// (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_SUBMENU 4
#define ANIM_CLASS_BIT_MENU 5
#define ANIM_CLASS_BIT_TOONS 6
+#define ANIM_CLASS_BIT_NO_TITLE 7
-#define NUM_ANIM_CLASSES 7
+#define NUM_ANIM_CLASSES 8
#define ANIM_CLASS_NONE 0
#define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
#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_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
-#define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
- ANIM_CLASS_SCORES)
+#define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_SCORES | \
+ ANIM_CLASS_NO_TITLE)
-#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_MAIN)
+#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)
+#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_SUBMENU | \
+ ANIM_CLASS_NO_TITLE)
-/* values for global animation states */
+// 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 anim_random_frame;
unsigned int step_delay, step_delay_value;
int init_delay_counter;
boolean init_event_state;
boolean anim_event_state;
+ boolean triggered;
boolean clickable;
boolean clicked;
{ 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_EDITOR, ANIM_CLASS_NO_TITLE },
+ { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
{ -1, -1 }
};
{ 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 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];
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;
ctrl->num_anims++;
}
-void InitGlobalAnimControls()
+static void InitGlobalAnimControls(void)
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
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;
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_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 :
(g->draw_masked ? BlitBitmapMasked : BlitBitmap);
void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
(g->draw_masked ? BlitToScreenMasked : BlitToScreen);
+ int last_anim_random_frame = gfx.anim_random_frame;
if (!(part->state & ANIM_STATE_RUNNING))
continue;
dst_y += part->viewport_y;
sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+
+ // 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);
+
+ gfx.anim_random_frame = part->anim_random_frame;
+
frame = getAnimationFrame(g->anim_frames, g->anim_delay,
g->anim_mode, g->anim_start_frame,
sync_frame);
+ gfx.anim_random_frame = last_anim_random_frame;
+
getFixedGraphicSource(part->graphic, frame, &src_bitmap,
&src_x, &src_y);
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();
+ }
+
+ 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_2;
+
+ // 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;
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 boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
+static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
{
- struct GraphicInfo *c = &part->control_info;
- int trigger_mask = ANIM_EVENT_ANIM_MASK | ANIM_EVENT_PART_MASK;
- int mask_anim_only = mask & ANIM_EVENT_ANIM_MASK;
+ // 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)
+{
+ int mask_anim_only = mask & ~ANIM_EVENT_PART_MASK;
if (mask & ANIM_EVENT_ANY)
- return (c->init_event & ANIM_EVENT_ANY ||
- c->anim_event & ANIM_EVENT_ANY);
+ return (anim_event & ANIM_EVENT_ANY);
else if (mask & ANIM_EVENT_SELF)
- return (c->init_event & ANIM_EVENT_SELF ||
- c->anim_event & ANIM_EVENT_SELF);
+ return (anim_event & ANIM_EVENT_SELF);
+ else if (mask & ANIM_EVENT_UNCLICK_ANY)
+ return (anim_event & ANIM_EVENT_UNCLICK_ANY);
else
- return ((c->init_event & trigger_mask) == mask ||
- (c->anim_event & trigger_mask) == mask ||
- (c->init_event & trigger_mask) == mask_anim_only ||
- (c->anim_event & trigger_mask) == mask_anim_only);
+ 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++)
+ {
+ int init_event = GetGlobalAnimEventValue(c->init_event, i);
+
+ if (checkGlobalAnimEvent(init_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,
return TRUE;
}
-static boolean setPartClicked(struct GlobalAnimPartControlInfo *part)
+static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
{
- part->clicked = TRUE;
+ return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
+}
+static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
+{
return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
}
-int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+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
+ 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);
+#endif
+#if 0
+ printf("::: %d.%d TRIGGER CLICKED [%d]\n", 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;
+
+ 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);
+
+ printf("\n");
+#endif
+ }
+ }
+}
+
+static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
+ 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);
+#endif
+
+ DoGlobalAnim_DelayAction(part, delay_type);
+}
+
+static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
+ 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);
+#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;
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);
+ // 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)
{
int pos_bottom = part->viewport_height - g->height;
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 &&
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;
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;
}
+ // 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;
#endif
}
+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 anim_event_action = part->control_info.anim_event_action;
+ int event_action = (part->init_event_state ?
+ part->control_info.init_event_action :
+ part->control_info.anim_event_action);
- if (anim_event_action == -1)
+ if (event_action == ANIM_EVENT_ACTION_NONE)
return FALSE;
- return DoGadgetAction(anim_event_action);
+ PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
+
+ // 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()
+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;
// check game modes in reverse draw order (to stop when clicked)
for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
- if (!clicked)
+ if (clicked_event == ANIM_CLICKED_RESET)
{
part->clicked = FALSE;
if (!part->clickable)
continue;
- if (part->state != ANIM_STATE_RUNNING)
+ if (!(part->state & ANIM_STATE_RUNNING))
continue;
// always handle "any" click events (clicking anywhere on screen) ...
- if (isClickablePart(part, ANIM_EVENT_ANY))
- anything_clicked = setPartClicked(part);
+ 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);
+#endif
+
+ 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))
+ {
+#if DEBUG_ANIM_EVENTS
+ printf("::: => %d.%d TRIGGERED BY UNCLICK:ANY\n",
+ part->old_anim_nr + 1, part->old_nr + 1);
+#endif
+
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
// ... but only handle the first (topmost) clickable animation
if (any_part_clicked)
continue;
- if (isClickedPart(part, mx, my, clicked))
+ if (clicked_event == ANIM_CLICKED_PRESSED &&
+ isClickedPart(part, mx, my, TRUE))
{
#if 0
printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_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))
- anything_clicked = setPartClicked(part);
-
- // check if this click is defined to trigger other animations
- int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
- int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
- int mask = gic_anim_nr << ANIM_EVENT_ANIM_BIT;
-
- if (!part->is_base)
- mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
-
- int anim2_nr;
-
- 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))
- {
- setPartClicked(part2);
-
-#if 0
- printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
- part2->control_info.anim_event_action);
+#if DEBUG_ANIM_EVENTS
+ printf("::: => %d.%d TRIGGERED BY SELF\n",
+ part->old_anim_nr + 1, part->old_nr + 1);
#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;
-
- printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
- anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
- if (isClickablePart(part2, mask))
- printf(" <--- TRIGGERED BY %d.%d",
- anim_nr, part_nr);
+ // determine if mouse clicks should be blocked by this animation
+ click_consumed |= clickBlocked(part);
- printf("\n");
-#endif
- }
- }
+ // check if this click is defined to trigger other animations
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
+ ANIM_EVENT_CLICK, "CLICK");
}
}
}
}
- return anything_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, FALSE);
+ InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
}
-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;
}