X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fanim.c;h=fbc88c351e5e33ca498db163bb57dde6117794a2;hb=HEAD;hp=7f1670708cf2693fc3f0deb5d98858b6c6f656fd;hpb=ee9e184f386884046f1a9c8720c0ff212738b46a;p=rocksndiamonds.git diff --git a/src/anim.c b/src/anim.c index 7f167070..1389dc4e 100644 --- a/src/anim.c +++ b/src/anim.c @@ -4,58 +4,97 @@ // (c) 1995-2014 by Artsoft Entertainment // Holger Schemel // info@artsoft.org -// http://www.artsoft.org/ +// https://www.artsoft.org/ // ---------------------------------------------------------------------------- // anim.c // ============================================================================ +#include "libgame/libgame.h" + #include "anim.h" #include "main.h" #include "tools.h" +#include "files.h" +#include "events.h" +#include "screens.h" +#include "tape.h" + +#define DEBUG_ANIM_DELAY 0 +#define DEBUG_ANIM_EVENTS 0 -/* values for global toon animation definition */ + +// 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, \ 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_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 @@ -64,10 +103,15 @@ struct GlobalAnimPartControlInfo { + int old_nr; // position before mapping animation parts linearly + int old_anim_nr; // position before mapping animations linearly + int nr; int anim_nr; int mode_nr; + boolean is_base; // animation part is base/main/default animation part + int sound; int music; int graphic; @@ -75,6 +119,8 @@ struct GlobalAnimPartControlInfo struct GraphicInfo graphic_info; struct GraphicInfo control_info; + boolean class_playfield_or_door; + int viewport_x; int viewport_y; int viewport_width; @@ -83,13 +129,28 @@ struct GlobalAnimPartControlInfo 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; + + boolean triggered; + boolean clickable; + boolean clicked; + int drawing_stage; int state; @@ -106,11 +167,14 @@ struct GlobalAnimMainControlInfo struct GraphicInfo control_info; - int num_parts; + int num_parts; // number of animation parts, but without base part + int num_parts_all; // number of animation parts, including base part int part_counter; int active_part_nr; - boolean has_base; + boolean has_base; // animation has base/main/default animation part + + int last_x, last_y; int init_delay_counter; @@ -143,13 +207,20 @@ struct GameModeAnimClass { 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 } }; @@ -163,88 +234,112 @@ struct AnimClassGameMode { 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(void); +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; 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; -/* ========================================================================= */ -/* generic animation frame calculation */ -/* ========================================================================= */ +static boolean handle_click = FALSE; + + +// ============================================================================ +// 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); 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; } - 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) { @@ -266,36 +361,45 @@ static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim) 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() +static void InitToonControls(void) { int mode_nr_toons = GAME_MODE_PSEUDO_TOONS; struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons]; @@ -316,11 +420,15 @@ static void InitToonControls() anim->control_info = graphic_info[control]; anim->num_parts = 0; + anim->num_parts_all = 0; anim->part_counter = 0; anim->active_part_nr = 0; anim->has_base = FALSE; + anim->last_x = POS_OFFSCREEN; + anim->last_y = POS_OFFSCREEN; + anim->init_delay_counter = 0; anim->state = ANIM_STATE_INACTIVE; @@ -333,14 +441,19 @@ static void InitToonControls() 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->mode_nr = mode_nr; + + part->is_base = FALSE; + part->sound = sound; part->music = music; part->graphic = graphic; + part->graphic_info = graphic_info[graphic]; part->control_info = graphic_info[control]; @@ -353,21 +466,24 @@ static void InitToonControls() 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; anim->num_parts++; + anim->num_parts_all++; + part_nr++; } ctrl->num_anims++; } -void InitGlobalAnimControls() +static void InitGlobalAnimControls(void) { int i, m, a, p; int mode_nr, anim_nr, part_nr; @@ -402,11 +518,15 @@ void InitGlobalAnimControls() anim->control_info = graphic_info[control]; anim->num_parts = 0; + anim->num_parts_all = 0; anim->part_counter = 0; anim->active_part_nr = 0; anim->has_base = FALSE; + anim->last_x = POS_OFFSCREEN; + anim->last_y = POS_OFFSCREEN; + anim->init_delay_counter = 0; anim->state = ANIM_STATE_INACTIVE; @@ -427,42 +547,66 @@ void InitGlobalAnimControls() 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->old_anim_nr = a; + part->nr = part_nr; part->anim_nr = anim_nr; part->mode_nr = mode_nr; + part->sound = sound; part->music = music; part->graphic = graphic; + part->graphic_info = graphic_info[graphic]; 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->num_parts_all++; + if (p < GLOBAL_ANIM_ID_PART_BASE) { + part->is_base = FALSE; + anim->num_parts++; part_nr++; } else { + part->is_base = TRUE; + anim->base = *part; anim->has_base = TRUE; } + + // apply special settings to pointer-style animations + if (part->control_info.class == get_hash_from_key("pointer")) + { + // force pointer-style animations to be checked for clicks first + part->control_info.draw_order = 1000000; + + // force pointer-style animations to pass-through clicks + part->control_info.style |= STYLE_PASSTHROUGH; + } } if (anim->num_parts > 0 || anim->has_base) @@ -475,26 +619,18 @@ void InitGlobalAnimControls() 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]; + 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 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]; - - /* 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; @@ -508,22 +644,158 @@ void InitGlobalAnimControls() 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 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) + if (!setup.global_animations) return; + if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1 && + drawing_target == DRAW_TO_SCREEN) + DoAnimationExt(); + + // always start with reliable default values (no animation actions) + for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++) + game_mode_anim_action[mode_nr] = ANIM_NO_ACTION; + if (global.anim_status != anim_status_last) { boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING); @@ -531,19 +803,32 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) int anim_classes_next = game_mode_anim_classes[global.anim_status_next]; int i; + 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 - HandleGlobalAnim(ANIM_STOP, anim_status_last); + 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 - HandleGlobalAnim(ANIM_START, global.anim_status); + // 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) - HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT); + game_mode_anim_action[GAME_MODE_DEFAULT] = ANIM_START; // ---------- part 2 ------------------------------------------------------ // start or stop global animations by change of animation class @@ -558,125 +843,142 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) // stop animations for changed screen class before fading to new screen if (before_fading && anim_class_last && !anim_class_next) - HandleGlobalAnim(ANIM_STOP, anim_class_game_mode); + game_mode_anim_action[anim_class_game_mode] = ANIM_STOP; // start animations for changed screen class after fading to new screen if (after_fading && !anim_class_last && anim_class_next) - HandleGlobalAnim(ANIM_START, anim_class_game_mode); + game_mode_anim_action[anim_class_game_mode] = ANIM_START; } - if (after_fading) - anim_classes_last = anim_classes_next; + 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; + + // start or stop animations determined to be started or stopped above + for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++) + if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION) + HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr); + } + else if (drawing_target == DRAW_TO_FADE_TARGET) + { + drawing_to_fading_buffer = TRUE; - anim_status_last = global.anim_status; + // start animations determined to be (temporary) started above + for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++) + if (game_mode_anim_action[mode_nr] == ANIM_START) + HandleGlobalAnim(ANIM_START, mode_nr); + } } - if (global.anim_status == GAME_MODE_LOADING) + // when restarting global animations, do not redraw them, but stop here + if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART) return; - if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1) - DoAnimationExt(); + 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; + + if (!setup.toons && + part->graphic >= IMG_TOON_1 && + part->graphic <= IMG_TOON_20) + continue; -#if 0 - if (mode_nr != GFX_SPECIAL_ARG_DEFAULT && - mode_nr != game_status) + // when preparing source fading buffer, only draw animations to be stopped + if (drawing_target == DRAW_TO_FADE_SOURCE && + game_mode_anim_action[part->mode_nr] != ANIM_STOP) 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; + // when preparing target fading buffer, only draw animations to be started + if (drawing_target == DRAW_TO_FADE_TARGET && + game_mode_anim_action[part->mode_nr] != ANIM_START) + continue; - if (!(anim->state & ANIM_STATE_RUNNING)) - continue; + if (!(anim->state & ANIM_STATE_RUNNING)) + continue; - part_first = part_last = anim->active_part_nr; + if (!(part->state & ANIM_STATE_RUNNING)) + continue; - if (c->anim_mode & ANIM_ALL || anim->num_parts == 0) - { - int num_parts = anim->num_parts + (anim->has_base ? 1 : 0); + if (part->drawing_stage != drawing_stage) + continue; - part_first = 0; - part_last = num_parts - 1; - } + // if game is paused, also pause playfield and door animations + if (isPausedOnPlayfieldOrDoor(part)) + part->initial_anim_sync_frame++; - 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; - - if (!