#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
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 compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
{
const struct GlobalAnimPartControlInfo *o1 =
- (struct GlobalAnimPartControlInfo *)obj1;
+ *(struct GlobalAnimPartControlInfo **)obj1;
const struct GlobalAnimPartControlInfo *o2 =
- (struct GlobalAnimPartControlInfo *)obj2;
- int compare_result;
-
- // do not sort animations parts by draw order (as it would be confusing)
- compare_result = o1->nr - o2->nr;
-
- return compare_result;
-}
-
-static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
-{
- const struct GlobalAnimMainControlInfo *o1 =
- (struct GlobalAnimMainControlInfo *)obj1;
- const struct GlobalAnimMainControlInfo *o2 =
- (struct GlobalAnimMainControlInfo *)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;
InitToonControls();
- // sort all animations according to draw_order and animation number
+ // create list of all animation parts
+ num_global_anim_list = 0;
for (m = 0; m < NUM_GAME_MODES; m++)
- {
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
-
- // sort all main animations for this game mode
- qsort(ctrl->anim, ctrl->num_anims,
- sizeof(struct GlobalAnimMainControlInfo),
- compareGlobalAnimMainControlInfo);
-
- for (a = 0; a < ctrl->num_anims; a++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
+ for (a = 0; a < global_anim_ctrl[m].num_anims; a++)
+ for (p = 0; p < global_anim_ctrl[m].anim[a].num_parts_all; p++)
+ global_anim_list[num_global_anim_list++] =
+ &global_anim_ctrl[m].anim[a].part[p];
- // sort all animation parts for this main animation
- qsort(anim->part, anim->num_parts,
- sizeof(struct GlobalAnimPartControlInfo),
- compareGlobalAnimPartControlInfo);
- }
- }
+ // sort list of all animation parts according to draw_order and number
+ qsort(global_anim_list, num_global_anim_list,
+ sizeof(struct GlobalAnimPartControlInfo *),
+ compareGlobalAnimPartControlInfo);
for (i = 0; i < NUM_GAME_MODES; i++)
game_mode_anim_classes[i] = ANIM_CLASS_NONE;
{
int game_mode_anim_action[NUM_GAME_MODES];
int mode_nr;
+ int i;
if (!setup.toons)
return;
if (global.anim_status == GAME_MODE_LOADING)
return;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ for (i = 0; i < num_global_anim_list; i++)
{
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
+ struct GlobalAnimPartControlInfo *part = global_anim_list[i];
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
+ struct GraphicInfo *g = &part->graphic_info;
+ Bitmap *src_bitmap;
+ int src_x, src_y;
+ int sync_frame;
+ int frame;
+ int last_anim_random_frame = gfx.anim_random_frame;
// when preparing source fading buffer, only draw animations to be stopped
if (drawing_target == DRAW_TO_FADE_SOURCE &&
- game_mode_anim_action[mode_nr] != ANIM_STOP)
+ game_mode_anim_action[part->mode_nr] != ANIM_STOP)
continue;
// when preparing target fading buffer, only draw animations to be started
if (drawing_target == DRAW_TO_FADE_TARGET &&
- game_mode_anim_action[mode_nr] != ANIM_START)
+ game_mode_anim_action[part->mode_nr] != ANIM_START)
continue;
-#if 0
- if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
- mode_nr != game_status)
+ if (!(anim->state & ANIM_STATE_RUNNING))
continue;
-#endif
-
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- struct GraphicInfo *c = &anim->control_info;
- int part_first, part_last;
- int part_nr;
- if (!(anim->state & ANIM_STATE_RUNNING))
- continue;
-
- part_first = part_last = anim->active_part_nr;
-
- if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
-
- part_first = 0;
- part_last = num_parts - 1;
- }
-
- 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 sync_frame;
- int frame;
- int last_anim_random_frame = gfx.anim_random_frame;
-
- if (!(part->state & ANIM_STATE_RUNNING))
- continue;
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
- if (part->drawing_stage != drawing_stage)
- continue;
+ if (part->drawing_stage != drawing_stage)
+ continue;
- // if game is paused, also pause playfield and door animations
- if (isPausedOnPlayfieldOrDoor(part))
- part->initial_anim_sync_frame++;
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ part->initial_anim_sync_frame++;
- sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+ 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);
+ // 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;
+ 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);
+ 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;
+ gfx.anim_random_frame = last_anim_random_frame;
- getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
- &src_x, &src_y);
+ getGlobalAnimGraphicSource(part->graphic, frame, &src_bitmap,
+ &src_x, &src_y);
- BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
- }
- }
+ BlitGlobalAnimation(part, src_bitmap, src_x, src_y, drawing_target);
}
if (drawing_target == DRAW_TO_FADE_TARGET)
static void InitGlobalAnim_Clickable(void)
{
- int mode_nr;
