// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// anim.c
// ============================================================================
#include "anim.h"
#include "main.h"
#include "tools.h"
+#include "files.h"
+#include "events.h"
+#include "screens.h"
-/* values for global toon animation definition */
+#define DEBUG_ANIM_DELAY 0
+#define DEBUG_ANIM_EVENTS 0
+
+
+// values for global toon animation definition
#define NUM_GLOBAL_TOON_ANIMS 1
#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
-/* values for global animation definition (including toons) */
+// values for global animation definition (including toons)
#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
NUM_GLOBAL_TOON_ANIMS)
#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
#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_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 6
+#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)
-
-#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_MAIN)
-
-#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_SUBMENU)
-
-/* values for global animation states */
+#define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
+
+#define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_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_NO_TITLE)
+
+#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ 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)
#define ANIM_STATE_WAITING (1 << 1)
#define ANIM_STATE_RUNNING (1 << 2)
-/* values for global animation control */
+// values for global animation control
#define ANIM_NO_ACTION 0
#define ANIM_START 1
#define ANIM_CONTINUE 2
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;
boolean init_event_state;
boolean anim_event_state;
+ boolean triggered;
boolean clickable;
boolean clicked;
boolean has_base; // animation has base/main/default animation part
+ int last_x, last_y;
+
int init_delay_counter;
int 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_SCORES, ANIM_CLASS_TOONS },
+ { 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 },
{ -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_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 },
+ { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
{ -1, -1 }
};
-/* forward declaration for internal use */
+// forward declaration for internal use
+static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
+static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
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];
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;
static boolean drawing_to_fading_buffer = FALSE;
+static boolean handle_click = FALSE;
+
-/* ========================================================================= */
-/* generic animation frame calculation */
-/* ========================================================================= */
+// ============================================================================
+// generic animation frame calculation
+// ============================================================================
int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
int sync_frame)
{
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 */
+ if (mode & ANIM_LOOP) // looping animation
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
- else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
+ else if (mode & ANIM_LINEAR) // linear (non-looping) animation
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
- else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
+ else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
{
int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame);
}
- else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
+ else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
{
int max_anim_frames = 2 * num_frames;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
}
- else if (mode & ANIM_RANDOM) /* play frames in random order */
+ else if (mode & ANIM_RANDOM) // play frames in random order
{
- /* note: expect different frames for the same delay cycle! */
+ // note: expect different frames for the same delay cycle!
if (gfx.anim_random_frame < 0)
frame = GetSimpleRandom(num_frames);
frame = sync_frame % num_frames;
}
- if (mode & ANIM_REVERSE) /* use reverse animation direction */
+ if (mode & ANIM_REVERSE) // use reverse animation direction
frame = num_frames - frame - 1;
return frame;
}
-/* ========================================================================= */
-/* global animation functions */
-/* ========================================================================= */
+// ============================================================================
+// global animation functions
+// ============================================================================
static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
{
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];
anim->has_base = FALSE;
+ anim->last_x = POS_OFFSCREEN;
+ anim->last_y = POS_OFFSCREEN;
+
anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
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;
ctrl->num_anims++;
}
-void InitGlobalAnimControls()
+static void InitGlobalAnimControls(void)
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
anim->has_base = FALSE;
+ anim->last_x = POS_OFFSCREEN;
+ anim->last_y = POS_OFFSCREEN;
+
anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
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->base = *part;
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;
+ }
}
if (anim->num_parts > 0 || anim->has_base)
InitToonControls();
- /* sort all animations according to draw_order and animation number */
+ // sort all animations according to draw_order and animation number
for (m = 0; m < NUM_GAME_MODES; m++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
