added support for separate animations for 'main only' and 'type name' screen
[rocksndiamonds.git] / src / cartoons.c
index 0278ed6d946ea366d3916bf2d1f2bc1f29042f43..2e74c72b92a5683da4063eb88a88ff1fd6381775 100644 (file)
-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment                      *
-*               Holger Schemel                             *
-*               Detmolder Strasse 189                      *
-*               33604 Bielefeld                            *
-*               Germany                                    *
-*               e-mail: info@artsoft.org                   *
-*----------------------------------------------------------*
-* cartoons.c                                               *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+//                         Holger Schemel
+//                 info@artsoft.org
+//                 http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// cartoons.c
+// ============================================================================
 
 #include "cartoons.h"
 #include "main.h"
 #include "tools.h"
 
 
-/* values for toon definition */
-#define NUM_TOONS      18
-
-#define DWARF_XSIZE    40
-#define DWARF_YSIZE    48
-#define DWARF_X                2
-#define DWARF_Y                72
-#define DWARF2_Y       186
-#define DWARF_FRAMES   8
-#define DWARF_DELAY    5
-#define DWARF_STEPSIZE 4
-#define JUMPER_XSIZE   48
-#define JUMPER_YSIZE   56
-#define JUMPER_X       2
-#define JUMPER_Y       125
-#define JUMPER_FRAMES  8
-#define JUMPER_DELAY   5
-#define JUMPER_STEPSIZE        4
-#define CLOWN_XSIZE    80
-#define CLOWN_YSIZE    110
-#define CLOWN_X                327
-#define CLOWN_Y                10
-#define CLOWN_FRAMES   1
-#define CLOWN_DELAY    5
-#define CLOWN_STEPSIZE 4
-#define BIRD_XSIZE     32
-#define BIRD_YSIZE     30
-#define BIRD1_X                2
-#define BIRD1_Y                2
-#define BIRD2_X                2
-#define BIRD2_Y                37
-#define BIRD_FRAMES    8
-#define BIRD_DELAY     2
-#define BIRD_STEPSIZE  4
-
-struct ToonInfo toons[NUM_TOONS] =
+/* 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) */
+#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 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 NUM_ANIM_CLASSES               6
+
+#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_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)
+
+struct GlobalAnimPartControlInfo
 {
+  int nr;
+  int anim_nr;
+  int mode_nr;
+
+  int sound;
+  int graphic;
+
+  struct GraphicInfo graphic_info;
+  struct GraphicInfo control_info;
+
+  int viewport_x;
+  int viewport_y;
+  int viewport_width;
+  int viewport_height;
+
+  int x, y;
+  int step_xoffset, step_yoffset;
+
+  unsigned int initial_anim_sync_frame;
+  unsigned int step_delay, step_delay_value;
+
+  int init_delay_counter;
+  int anim_delay_counter;
+  int post_delay_counter;
+
+  int drawing_stage;
+
+  int state;
+  int last_anim_status;
+};
+
+struct GlobalAnimMainControlInfo
+{
+  struct GlobalAnimPartControlInfo base;
+  struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
+
+  int nr;
+  int mode_nr;
+
+  struct GraphicInfo control_info;
+
+  int num_parts;
+  int part_counter;
+  int active_part_nr;
+
+  boolean has_base;
+
+  int init_delay_counter;
+
+  int state;
+
+  int last_state, last_active_part_nr;
+};
+
+struct GlobalAnimControlInfo
+{
+  struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
+
+  int nr;
+  int num_anims;
+};
+
+struct GameModeAnimClass
+{
+  int game_mode;
+  int class;
+} game_mode_anim_classes_list[] =
+{
+  { GAME_MODE_TITLE_INITIAL_1,         ANIM_CLASS_TITLE_INITIAL        },
+  { GAME_MODE_TITLE_INITIAL_2,         ANIM_CLASS_TITLE_INITIAL        },
+  { GAME_MODE_TITLE_INITIAL_3,         ANIM_CLASS_TITLE_INITIAL        },
+  { GAME_MODE_TITLE_INITIAL_4,         ANIM_CLASS_TITLE_INITIAL        },
+  { GAME_MODE_TITLE_INITIAL_5,         ANIM_CLASS_TITLE_INITIAL        },
+  { GAME_MODE_TITLE_1,                 ANIM_CLASS_TITLE                },
+  { GAME_MODE_TITLE_2,                 ANIM_CLASS_TITLE                },
+  { GAME_MODE_TITLE_3,                 ANIM_CLASS_TITLE                },
+  { GAME_MODE_TITLE_4,                 ANIM_CLASS_TITLE                },
+  { GAME_MODE_TITLE_5,                 ANIM_CLASS_TITLE                },
+  { 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_MAINONLY,         ANIM_CLASS_TOONS_MENU_MAIN      },
+  { GAME_MODE_PSEUDO_TYPENAME,         ANIM_CLASS_TOONS_MENU_MAIN      },
+  { GAME_MODE_SCORES,                  ANIM_CLASS_TOONS                },
+
+  { -1,                                        -1                              }
+};
+
+struct AnimClassGameMode
+{
+  int class_bit;
+  int game_mode;
+} anim_class_game_modes_list[] =
+{
+  { 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_SUBMENU,            GAME_MODE_PSEUDO_SUBMENU        },
