continue;
-
- part_first = part_last = anim->active_part_nr;
-
- if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- part_first = 0;
- part_last = num_parts - 1;
- }
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
- for (part_nr = part_first; part_nr <= part_last; part_nr++)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
- 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);
-
- if (!(part->state & ANIM_STATE_RUNNING))
- continue;
+ if (part->drawing_stage != drawing_stage)
+ continue;
- if (part->drawing_stage != drawing_stage)
- continue;
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ part->initial_anim_sync_frame++;
- 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));
+ sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
- 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;
+ // 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);
- dst_x += part->viewport_x;
- dst_y += part->viewport_y;
+ gfx.anim_random_frame = part->anim_random_frame;
- sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
- frame = getAnimationFrame(g->anim_frames, g->anim_delay,
- g->anim_mode, g->anim_start_frame,
- sync_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;
- src_x += cut_x;
- src_y += cut_y;
+ getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
+ &src_x, &src_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);
}
if (drawing_target == DRAW_TO_FADE_TARGET)
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"))
{
int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
- viewport_x = mx + part->control_info.x;
- viewport_y = my + part->control_info.y;
+ // prevent displaying off-screen custom mouse cursor in upper left corner
+ if (gfx.mouse_x == POS_OFFSCREEN &&
+ gfx.mouse_y == POS_OFFSCREEN)
+ mx = my = POS_OFFSCREEN;
+
+ viewport_x = mx - part->control_info.x;
+ viewport_y = my - part->control_info.y;
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 ||
part->viewport_width = viewport_width;
part->viewport_height = viewport_height;
- changed = TRUE;
+ if (part->control_info.class != get_hash_from_key("pointer"))
+ changed = TRUE;
}
return changed;
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
}
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
- 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
}
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);
}
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,
- 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 | ANIM_STATE_WAITING)))
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);
+ 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
+ }
+ }
+}
+
+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];
- printf("\n");
+ 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
+ }
}
}
}
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);
}
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)
{
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
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;
}
#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;
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++)
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 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 void InitGlobalAnim_Clickable(void)
{
- int mode_nr;
+ int i;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ for (i = 0; i < num_global_anim_list; i++)
{
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
+ struct GlobalAnimPartControlInfo *part = global_anim_list[i];
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- int part_nr;
+ if (part->triggered)
+ part->clicked = TRUE;
- for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-
- if (part->triggered)
- part->clicked = TRUE;
-
- part->triggered = FALSE;
- part->clickable = FALSE;
- }
- }
+ part->triggered = FALSE;
+ part->clickable = FALSE;
}
}
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--)
+ // check animation parts in reverse draw order (to stop when clicked)
+ for (i = num_global_anim_list - 1; i >= 0; i--)
{
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
+ struct GlobalAnimPartControlInfo *part = global_anim_list[i];
- // check animations in reverse draw order (to stop when clicked)
- for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- int part_nr;
-
- // check animation parts in reverse draw order (to stop when clicked)
- for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_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;
+ if (clicked_event == ANIM_CLICKED_RESET)
+ {
+ part->clicked = FALSE;
- continue;
- }
+ continue;
+ }
- if (!part->clickable)
- continue;
+ if (!part->clickable)
+ continue;
- if (part->state != ANIM_STATE_RUNNING)
- continue;
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
- // always handle "any" click events (clicking anywhere on screen) ...
- if (clicked_event == ANIM_CLICKED_PRESSED &&
- isClickablePart(part, ANIM_EVENT_ANY))
- {
+ // always handle "any" click events (clicking anywhere on screen) ...
+ if (clicked_event == ANIM_CLICKED_PRESSED &&
+ 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) ...
- if (clicked_event == ANIM_CLICKED_RELEASED &&
- isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
- {
+ // always handle "unclick:any" events (releasing anywhere on screen) ...
+ if (clicked_event == ANIM_CLICKED_RELEASED &&
+ 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
- if (any_part_clicked)
- continue;
+ // ... but only handle the first (topmost) clickable animation
+ if (any_part_clicked)
+ continue;
- if (clicked_event == ANIM_CLICKED_PRESSED &&
- isClickedPart(part, mx, my, TRUE))
- {
+ if (clicked_event == ANIM_CLICKED_PRESSED &&
+ 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
- if (!any_event_action && DoGlobalAnim_EventAction(part))
- any_event_action = TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part))
+ any_event_action = TRUE;
- // determine if mouse clicks should be blocked from other animations
- any_part_clicked = clickConsumed(part);
+ // determine if mouse clicks should be blocked from other animations
+ any_part_clicked |= clickConsumed(part);
- if (isClickablePart(part, ANIM_EVENT_SELF))
- {
+ 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);
- }
-
- // check if this click is defined to trigger other animations
- InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
- ANIM_EVENT_CLICK, "CLICK");
- }
+ 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, &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)
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);
+}