- /* sort all main animations for this game mode */
+ // sort all main animations for this game mode
qsort(ctrl->anim, ctrl->num_anims,
sizeof(struct GlobalAnimMainControlInfo),
compareGlobalAnimMainControlInfo);
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
- /* sort all animation parts for this main animation */
+ // sort all animation parts for this main animation
qsort(anim->part, anim->num_parts,
sizeof(struct GlobalAnimPartControlInfo),
compareGlobalAnimPartControlInfo);
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;
}
-void InitGlobalAnimations()
+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();
}
-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 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;
+
+ 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;
if (drawing_target == DRAW_TO_FADE_TARGET)
after_fading = TRUE;
+ // 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 ------------------------------------------------------
// 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;
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;
+ int last_anim_random_frame = gfx.anim_random_frame;
if (!(part->state & ANIM_STATE_RUNNING))
continue;
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));
+ sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
- 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);
- 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)
- BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
- dst_x, dst_y);
- else
- BlitBitmapMasked(src_bitmap, fade_bitmap, src_x, src_y, width, height,
- dst_x, dst_y);
+ BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
}
}
}
void DrawGlobalAnimations(int drawing_target, int drawing_stage)
{
+ int last_cursor_mode_override = gfx.cursor_mode_override;
+
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
+ {
ResetGlobalAnim_Clickable();
+ gfx.cursor_mode_override = CURSOR_UNDEFINED;
+ }
+
DrawGlobalAnimationsExt(drawing_target, drawing_stage);
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
+ {
ResetGlobalAnim_Clicked();
+ }
+
+ DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
+
+ if (gfx.cursor_mode_override != last_cursor_mode_override)
+ SetMouseCursor(gfx.cursor_mode);
}
-boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
+static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
{
int viewport_x;
int viewport_y;
int viewport_height;
boolean changed = FALSE;
- if (part->last_anim_status == global.anim_status)
+ if (part->last_anim_status == global.anim_status &&
+ part->control_info.class != get_hash_from_key("pointer"))
return FALSE;
part->last_anim_status = global.anim_status;
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
}
+ else if (part->control_info.class == get_hash_from_key("pointer"))
+ {
+ int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
+ int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
+
+ // 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_3;
+
+ // do not use global animation mouse pointer when reloading artwork
+ if (global.anim_status != GAME_MODE_LOADING)
+ gfx.cursor_mode_override = CURSOR_NONE;
+ }
else if (part->control_info.class == get_hash_from_key("door_1"))
{
viewport_x = DX;
}
else if (part->control_info.class == get_hash_from_key("door_2"))
{
- viewport_x = VX;
- viewport_y = VY;
- viewport_width = VXSIZE;
- viewport_height = VYSIZE;
+ if (part->mode_nr == GAME_MODE_EDITOR)
+ {
+ viewport_x = EX;
+ viewport_y = EY;
+ viewport_width = EXSIZE;
+ viewport_height = EYSIZE;
+ }
+ else
+ {
+ viewport_x = VX;
+ viewport_y = VY;
+ viewport_width = VXSIZE;
+ viewport_height = VYSIZE;
+ }
}
else // default: "playfield"
{
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
}
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",
- 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
}
StopGlobalAnimMusic(part);
}
-static boolean matchesAnimEventMask(int bits, int mask)
+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 checkGlobalAnimEvent(int anim_event, int mask)
{
- return (bits & (mask & ANIM_EVENT_CLICK_ANIM_ALL) &&
- bits & (mask & ANIM_EVENT_CLICK_PART_ALL));
+ 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);
+ else if (mask & ANIM_EVENT_SELF)
+ 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;
- boolean clickable_self = FALSE;
- boolean clickable_triggered = FALSE;
+ for (i = 0; i < num_init_events; i++)
+ {
+ int init_event = GetGlobalAnimEventValue(c->init_event, i);
- if (mask & ANIM_EVENT_CLICK_SELF)
- clickable_self = (c->init_event & ANIM_EVENT_CLICK_SELF ||
- c->anim_event & ANIM_EVENT_CLICK_SELF);
+ if (checkGlobalAnimEvent(init_event, mask))
+ return TRUE;
+ }
- clickable_triggered = (matchesAnimEventMask(c->init_event, mask) ||
- matchesAnimEventMask(c->anim_event, mask));
+ for (i = 0; i < num_anim_events; i++)
+ {
+ int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
+
+ if (checkGlobalAnimEvent(anim_event, mask))
+ return TRUE;
+ }
- return (clickable_self || clickable_triggered);
+ 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;
}
-int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+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);
+}
+
+static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
+ boolean *click_consumed,
+ boolean *any_event_action,
+ int event_value, char *info_text)
+{
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_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 = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT);
+
+ if (!part->is_base)
+ mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
+
+ 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))
+ continue;
+
+ if (isClickablePart(part2, mask))
+ {
+ part2->triggered = TRUE;
+ *click_consumed |= clickConsumed(part); // click was on "part"!