+  { ANIM_CLASS_BIT_MENU,               GAME_MODE_PSEUDO_MENU           },
+  { ANIM_CLASS_BIT_TOONS,              GAME_MODE_PSEUDO_TOONS          },
+
+  { -1,                                        -1                              }
+};
+
+/* forward declaration for internal use */
+static void HandleGlobalAnim(int, int);
+static void DoAnimationExt(void);
+
+static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
+static struct ToonInfo toons[MAX_NUM_TOONS];
+
+static unsigned int anim_sync_frame = 0;
+static unsigned int anim_sync_frame_delay = 0;
+static unsigned int anim_sync_frame_delay_value = GAME_FRAME_DELAY;
+
+static int game_mode_anim_classes[NUM_GAME_MODES];
+static int anim_class_game_modes[NUM_ANIM_CLASSES];
+
+static int anim_status_last = GAME_MODE_DEFAULT;
+static int anim_classes_last = ANIM_CLASS_NONE;
+
+
+static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
+{
+  struct GraphicInfo *c = &anim->control_info;
+  int last_anim_random_frame = gfx.anim_random_frame;
+  int part_nr;
+
+  gfx.anim_random_frame = -1;  // (use simple, ad-hoc random numbers)
+
+  part_nr = getAnimationFrame(anim->num_parts, 1,
+                             c->anim_mode, c->anim_start_frame,
+                             anim->part_counter);
+
+  gfx.anim_random_frame = last_anim_random_frame;
+
+  return part_nr;
+}
+
+static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
+{
+  const struct GlobalAnimPartControlInfo *o1 =
+    (struct GlobalAnimPartControlInfo *)obj1;
+  const struct GlobalAnimPartControlInfo *o2 =
+    (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
+    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;
+  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
+    compare_result = o1->nr - o2->nr;
+
+  return compare_result;
+}
+
+static void PrepareBackbuffer()
+{
+  if (game_status != GAME_MODE_PLAYING)
+    return;
+
+  BlitScreenToBitmap(backbuffer);
+}
+
+boolean ToonNeedsRedraw()
+{
+  return TRUE;
+}
+
+void InitToons()
+{
+  int num_toons = MAX_NUM_TOONS;
+  int i;
+
+  if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
+    num_toons = global.num_toons;
+
+  for (i = 0; i < num_toons; i++)
   {
-    IMG_MENU_TOONS,
-    DWARF_XSIZE, DWARF_YSIZE,
-    DWARF_X, DWARF_Y,
-    DWARF_FRAMES,
-    DWARF_DELAY,
-    DWARF_STEPSIZE,
-    ANIM_LOOP,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
-  {
-    IMG_MENU_TOONS,
-    DWARF_XSIZE, DWARF_YSIZE,
-    DWARF_X, DWARF2_Y,
-    DWARF_FRAMES,
-    DWARF_DELAY,
-    DWARF_STEPSIZE,
-    ANIM_LOOP,
-    ANIMDIR_LEFT,
-    ANIMPOS_DOWN
-  },
-  {
-    IMG_MENU_TOONS,
-    JUMPER_XSIZE, JUMPER_YSIZE,
-    JUMPER_X, JUMPER_Y,
-    JUMPER_FRAMES,
-    JUMPER_DELAY,
-    JUMPER_STEPSIZE,
-    ANIM_LOOP,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
-  {
-    IMG_MENU_TOONS,
-    CLOWN_XSIZE, CLOWN_YSIZE,
-    CLOWN_X, CLOWN_Y,
-    CLOWN_FRAMES,
-    CLOWN_DELAY,
-    CLOWN_STEPSIZE,
-    ANIM_LOOP,
-    ANIMDIR_UP,
-    ANIMPOS_ANY
-  },
-  {
-    IMG_MENU_TOONS,
-    BIRD_XSIZE, BIRD_YSIZE,
-    BIRD1_X, BIRD1_Y,
-    BIRD_FRAMES,
-    BIRD_DELAY,
-    BIRD_STEPSIZE,
-    ANIM_PINGPONG,
-    ANIMDIR_RIGHT,
-    ANIMPOS_UPPER
-  },
+    int graphic = IMG_TOON_1 + i;
+    struct FileInfo *image = getImageListEntryFromImageID(graphic);
+
+    toons[i].bitmap = graphic_info[graphic].bitmap;
+
+    toons[i].src_x = graphic_info[graphic].src_x;
+    toons[i].src_y = graphic_info[graphic].src_y;
+
+    toons[i].width  = graphic_info[graphic].width;
+    toons[i].height = graphic_info[graphic].height;
+
+    toons[i].anim_frames      = graphic_info[graphic].anim_frames;
+    toons[i].anim_delay       = graphic_info[graphic].anim_delay;
+    toons[i].anim_mode        = graphic_info[graphic].anim_mode;
+    toons[i].anim_start_frame = graphic_info[graphic].anim_start_frame;
+
+    toons[i].step_offset = graphic_info[graphic].step_offset;
+    toons[i].step_delay  = graphic_info[graphic].step_delay;
+
+    toons[i].direction = image->parameter[GFX_ARG_DIRECTION];
+    toons[i].position = image->parameter[GFX_ARG_POSITION];
+  }
+
+  InitToonScreen(bitmap_db_toons,
+                BackToFront, PrepareBackbuffer, ToonNeedsRedraw,
+                toons, num_toons,
+                REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+                GAME_FRAME_DELAY);
+}
+
+static void InitToonControls()
+{
+  int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
+  struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
+  struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
+  int mode_nr, anim_nr, part_nr;
+  int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
+  int num_toons = MAX_NUM_TOONS;
+  int i;
+
+  if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
+    num_toons = global.num_toons;
+
+  mode_nr = mode_nr_toons;