(part->state & ANIM_STATE_RUNNING)) - continue; + sync_frame = anim_sync_frame - part->initial_anim_sync_frame; - if (part->drawing_stage != drawing_stage) - 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); - 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)); + gfx.anim_random_frame = part->anim_random_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; + frame = getAnimationFrame(g->anim_frames, g->anim_delay, + g->anim_mode, g->anim_start_frame, + sync_frame); - dst_x += part->viewport_x; - dst_y += part->viewport_y; + gfx.anim_random_frame = last_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); + getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap, + &src_x, &src_y); - getFixedGraphicSource(part->graphic, frame, &src_bitmap, - &src_x, &src_y); + BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target); + } - src_x += cut_x; - src_y += cut_y; + if (drawing_target == DRAW_TO_FADE_TARGET) + { + // stop animations determined to be (temporary) started above + for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++) + if (game_mode_anim_action[mode_nr] == ANIM_START) + HandleGlobalAnim(ANIM_STOP, mode_nr); - BlitToScreenMasked(src_bitmap, src_x, src_y, width, height, - dst_x, dst_y); - } - } + drawing_to_fading_buffer = FALSE; } } 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; @@ -684,13 +986,16 @@ boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part) 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_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")) { @@ -701,19 +1006,54 @@ boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part) 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; 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_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; + } + + part->class_playfield_or_door = TRUE; } else // default: "playfield" { @@ -721,6 +1061,8 @@ boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part) viewport_y = REAL_SY; viewport_width = FULL_SXSIZE; viewport_height = FULL_SYSIZE; + + part->class_playfield_or_door = TRUE; } if (viewport_x != part->viewport_x || @@ -733,7 +1075,8 @@ boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part) 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; @@ -757,7 +1100,7 @@ static void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part) 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 } @@ -772,8 +1115,8 @@ static void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part) 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 } @@ -787,11 +1130,14 @@ static void PlayGlobalAnimMusic(struct GlobalAnimPartControlInfo *part) 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 } @@ -802,16 +1148,27 @@ static void StopGlobalAnimMusic(struct GlobalAnimPartControlInfo *part) 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 void PlayGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part) { + // when drawing animations to fading buffer, do not play sounds or music + if (drawing_to_fading_buffer) + return; + PlayGlobalAnimSound(part); PlayGlobalAnimMusic(part); } @@ -822,17 +1179,344 @@ static void StopGlobalAnimSoundAndMusic(struct GlobalAnimPartControlInfo *part) StopGlobalAnimMusic(part); } -int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) +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) +{ + 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 i; + + if (part->init_event_state) + { + int num_init_events = GetGlobalAnimEventValueCount(c->init_event); + + for (i = 0; i < num_init_events; i++) + { + int init_event = GetGlobalAnimEventValue(c->init_event, i); + + if (checkGlobalAnimEvent(init_event, mask)) + return TRUE; + } + } + else if (part->anim_event_state) + { + int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event); + + 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 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 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 (stacked) graphic + if (isInsidePartStacked(part, mx, my)) + 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); +} + +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 *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 | ANIM_STATE_WAITING))) + 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, + 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]; + + 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 + } + } + } +} + +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); + 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; if (state & ANIM_STATE_RESTART) { + // when drawing animations to fading buffer, only start fixed animations + if (drawing_to_fading_buffer && (c->x == ARG_UNDEFINED_VALUE || + c->y == ARG_UNDEFINED_VALUE)) + return ANIM_STATE_INACTIVE; + ResetDelayCounterExt(&part->step_delay, anim_sync_frame); part->init_delay_counter = @@ -841,8 +1525,30 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) part->anim_delay_counter = (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random)); + 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->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) { @@ -907,18 +1613,60 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) 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; if (c->step_yoffset != ARG_UNDEFINED_VALUE) part->step_yoffset = c->step_yoffset; - if (part->init_delay_counter == 0) + if (part->init_delay_counter == 0 && + !