+
+#if DEBUG_ANIM_EVENTS
+ 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
+ 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 (!*any_event_action && DoGlobalAnim_EventAction(part2))
+ *any_event_action = TRUE;
+ }
+
+#if 0
+ struct GraphicInfo *c = &part2->control_info;
+
+ if (isClickablePart(part2, mask))
+ 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)
+{
+ 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))
+ continue;
+
+ if (isClickablePart(part2, mask))
+ {
+ part2->triggered = TRUE;
+
+#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)
+{
+#if DEBUG_ANIM_DELAY
+ Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
+ part->old_anim_nr + 1, part->old_nr + 1, info_text);
+#endif
+
+ DoGlobalAnim_DelayAction(part, delay_type);
+}
+
+static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
+ int event_value, char *info_text)
+{
+#if DEBUG_ANIM_EVENTS
+ Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
+ part->old_anim_nr + 1, part->old_nr + 1, info_text);
+#endif
+
+ boolean click_consumed = FALSE;
+ boolean any_event_action = FALSE;
+
+ // check if this event is defined to trigger other animations
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
+ event_value, info_text);
+}
+
+static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
+ int state)
+{
+ if (handle_click && !part->clicked)
+ return state;
+
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
part->anim_delay_counter =
(c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
- part->init_event_state = c->init_event;
- part->anim_event_state = c->anim_event;
+ part->post_delay_counter = 0;
+
+ part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
+ 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)
{
part->step_yoffset = 0;
}
- if (c->x != ARG_UNDEFINED_VALUE)
- part->x = c->x;
- if (c->y != ARG_UNDEFINED_VALUE)
- part->y = c->y;
+ if (part->control_info.class != get_hash_from_key("pointer"))
+ {
+ if (c->x != ARG_UNDEFINED_VALUE)
+ part->x = c->x;
+ if (c->y != ARG_UNDEFINED_VALUE)
+ part->y = c->y;
+ }
+
+ if (c->position == POS_LAST &&
+ anim->last_x > -g->width && anim->last_x < part->viewport_width &&
+ anim->last_y > -g->height && anim->last_y < part->viewport_height)
+ {
+ part->x = anim->last_x;
+ part->y = anim->last_y;
+ }
if (c->step_xoffset != ARG_UNDEFINED_VALUE)
part->step_xoffset = c->step_xoffset;
part->step_yoffset = c->step_yoffset;
if (part->init_delay_counter == 0 &&
- part->init_event_state == ANIM_EVENT_NONE)
+ !part->init_event_state)
+ {
PlayGlobalAnimSoundAndMusic(part);
+
+ HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
+ HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
+ }
+ else
+ {
+ HandleGlobalAnimEvent(part, ANIM_EVENT_INIT, "START [INIT_DELAY/EVENT]");
+ }
}
if (part->clicked &&
- part->init_event_state != ANIM_EVENT_NONE)
+ part->init_event_state)
{
if (part->initial_anim_sync_frame > 0)
- part->initial_anim_sync_frame -= part->init_delay_counter - 1;
+ {
+ if (part->init_delay_counter > 0)
+ part->initial_anim_sync_frame -= part->init_delay_counter - 1;
+ else
+ part->initial_anim_sync_frame = anim_sync_frame;
+ }
part->init_delay_counter = 1;
- part->init_event_state = ANIM_EVENT_NONE;
+ part->init_event_state = FALSE;
part->clicked = FALSE;
}
if (part->clicked &&
- part->anim_event_state != ANIM_EVENT_NONE)
+ part->anim_event_state)
{
part->anim_delay_counter = 1;
- part->anim_event_state = ANIM_EVENT_NONE;
+ part->anim_event_state = FALSE;
part->clicked = FALSE;
}
if (part->init_delay_counter == 0)
{