+  anim_nr = ctrl->num_anims;
+
+  anim->nr = anim_nr;
+  anim->mode_nr = mode_nr;
+  anim->control_info = graphic_info[control];
+
+  anim->num_parts = 0;
+  anim->part_counter = 0;
+  anim->active_part_nr = 0;
+
+  anim->has_base = FALSE;
+
+  anim->init_delay_counter = 0;
+
+  anim->state = ANIM_STATE_INACTIVE;
+
+  part_nr = 0;
+
+  for (i = 0; i < num_toons; i++)
   {
-    IMG_MENU_TOONS,
-    BIRD_XSIZE, BIRD_YSIZE,
-    BIRD2_X, BIRD2_Y,
-    BIRD_FRAMES,
-    BIRD_DELAY,
-    BIRD_STEPSIZE,
-    ANIM_PINGPONG,
-    ANIMDIR_LEFT,
-    ANIMPOS_UPPER
-  },
+    struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+    int sound = SND_UNDEFINED;
+    int graphic = IMG_TOON_1 + i;
+    int control = graphic;
+
+    part->nr = part_nr;
+    part->anim_nr = anim_nr;
+    part->mode_nr = mode_nr;
+    part->sound = sound;
+    part->graphic = graphic;
+    part->graphic_info = graphic_info[graphic];
+    part->control_info = graphic_info[control];
+
+    part->graphic_info.anim_delay *= part->graphic_info.step_delay;
+
+    part->control_info.init_delay_fixed = 0;
+    part->control_info.init_delay_random = 150;
+
+    part->control_info.x = ARG_UNDEFINED_VALUE;
+    part->control_info.y = ARG_UNDEFINED_VALUE;
+
+    part->initial_anim_sync_frame = 0;
+
+    part->step_delay = 0;
+    part->step_delay_value = graphic_info[control].step_delay;
+
+    part->state = ANIM_STATE_INACTIVE;
+    part->last_anim_status = -1;
+
+    anim->num_parts++;
+    part_nr++;
+  }
+
+  ctrl->num_anims++;
+}
+
+void InitGlobalAnimControls()
+{
+  int i, m, a, p;
+  int mode_nr, anim_nr, part_nr;
+  int sound, graphic, control;
+
+  anim_sync_frame = 0;
+
+  ResetDelayCounter(&anim_sync_frame_delay);
+
+  for (m = 0; m < NUM_GAME_MODES; m++)
   {
-    IMG_PLAYER1_LEFT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_LEFT,
-    ANIMPOS_DOWN
-  },
+    mode_nr = m;
+
+    struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+
+    ctrl->nr = mode_nr;
+    ctrl->num_anims = 0;
+
+    anim_nr = 0;
+
+    for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
+    {
+      struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
+      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;
+
+      anim->nr = anim_nr;
+      anim->mode_nr = mode_nr;
+      anim->control_info = graphic_info[control];
+
+      anim->num_parts = 0;
+      anim->part_counter = 0;
+      anim->active_part_nr = 0;
+
+      anim->has_base = FALSE;
+
+      anim->init_delay_counter = 0;
+
+      anim->state = ANIM_STATE_INACTIVE;
+
+      part_nr = 0;
+
+      for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
+      {
+       struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+
+       sound   = global_anim_info[a].sound[p][m];
+       graphic = global_anim_info[a].graphic[p][m];
+       control = global_anim_info[ctrl_id].graphic[p][m];
+
+       if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
+           control == IMG_UNDEFINED)
+         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);
+#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);
+#endif
+
+       part->nr = part_nr;
+       part->anim_nr = anim_nr;
+       part->mode_nr = mode_nr;
+       part->sound = sound;
+       part->graphic = graphic;
+       part->graphic_info = graphic_info[graphic];
+       part->control_info = graphic_info[control];
+
+       part->initial_anim_sync_frame = 0;
+
+       part->step_delay = 0;
+       part->step_delay_value = graphic_info[control].step_delay;
+
+       part->state = ANIM_STATE_INACTIVE;
+       part->last_anim_status = -1;
+
+       if (p < GLOBAL_ANIM_ID_PART_BASE)
+       {
+         anim->num_parts++;
+         part_nr++;
+       }
+       else
+       {
+         anim->base = *part;
+         anim->has_base = TRUE;
+       }
+      }
+
+      if (anim->num_parts > 0 || anim->has_base)
+      {
+       ctrl->num_anims++;
+       anim_nr++;
+      }
+    }
+  }
+
+  InitToonControls();
+
+  /* sort all animations according to draw_order and animation number */
+  for (m = 0; m < NUM_GAME_MODES; m++)
   {
-    IMG_PLAYER1_RIGHT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
+    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];
+
+      /* sort all animation parts for this main animation */
+      qsort(anim->part, anim->num_parts,
+           sizeof(struct GlobalAnimPartControlInfo),
+           compareGlobalAnimPartControlInfo);
+    }
+  }
+
+  for (i = 0; i < NUM_GAME_MODES; i++)
+    game_mode_anim_classes[i] = ANIM_CLASS_NONE;
+  for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
+    game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
+      game_mode_anim_classes_list[i].class;
+
+  for (i = 0; i < NUM_ANIM_CLASSES; i++)
+    anim_class_game_modes[i] = GAME_MODE_DEFAULT;
+  for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
