#include "anim.h"
#include "main.h"
#include "tools.h"
+#include "events.h"
+#include "screens.h"
/* values for global toon animation definition */
/* forward declaration for internal use */
static void HandleGlobalAnim(int, int);
static void DoAnimationExt(void);
-static void ResetGlobalAnim_Clickable();
-static void ResetGlobalAnim_Clicked();
+static void ResetGlobalAnim_Clickable(void);
+static void ResetGlobalAnim_Clicked(void);
static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
return compare_result;
}
-static void InitToonControls()
+static void InitToonControls(void)
{
int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
ctrl->num_anims++;
}
-void InitGlobalAnimControls()
+static void InitGlobalAnimControls(void)
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
anim_classes_last = ANIM_CLASS_NONE;
}
-void InitGlobalAnimations()
+void InitGlobalAnimations(void)
{
InitGlobalAnimControls();
}
-void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
+static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
{
Bitmap *fade_bitmap =
(drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
ResetGlobalAnim_Clicked();
}
-boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
+static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
{
int viewport_x;
int viewport_y;
if (!setup.sound_music)
return;
- PlayMusic(music);
+ if (IS_LOOP_MUSIC(music))
+ PlayMusicLoop(music);
+ else
+ PlayMusic(music);
#if 0
printf("::: PLAY MUSIC %d.%d.%d: %d\n",
StopGlobalAnimMusic(part);
}
+static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
+{
+ // when drawing animations to fading buffer, do not play sounds
+ if (drawing_to_fading_buffer)
+ return;
+
+ // loop sounds only expire when playing
+ if (game_status != GAME_MODE_PLAYING)
+ return;
+
+ // check if any sound is defined for this animation part
+ if (part->sound == SND_UNDEFINED)
+ return;
+
+ // normal (non-loop) sounds do not expire when playing
+ if (!IS_LOOP_SOUND(part->sound))
+ return;
+
+ // prevent expiring loop sounds when playing
+ PlayGlobalAnimSound(part);
+}
+
static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
{
struct GraphicInfo *c = &part->control_info;
return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
}
-int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+static 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];
return ANIM_STATE_WAITING;
}
+ // special case to prevent expiring loop sounds when playing
+ PlayGlobalAnimSoundIfLoop(part);
+
if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
anim_sync_frame))
return ANIM_STATE_RUNNING;
return ANIM_STATE_RUNNING;
}
-void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
+static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
+ int action)
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
anim->last_active_part_nr = active_part_nr;
}
-void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
+static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
{
int i;
HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
}
-static void DoAnimationExt()
+static void DoAnimationExt(void)
{
int i;
if (anim_event_action == -1)
return FALSE;
- return (DoGadgetAction(anim_event_action) ||
- DoScreenAction(anim_event_action));
+ boolean action_executed = (DoGadgetAction(anim_event_action) ||
+ DoScreenAction(anim_event_action) ||
+ DoKeysymAction(anim_event_action));
+
+ // check if further actions are allowed to be executed
+ if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
+ return FALSE;
+
+ return action_executed;
}
-static void InitGlobalAnim_Clickable()
+static void InitGlobalAnim_Clickable(void)
{
int mode_nr;
if (!any_event_action && DoGlobalAnim_EventAction(part))
any_event_action = TRUE;
- any_part_clicked = TRUE;
+ // determine if mouse clicks should be blocked from other animations
+ any_part_clicked = clickConsumed(part);
if (isClickablePart(part, ANIM_EVENT_SELF))
{
}
}
- return anything_clicked;
+ return (anything_clicked || any_event_action);
}
-static void ResetGlobalAnim_Clickable()
+static void ResetGlobalAnim_Clickable(void)
{
InitGlobalAnim_Clickable();
}
-static void ResetGlobalAnim_Clicked()
+static void ResetGlobalAnim_Clicked(void)
{
InitGlobalAnim_Clicked(-1, -1, FALSE);
}