- part->init_event_state = ANIM_EVENT_NONE;
+ part->init_event_state = FALSE;
PlayGlobalAnimSoundAndMusic(part);
+
+ HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
+ HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
}
return ANIM_STATE_WAITING;
}
- if (part->init_event_state != ANIM_EVENT_NONE)
+ if (part->init_event_state)
return ANIM_STATE_WAITING;
// animation part is now running/visible and therefore clickable
(part->y >= part->viewport_height && part->step_yoffset >= 0))
{
// do not wait for "anim" events for off-screen animations
- part->anim_event_state = ANIM_EVENT_NONE;
+ part->anim_event_state = FALSE;
// do not stop animation before "anim" or "post" counter are finished
if (part->anim_delay_counter == 0 &&
{
StopGlobalAnimSoundAndMusic(part);
+ HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM/OFF-SCREEN]");
+
part->post_delay_counter =
(c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
if (part->anim_delay_counter == 0)
{
- part->anim_event_state = ANIM_EVENT_NONE;
+ part->anim_event_state = FALSE;
StopGlobalAnimSoundAndMusic(part);
+ HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
+ HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
+
part->post_delay_counter =
(c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
part->post_delay_counter--;
if (part->post_delay_counter == 0)
+ {
+ HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
+ HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
+
return ANIM_STATE_RESTART;
+ }
return ANIM_STATE_WAITING;
}
- if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
- anim_sync_frame))
+ // special case to prevent expiring loop sounds when playing
+ PlayGlobalAnimSoundIfLoop(part);
+
+ 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;
}
part->x += part->step_xoffset;
part->y += part->step_yoffset;
+ anim->last_x = part->x;
+ anim->last_y = part->y;
+
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;
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
int state, active_part_nr;
+ 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)
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
- for (i = 0; i < num_parts; i++)
- StopGlobalAnimSoundAndMusic(&anim->part[i]);
- }
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSoundAndMusic(&anim->part[i]);
return;
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
#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++)
part = &anim->part[anim->active_part_nr];
+ // first set all animation parts to "inactive", ...
+ for (i = 0; i < num_parts; i++)
+ anim->part[i].state = ANIM_STATE_INACTIVE;
+
+ // ... then set current animation parts to "running"
part->state = ANIM_STATE_RUNNING;
anim->state = HandleGlobalAnim_Part(part, anim->state);
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;
#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);
}
-static void DoAnimationExt()
+static void DoAnimationExt(void)
{
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
#endif
}
-static void InitGlobalAnim_Clickable()
+static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
+ int delay_type)
+{
+ int delay_action =
+ (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
+ delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
+ delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
+ ANIM_DELAY_ACTION_NONE);
+
+ if (delay_action == ANIM_DELAY_ACTION_NONE)
+ return;
+
+ PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
+}
+
+static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
+{
+ int event_action = (part->init_event_state ?