+    anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
+      anim_class_game_modes_list[i].game_mode;
+
+  anim_status_last = GAME_MODE_LOADING;
+  anim_classes_last = ANIM_CLASS_NONE;
+}
+
+void InitGlobalAnimations()
+{
+  InitGlobalAnimControls();
+}
+
+void DrawGlobalAnimExt(int drawing_stage)
+{
+  int mode_nr;
+
+  if (global.anim_status != anim_status_last)
   {
-    IMG_PENGUIN_LEFT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_LEFT,
-    ANIMPOS_DOWN
-  },
+    boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
+    boolean after_fading  = (anim_status_last   == GAME_MODE_PSEUDO_FADING);
+    int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
+    int i;
+
+    // ---------- 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);
+
+    // start animations for current screen
+    HandleGlobalAnim(ANIM_START, global.anim_status);
+
+    // start animations for all screens after loading new artwork set
+    if (anim_status_last == GAME_MODE_LOADING)
+      HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
+
+    // ---------- part 2 ------------------------------------------------------
+    // start or stop global animations by change of animation class
+    // (generic handling of animations for "class of screens")
+
+    for (i = 0; i < NUM_ANIM_CLASSES; i++)
+    {
+      int anim_class_check = (1 << i);
+      int anim_class_game_mode = anim_class_game_modes[i];
+      int anim_class_last = anim_classes_last & anim_class_check;
+      int anim_class_next = anim_classes_next & anim_class_check;
+
+      // 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);
+
+      // 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);
+    }
+
+    if (after_fading)
+      anim_classes_last = anim_classes_next;
+
+    anim_status_last = global.anim_status;
+  }
+
+  if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
+    return;
+
+  if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
+    DoAnimationExt();
+
+  for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
   {
-    IMG_PENGUIN_RIGHT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
+    struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
+    int anim_nr;
+
+#if 0
+    if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
+       mode_nr != game_status)
+      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 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;
+
+       if (part->drawing_stage != drawing_stage)
+         continue;
+
+       if (part->x < 0)
+       {
+         dst_x = 0;
+         width += part->x;
+         cut_x = -part->x;
+       }
+       else if (part->x > part->viewport_width - g->width)
+         width -= (part->x - (part->viewport_width - g->width));
+
+       if (part->y < 0)
+       {
+         dst_y = 0;
+         height += part->y;
+         cut_y = -part->y;
+       }
+       else if (part->y > part->viewport_height - g->height)
+         height -= (part->y - (part->viewport_height - g->height));
+
+       if (width <= 0 || height <= 0)
+         continue;
+
+       dst_x += part->viewport_x;
+       dst_y += part->viewport_y;
+
+       sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+       frame = getAnimationFrame(g->anim_frames, g->anim_delay,
+                                 g->anim_mode, g->anim_start_frame,
+                                 sync_frame);
+
+       getFixedGraphicSource(part->graphic, frame, &src_bitmap,
+                             &src_x, &src_y);
+
+       src_x += cut_x;
+       src_y += cut_y;
+
+       BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
+                          dst_x, dst_y);
+      }
+    }
+  }
+}
+
+void DrawGlobalAnim(int drawing_stage)
+{
+  DrawGlobalAnimExt(drawing_stage);
+}
+
+boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
+{
+  int viewport_x;
+  int viewport_y;
+  int viewport_width;
+  int viewport_height;
+  boolean changed = FALSE;
+
+  if (part->last_anim_status == global.anim_status)
+    return FALSE;
+
+  part->last_anim_status = global.anim_status;
+
+  part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
+
+  if (part->control_info.class == get_hash_from_key("window") ||
+      part->control_info.class == get_hash_from_key("border"))
   {
-    IMG_MOLE_LEFT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_LEFT,
-    ANIMPOS_DOWN
-  },
+    viewport_x = 0;
+    viewport_y = 0;
+    viewport_width  = WIN_XSIZE;
+    viewport_height = WIN_YSIZE;
+
+    part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
+  }
+  else if (part->control_info.class == get_hash_from_key("door_1"))
   {
-    IMG_MOLE_RIGHT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
+    viewport_x = DX;
+    viewport_y = DY;
+    viewport_width  = DXSIZE;
+    viewport_height = DYSIZE;
+  }
+  else if (part->control_info.class == get_hash_from_key("door_2"))
   {