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) + { + if (part->initial_anim_sync_frame > 0) + part->initial_anim_sync_frame = anim_sync_frame; + + part->init_delay_counter = 1; + part->init_event_state = FALSE; + + part->clicked = FALSE; + } + + if (part->clicked && + part->anim_event_state) + { + part->anim_delay_counter = 1; + part->anim_event_state = FALSE; + + part->clicked = FALSE; } if (part->init_delay_counter > 0) @@ -926,23 +1674,45 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) part->init_delay_counter--; if (part->init_delay_counter == 0) + { + part->init_event_state = FALSE; + PlayGlobalAnimSoundAndMusic(part); - return ANIM_STATE_WAITING; + HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]"); + HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]"); + + // continue with state ANIM_STATE_RUNNING (set below) + } + else + { + return ANIM_STATE_WAITING; + } } + if (part->init_event_state) + return ANIM_STATE_WAITING; + + // animation part is now running/visible and therefore clickable + part->clickable = TRUE; + // check if moving animation has left the visible screen area if ((part->x <= -g->width && part->step_xoffset <= 0) || (part->x >= part->viewport_width && part->step_xoffset >= 0) || (part->y <= -g->height && part->step_yoffset <= 0) || (part->y >= part->viewport_height && part->step_yoffset >= 0)) { + // do not wait for "anim" events for off-screen animations + part->anim_event_state = FALSE; + // do not stop animation before "anim" or "post" counter are finished if (part->anim_delay_counter == 0 && part->post_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)); @@ -960,8 +1730,13 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) if (part->anim_delay_counter == 0) { + 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)); @@ -978,13 +1753,28 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) 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)) + 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, anim_sync_frame)) return ANIM_STATE_RUNNING; #if 0 @@ -992,41 +1782,56 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) 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; 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) @@ -1050,13 +1855,8 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int 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; @@ -1066,12 +1866,9 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) 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++) @@ -1120,8 +1917,17 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) 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 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) @@ -1158,13 +1964,12 @@ void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action) 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++) @@ -1174,18 +1979,18 @@ void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action) 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 @@ -1194,8 +1999,250 @@ static void DoAnimationExt() for (i = 0; i < NUM_GAME_MODES; i++) HandleGlobalAnim(ANIM_CONTINUE, i); -#if 1 +#if 0 // force screen redraw in next frame to continue drawing global animations redraw_mask = REDRAW_ALL; #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 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 i; + + for (i = 0; i < num_global_anim_list; i++) + { + struct GlobalAnimPartControlInfo *part = global_anim_list[i]; + + if (part->triggered) + part->clicked = TRUE; + + part->triggered = FALSE; + part->clickable = FALSE; + } +} + +#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 i; + + // check animation parts in reverse draw order (to stop when clicked) + for (i = num_global_anim_list - 1; i >= 0; i--) + { + struct GlobalAnimPartControlInfo *part = global_anim_list[i]; + + // 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; + + continue; + } + + if (!part->clickable) + 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)) + { +#if DEBUG_ANIM_EVENTS + Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY", + 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 + Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY", + 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 (clicked_event == ANIM_CLICKED_PRESSED && + isClickedPart(part, mx, my, TRUE)) + { +#if 0 + 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; + + // determine if mouse clicks should be blocked from other animations + any_part_clicked |= clickConsumed(part); + + 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"); + } + } + + 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(void) +{ + InitGlobalAnim_Clickable(); +} + +static void ResetGlobalAnim_Clicked(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; + static int last_button = 0; + boolean press_event; + boolean release_event; + boolean click_consumed_current = click_consumed; + + 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, 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, 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); +}