+ int i;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ for (i = 0; i < num_global_anim_list; i++)
{
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
+ struct GlobalAnimPartControlInfo *part = global_anim_list[i];
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
- {
- struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
- int part_nr;
+ if (part->triggered)
+ part->clicked = TRUE;
- for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-
- if (part->triggered)
- part->clicked = TRUE;
-
- part->triggered = FALSE;
- part->clickable = FALSE;
- }
- }
+ part->triggered = FALSE;
+ part->clickable = FALSE;
}
}
boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
boolean any_event_action = FALSE;
- int mode_nr;
int i;
- // check game modes in reverse draw order (to stop when clicked)
- for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
+ // check animation parts in reverse draw order (to stop when clicked)
+ for (i = num_global_anim_list - 1; i >= 0; i--)
{
- struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
- int anim_nr;
-
- // 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;
+ struct GlobalAnimPartControlInfo *part = global_anim_list[i];
- // check animation parts in reverse draw order (to stop when clicked)
- for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
- {
- struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-
- // if request dialog is active, only handle pointer-style animations
- if (game.request_active &&
- part->control_info.class != get_hash_from_key("pointer"))
- continue;
+ // if request dialog is active, only handle pointer-style animations
+ if (game.request_active &&
+ part->control_info.class != get_hash_from_key("pointer"))
+ continue;
- if (clicked_event == ANIM_CLICKED_RESET)
- {
- part->clicked = FALSE;
+ if (clicked_event == ANIM_CLICKED_RESET)
+ {
+ part->clicked = FALSE;
- continue;
- }
+ continue;
+ }
- if (!part->clickable)
- continue;
+ if (!part->clickable)
+ continue;
- if (!(part->state & ANIM_STATE_RUNNING))
- continue;
+ if (!(part->state & ANIM_STATE_RUNNING))
+ continue;
- // always handle "any" click events (clicking anywhere on screen) ...
- if (clicked_event == ANIM_CLICKED_PRESSED &&
- isClickablePart(part, ANIM_EVENT_ANY))
- {
+ // always handle "any" click events (clicking anywhere on screen) ...
+ if (clicked_event == ANIM_CLICKED_PRESSED &&
+ isClickablePart(part, ANIM_EVENT_ANY))
+ {
#if DEBUG_ANIM_EVENTS
- Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- anything_clicked = part->clicked = TRUE;
- click_consumed |= clickConsumed(part);
- }
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
- // always handle "unclick:any" events (releasing anywhere on screen) ...
- if (clicked_event == ANIM_CLICKED_RELEASED &&
- isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
- {
+ // always handle "unclick:any" events (releasing anywhere on screen) ...
+ if (clicked_event == ANIM_CLICKED_RELEASED &&
+ isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
+ {
#if DEBUG_ANIM_EVENTS
- Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- anything_clicked = part->clicked = TRUE;
- click_consumed |= clickConsumed(part);
- }
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
- // ... but only handle the first (topmost) clickable animation
- if (any_part_clicked)
- continue;
+ // ... but only handle the first (topmost) clickable animation
+ if (any_part_clicked)
+ continue;
- if (clicked_event == ANIM_CLICKED_PRESSED &&
- isClickedPart(part, mx, my, TRUE))
- {
+ if (clicked_event == ANIM_CLICKED_PRESSED &&
+ isClickedPart(part, mx, my, TRUE))
+ {
#if 0
- Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
- anim_nr, part_nr, part->control_info.anim_event_action);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
+ anim_nr, part_nr, part->control_info.anim_event_action);
#endif
- // after executing event action, ignore any further actions
- if (!any_event_action && DoGlobalAnim_EventAction(part))
- any_event_action = TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part))
+ any_event_action = TRUE;
- // determine if mouse clicks should be blocked from other animations
- any_part_clicked |= clickConsumed(part);
+ // determine if mouse clicks should be blocked from other animations
+ any_part_clicked |= clickConsumed(part);
- if (isClickablePart(part, ANIM_EVENT_SELF))
- {
+ if (isClickablePart(part, ANIM_EVENT_SELF))
+ {
#if DEBUG_ANIM_EVENTS
- Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- anything_clicked = part->clicked = TRUE;
- click_consumed |= clickConsumed(part);
- }
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
+ }
- // determine if mouse clicks should be blocked by this animation
- click_consumed |= clickBlocked(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");
- }
- }
+ // check if this click is defined to trigger other animations
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
+ ANIM_EVENT_CLICK, "CLICK");
}
}