-    IMG_PIG_LEFT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_LEFT,
-    ANIMPOS_DOWN
-  },
+    viewport_x = VX;
+    viewport_y = VY;
+    viewport_width  = VXSIZE;
+    viewport_height = VYSIZE;
+  }
+  else         // default: "playfield"
   {
-    IMG_PIG_RIGHT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
+    viewport_x = REAL_SX;
+    viewport_y = REAL_SY;
+    viewport_width  = FULL_SXSIZE;
+    viewport_height = FULL_SYSIZE;
+  }
+
+  if (viewport_x != part->viewport_x ||
+      viewport_y != part->viewport_y ||
+      viewport_width  != part->viewport_width ||
+      viewport_height != part->viewport_height)
   {
-    IMG_DRAGON_LEFT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_LEFT,
-    ANIMPOS_DOWN
-  },
+    part->viewport_x = viewport_x;
+    part->viewport_y = viewport_y;
+    part->viewport_width  = viewport_width;
+    part->viewport_height = viewport_height;
+
+    changed = TRUE;
+  }
+
+  return changed;
+}
+
+void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+  int sound = part->sound;
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+    return;
+
+  // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
+  if (IS_LOOP_SOUND(sound))
+    PlaySoundLoop(sound);
+  else
+    PlaySound(sound);
+
+#if 0
+  printf("::: PLAY %d.%d.%d: %d\n",
+        part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
+void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
+{
+  int sound = part->sound;
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  StopSound(sound);
+
+#if 0
+  printf("::: STOP %d.%d.%d: %d\n",
+        part->anim_nr, part->nr, part->mode_nr, sound);
+#endif
+}
+
+int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+{
+  struct GraphicInfo *g = &part->graphic_info;
+  struct GraphicInfo *c = &part->control_info;
+  boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+
+  if (viewport_changed)
+    state |= ANIM_STATE_RESTART;
+
+  if (state & ANIM_STATE_RESTART)
   {
-    IMG_DRAGON_RIGHT_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_RIGHT,
-    ANIMPOS_DOWN
-  },
+    ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
+
+    part->init_delay_counter =
+      (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
+
+    part->anim_delay_counter =
+      (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
+
+    part->initial_anim_sync_frame =
+      (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
+
+    if (c->direction & MV_HORIZONTAL)
+    {
+      int pos_bottom = part->viewport_height - g->height;
+
+      if (c->position == POS_TOP)
+       part->y = 0;
+      else if (c->position == POS_UPPER)
+       part->y = GetSimpleRandom(pos_bottom / 2);
+      else if (c->position == POS_MIDDLE)
+       part->y = pos_bottom / 2;
+      else if (c->position == POS_LOWER)
+       part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
+      else if (c->position == POS_BOTTOM)
+       part->y = pos_bottom;
+      else
+       part->y = GetSimpleRandom(pos_bottom);
+
+      if (c->direction == MV_RIGHT)
+      {
+       part->step_xoffset = c->step_offset;
+       part->x = -g->width + part->step_xoffset;
+      }
+      else
+      {
+       part->step_xoffset = -c->step_offset;
+       part->x = part->viewport_width + part->step_xoffset;
+      }
+
+      part->step_yoffset = 0;
+    }
+    else if (c->direction & MV_VERTICAL)
+    {
+      int pos_right = part->viewport_width - g->width;
+
+      if (c->position == POS_LEFT)
+       part->x = 0;
+      else if (c->position == POS_RIGHT)
+       part->x = pos_right;
+      else
+       part->x = GetSimpleRandom(pos_right);
+
+      if (c->direction == MV_DOWN)
+      {
+       part->step_yoffset = c->step_offset;
+       part->y = -g->height + part->step_yoffset;
+      }
+      else
+      {
+       part->step_yoffset = -c->step_offset;
+       part->y = part->viewport_height + part->step_yoffset;
+      }
+
+      part->step_xoffset = 0;
+    }
+    else
+    {
+      part->x = 0;
+      part->y = 0;
+
+      part->step_xoffset = 0;
+      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 (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)
+      PlayGlobalAnimSound(part);
+  }
+
+  if (part->init_delay_counter > 0)
   {
-    IMG_SATELLITE_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_LEFT,
-    ANIMPOS_ANY
-  },
+    part->init_delay_counter--;
+
+    if (part->init_delay_counter == 0)
+      PlayGlobalAnimSound(part);
+
+    return ANIM_STATE_WAITING;
+  }
+
+  // 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))
   {
-    IMG_SATELLITE_MOVING,
-    -1, -1,
-    -1, -1,
-    -1,
-    -1,
-    -1,
-    -1,
-    ANIMDIR_RIGHT,
-    ANIMPOS_ANY
-  },
-};
+    // do not stop animation before "anim" or "post" counter are finished
+    if (part->anim_delay_counter == 0 &&
+       part->post_delay_counter == 0)
+    {
+      StopGlobalAnimSound(part);
 