+ part->control_info.init_event_action :
+ part->control_info.anim_event_action);
+
+ if (event_action == ANIM_EVENT_ACTION_NONE)
+ return FALSE;
+
+ 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)
+ return FALSE;
+
+ return TRUE;
+}
+
+static void InitGlobalAnim_Clickable(void)
{
int mode_nr;
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ if (part->triggered)
+ part->clicked = TRUE;
+
+ part->triggered = FALSE;
part->clickable = FALSE;
}
}
}
}
-static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
+#define ANIM_CLICKED_RESET 0
+#define ANIM_CLICKED_PRESSED 1
+#define ANIM_CLICKED_RELEASED 2
+
+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;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ // check game modes in reverse draw order (to stop when clicked)
+ for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ // 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;
- for (part_nr = 0; part_nr < anim->num_parts_all; 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 (!clicked)
+ if (clicked_event == ANIM_CLICKED_RESET)
{
part->clicked = FALSE;
continue;
}
- if (part->clickable &&
- isClickedPart(part, mx, my, clicked))
- {
-#if 0
- printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
-#endif
-
- if (isClickablePart(part, ANIM_EVENT_CLICK_SELF))
- any_part_clicked = part->clicked = TRUE;
+ if (!part->clickable)
+ continue;
- // 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->state & ANIM_STATE_RUNNING))
+ continue;
- if (part->is_base)
- mask |= ANIM_EVENT_CLICK_PART_ALL;
- else
- mask |= ANIM_EVENT_CLICK_PART_1 << old_part_nr;
+ // always handle "any" click events (clicking anywhere on screen) ...
+ if (clicked_event == ANIM_CLICKED_PRESSED &&
+ isClickablePart(part, ANIM_EVENT_ANY))
+ {
+#if DEBUG_ANIM_EVENTS
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
+#endif
- int anim2_nr;
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
- for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++)
- {
- struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr];
- int part2_nr;
+ // 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
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
+#endif
- for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++)
- {
- struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
- if (isClickablePart(part2, mask))
- any_part_clicked = part2->clicked = TRUE;
+ // ... 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 0
- struct GraphicInfo *c = &part2->control_info;
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
+ anim_nr, part_nr, part->control_info.anim_event_action);
+#endif
- printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
- anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part))
+ any_event_action = TRUE;
- if (isClickablePart(part2, mask))
- printf(" <--- TRIGGERED BY %d.%d",
- anim_nr, part_nr);
+ // determine if mouse clicks should be blocked from other animations
+ any_part_clicked |= clickConsumed(part);
- printf("\n");
+ if (isClickablePart(part, ANIM_EVENT_SELF))
+ {
+#if DEBUG_ANIM_EVENTS
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- }
+
+ 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");
}
}
}
}
- return any_part_clicked;
+ if (anything_clicked)
+ {
+ handle_click = TRUE;
+
+ 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 (click_consumed || 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, ANIM_CLICKED_RESET);
+}
+
+void RestartGlobalAnimsByStatus(int status)
{
- InitGlobalAnim_Clicked(-1, -1, FALSE);
+ int anim_status_last = global.anim_status;
+
+ global.anim_status = status;
+
+ // force restarting global animations by changed global animation status
+ SDLRedrawWindow();
+
+ global.anim_status = anim_status_last;
}
-boolean HandleGlobalAnimClicks(int mx, int my, int button)
+boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;
static int last_button = 0;
boolean release_event;
boolean click_consumed_current = click_consumed;
- /* check if button state has changed since last invocation */
+ if (button != 0 && force_click)
+ last_button = 0;
+
+ // check if button state has changed since last invocation
press_event = (button != 0 && last_button == 0);
release_event = (button == 0 && last_button != 0);
last_button = button;
if (press_event)
{
- click_consumed = InitGlobalAnim_Clicked(mx, my, TRUE);
+ click_consumed = InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_PRESSED);
click_consumed_current = click_consumed;
}
if (release_event)
+ {
+ InitGlobalAnim_Clicked(mx, my, ANIM_CLICKED_RELEASED);
click_consumed = FALSE;
+ }
return click_consumed_current;
}
+
+int getGlobalAnimSyncFrame(void)
+{
+ return anim_sync_frame;
+}
+
+void HandleGlobalAnimEventByElementChange(int element, int page)
+{
+ 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);
+}