-static void PrepareBackbuffer()
-{
-  /* Fill empty backbuffer for animation functions */
-  if (setup.direct_draw && game_status == PLAYING)
+      part->post_delay_counter =
+       (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
+
+      if (part->post_delay_counter > 0)
+       return ANIM_STATE_RUNNING;
+
+      // drawing last frame not needed here -- animation not visible anymore
+      return ANIM_STATE_RESTART;
+    }
+  }
+
+  if (part->anim_delay_counter > 0)
   {
-    int xx,yy;
+    part->anim_delay_counter--;
+
+    if (part->anim_delay_counter == 0)
+    {
+      StopGlobalAnimSound(part);
+
+      part->post_delay_counter =
+       (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
 
-    SetDrawtoField(DRAW_BACKBUFFER);
+      if (part->post_delay_counter > 0)
+       return ANIM_STATE_RUNNING;
 
-    for(xx=0; xx<SCR_FIELDX; xx++)
-      for(yy=0; yy<SCR_FIELDY; yy++)
-       DrawScreenField(xx,yy);
-    DrawAllPlayers();
+      // additional state "RUNNING" required to not skip drawing last frame
+      return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
+    }
+  }
+
+  if (part->post_delay_counter > 0)
+  {
+    part->post_delay_counter--;
+
+    if (part->post_delay_counter == 0)
+      return ANIM_STATE_RESTART;
 
-    SetDrawtoField(DRAW_DIRECT);
+    return ANIM_STATE_WAITING;
   }
 
-  if (setup.soft_scrolling && game_status == PLAYING)
+  if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
+                      anim_sync_frame))
+    return ANIM_STATE_RUNNING;
+
+#if 0
   {
-    int fx = FX, fy = FY;
+    static unsigned int last_counter = -1;
+    unsigned int counter = Counter();
 
-    fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0);
-    fy += (ScreenMovDir & (MV_UP|MV_DOWN)    ? ScreenGfxPos : 0);
+    printf("::: NEXT ANIM PART [%d, %d]\n",
+          anim_sync_frame, counter - last_counter);
 
-    BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY);
+    last_counter = counter;
   }
-}
+#endif
 
-boolean ToonNeedsRedraw()
-{
-  return (game_status == HELPSCREEN ||
-         (game_status == MAINMENU &&
-          ((redraw_mask & REDRAW_MICROLEVEL) ||
-           (redraw_mask & REDRAW_MICROLABEL))));
+  part->x += part->step_xoffset;
+  part->y += part->step_yoffset;
+
+  return ANIM_STATE_RUNNING;
 }
 
-void InitToons()
+void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
 {
-  int i;
+  struct GlobalAnimPartControlInfo *part;
+  struct GraphicInfo *c = &anim->control_info;
+  int state, active_part_nr;
+
+#if 0
+  printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+        anim->mode_nr, anim->nr, anim->num_parts);
+  printf("::: %d, %d, %d\n", 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);
+#endif
+
+  switch (action)
+  {
+    case ANIM_START:
+      anim->state = anim->last_state = ANIM_STATE_RESTART;
+      anim->active_part_nr = anim->last_active_part_nr = 0;
+      anim->part_counter = 0;
+
+      break;
+
+    case ANIM_CONTINUE:
+      if (anim->state == ANIM_STATE_INACTIVE)
+       return;
+
+      anim->state = anim->last_state;
+      anim->active_part_nr = anim->last_active_part_nr;
+
+      break;
+
+    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_TOONS; i++)
+       for (i = 0; i < num_parts; i++)
+         StopGlobalAnimSound(&anim->part[i]);
+      }
+
+      return;
+
+    default:
+      break;
+  }
+
+  if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
   {
-    int graphic = toons[i].graphic;
+    int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
+    int i;
 
-    toons[i].bitmap = new_graphic_info[graphic].bitmap;
+#if 0
+    printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+          anim->mode_nr, anim->nr, num_parts);
+#endif
 
-    if (toons[i].src_x == -1 && toons[i].src_y == -1)
+    for (i = 0; i < num_parts; i++)
     {
-      int anim_frames = new_graphic_info[graphic].anim_frames;
-      int anim_delay = new_graphic_info[graphic].anim_delay;
-      int anim_mode = new_graphic_info[graphic].anim_mode;
-      int start_frame = new_graphic_info[graphic].anim_start_frame;
+      part = &anim->part[i];
+
+      switch (action)
+      {
+        case ANIM_START:
+         anim->state = ANIM_STATE_RUNNING;
+         part->state = ANIM_STATE_RESTART;
+
+         break;
 
-      toons[i].src_x = new_graphic_info[graphic].src_x;
-      toons[i].src_y = new_graphic_info[graphic].src_y;
+        case ANIM_CONTINUE:
+         if (part->state == ANIM_STATE_INACTIVE)
+           continue;
 
-      toons[i].width = TILEX;
-      toons[i].height = TILEY;
+         break;
 
-      toons[i].anim_frames = anim_frames;
-      toons[i].anim_delay = anim_delay;
-      toons[i].anim_mode = anim_mode;
-      toons[i].start_frame = start_frame;
+        case ANIM_STOP:
+         part->state = ANIM_STATE_INACTIVE;
 
-      toons[i].move_delay = 1;
-      toons[i].stepsize = TILEX / 8;
+         continue;
+
+        default:
+         break;
+      }
+
+      part->state = HandleGlobalAnim_Part(part, part->state);
+
+      // when animation mode is "once", stop after animation was played once
+      if (c->anim_mode & ANIM_ONCE &&
+         part->state & ANIM_STATE_RESTART)
+       part->state = ANIM_STATE_INACTIVE;
     }
-    else
+
+    anim->last_state = anim->state;
+    anim->last_active_part_nr = anim->active_part_nr;
+
+    return;
+  }
+
+  if (anim->state & ANIM_STATE_RESTART)                // directly after restart
+    anim->active_part_nr = getGlobalAnimationPart(anim);
+
+  part = &anim->part[anim->active_part_nr];
+
+  part->state = ANIM_STATE_RUNNING;
+
+  anim->state = HandleGlobalAnim_Part(part, anim->state);
+
+  if (anim->state & ANIM_STATE_RESTART)
+    anim->part_counter++;
+
+  // when animation mode is "once", stop after all animations were played once
+  if (c->anim_mode & ANIM_ONCE &&
+      anim->part_counter == anim->num_parts)
+    anim->state = ANIM_STATE_INACTIVE;
+
+  state = anim->state;
+  active_part_nr = anim->active_part_nr;
+
+  // while the animation parts are pausing (waiting or inactive), play the base
+  // (main) animation; this corresponds to the "boring player animation" logic
+  // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
+  if (anim->has_base)
+  {
+    if (anim->state == ANIM_STATE_WAITING ||
+       anim->state == ANIM_STATE_INACTIVE)
     {
-      toons[i].anim_delay = 1;         /* no delay between frames */
-      toons[i].start_frame = 0;                /* always start with first */
+      anim->active_part_nr = anim->num_parts;  // part nr of base animation
+      part = &anim->part[anim->active_part_nr];
+
+      if (anim->state != anim->last_state)
+       part->state = ANIM_STATE_RESTART;
+
+      anim->state = ANIM_STATE_RUNNING;
+      part->state = HandleGlobalAnim_Part(part, part->state);
     }
   }
 
-  InitToonScreen(bitmap_db_door,
-                BackToFront, PrepareBackbuffer, ToonNeedsRedraw,
-                toons, NUM_TOONS,
-                REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
-                GAME_FRAME_DELAY);
+  anim->last_state = state;
+  anim->last_active_part_nr = active_part_nr;
+}
+
+void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
+{
+  int i;
+
+#if 0
+  printf("::: HandleGlobalAnim_Mode: %d => %d\n",
+        ctrl->nr, ctrl->num_anims);
+#endif
+
+  for (i = 0; i < ctrl->num_anims; i++)
+    HandleGlobalAnim_Main(&ctrl->anim[i], action);
+}
+
+static void HandleGlobalAnim(int action, int game_mode)
+{
+#if 0
+  printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
+#endif
+
+  HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
+}
+
+void InitAnimation()
+{
+}
+
+void StopAnimation()
+{
+}
+
+static void DoAnimationExt()
+{
+  int i;
+
+#if 0
+  printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
+#endif
+
+#if 1
+  WaitUntilDelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value);
+  anim_sync_frame++;
+#else
+  if (DelayReached(&anim_sync_frame_delay, anim_sync_frame_delay_value))
+    anim_sync_frame++;
+#endif
+
+  for (i = 0; i < NUM_GAME_MODES; i++)
+    HandleGlobalAnim(ANIM_CONTINUE, i);
+
+#if 1
+  // force screen redraw in next frame to continue drawing global animations
+  redraw_mask = REDRAW_ALL;
+#endif
+}
+
+void DoAnimation()
+{
+  // HandleAnimation(ANIM_CONTINUE);
+
+#if 1
+  // force screen redraw in next frame to continue drawing global animations
+  redraw_mask = REDRAW_ALL;
+#endif
 }