X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fanim.c;h=8256ce7f60f5ec62fda3ebf49adb086a5450cc3b;hp=b9ea8becc2a44d2b84ea4e32e8424a95e96a7e87;hb=98ae5fc5e9274fea99a2ed8873b78fc2110ce3ce;hpb=b9cb8d24d6b501098d657ec1715574b2718c02f6 diff --git a/src/anim.c b/src/anim.c index b9ea8bec..8256ce7f 100644 --- a/src/anim.c +++ b/src/anim.c @@ -9,16 +9,25 @@ // anim.c // ============================================================================ +#include "libgame/libgame.h" + #include "anim.h" #include "main.h" #include "tools.h" +#include "files.h" +#include "events.h" +#include "screens.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, \ @@ -27,35 +36,45 @@ #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_SCORES 3 +#define ANIM_CLASS_BIT_SUBMENU 4 +#define ANIM_CLASS_BIT_MENU 5 +#define ANIM_CLASS_BIT_TOONS 6 +#define ANIM_CLASS_BIT_NO_TITLE 7 -#define NUM_ANIM_CLASSES 6 +#define NUM_ANIM_CLASSES 8 #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_SCORES (1 << ANIM_CLASS_BIT_SCORES) #define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU) #define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU) #define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS) +#define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE) -#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \ - ANIM_CLASS_MENU | \ - ANIM_CLASS_MAIN) +#define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \ + ANIM_CLASS_SCORES | \ + ANIM_CLASS_NO_TITLE) -#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \ - ANIM_CLASS_MENU | \ - ANIM_CLASS_SUBMENU) +#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \ + ANIM_CLASS_MENU | \ + ANIM_CLASS_MAIN | \ + ANIM_CLASS_NO_TITLE) -/* values for global animation states */ +#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \ + ANIM_CLASS_MENU | \ + ANIM_CLASS_SUBMENU | \ + 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 +83,15 @@ 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; @@ -90,6 +114,13 @@ struct GlobalAnimPartControlInfo int anim_delay_counter; int post_delay_counter; + boolean init_event_state; + boolean anim_event_state; + + boolean triggered; + boolean clickable; + boolean clicked; + int drawing_stage; int state; @@ -106,11 +137,14 @@ 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; @@ -149,7 +183,10 @@ struct GameModeAnimClass { 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 }, + { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES }, + { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES }, + { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE }, + { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE }, { -1, -1 } }; @@ -163,16 +200,22 @@ 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_SCORES, GAME_MODE_SCORES }, { 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]; @@ -181,15 +224,18 @@ 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; +static boolean handle_click = FALSE; -/* ========================================================================= */ -/* generic animation frame calculation */ -/* ========================================================================= */ + +// ============================================================================ +// generic animation frame calculation +// ============================================================================ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, int sync_frame) @@ -198,34 +244,34 @@ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, 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); @@ -237,16 +283,16 @@ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, 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) { @@ -297,7 +343,7 @@ static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2) return compare_result; } -static void InitToonControls() +static void InitToonControls(void) { int mode_nr_toons = GAME_MODE_PSEUDO_TOONS; struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons]; @@ -318,11 +364,15 @@ 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; @@ -340,9 +390,13 @@ static void InitToonControls() 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]; @@ -363,13 +417,15 @@ static void InitToonControls() 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; @@ -404,11 +460,15 @@ 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; @@ -438,12 +498,17 @@ void InitGlobalAnimControls() 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]; @@ -455,13 +520,19 @@ void InitGlobalAnimControls() 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; } @@ -477,12 +548,12 @@ void InitGlobalAnimControls() InitToonControls(); - /* sort all animations according to draw_order and animation number */ + // sort all animations according to draw_order and animation number for (m = 0; m < NUM_GAME_MODES; m++) { struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m]; - /* sort all main animations for this game mode */ + // sort all main animations for this game mode qsort(ctrl->anim, ctrl->num_anims, sizeof(struct GlobalAnimMainControlInfo), compareGlobalAnimMainControlInfo); @@ -491,7 +562,7 @@ void InitGlobalAnimControls() { struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a]; - /* sort all animation parts for this main animation */ + // sort all animation parts for this main animation qsort(anim->part, anim->num_parts, sizeof(struct GlobalAnimPartControlInfo), compareGlobalAnimPartControlInfo); @@ -510,16 +581,17 @@ 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() +void InitGlobalAnimations(void) { InitGlobalAnimControls(); } -void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) +static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) { Bitmap *fade_bitmap = (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source : @@ -548,15 +620,23 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) if (drawing_target == DRAW_TO_FADE_TARGET) after_fading = TRUE; + // special case: changing from/to this screen is done without fading + if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME || + anim_status_last == GAME_MODE_PSEUDO_TYPENAME) + after_fading = TRUE; + // ---------- part 1 ------------------------------------------------------ // start or stop global animations by change of game mode // (special handling of animations for "current screen" and "all screens") - // stop animations for last screen - game_mode_anim_action[anim_status_last] = ANIM_STOP; + if (global.anim_status_next != anim_status_last_before_fading) + { + // stop animations for last screen before fading to new screen + game_mode_anim_action[anim_status_last] = ANIM_STOP; - // start animations for current screen - game_mode_anim_action[global.anim_status] = ANIM_START; + // start animations for current screen after fading to new screen + game_mode_anim_action[global.anim_status] = ANIM_START; + } // start animations for all screens after loading new artwork set if (anim_status_last == GAME_MODE_LOADING) @@ -585,7 +665,10 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) 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; @@ -663,6 +746,10 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) int cut_y = 0; int sync_frame; int frame; + 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); if (!(part->state & ANIM_STATE_RUNNING)) continue; @@ -706,11 +793,11 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) src_y += cut_y; if (drawing_target == DRAW_TO_SCREEN) - BlitToScreenMasked(src_bitmap, src_x, src_y, width, height, - dst_x, dst_y); + blit_screen(src_bitmap, src_x, src_y, width, height, + dst_x, dst_y); else - BlitBitmapMasked(src_bitmap, fade_bitmap, src_x, src_y, width, height, - dst_x, dst_y); + blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height, + dst_x, dst_y); } } } @@ -728,10 +815,27 @@ void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) 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; @@ -739,7 +843,8 @@ 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; @@ -756,6 +861,20 @@ 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); + + viewport_x = mx + part->control_info.x; + viewport_y = my + part->control_info.y; + viewport_width = part->graphic_info.width; + viewport_height = part->graphic_info.height; + + part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2; + + gfx.cursor_mode_override = CURSOR_NONE; + } else if (part->control_info.class == get_hash_from_key("door_1")) { viewport_x = DX; @@ -765,10 +884,20 @@ boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part) } else if (part->control_info.class == get_hash_from_key("door_2")) { - viewport_x = VX; - viewport_y = VY; - viewport_width = VXSIZE; - viewport_height = VYSIZE; + if (part->mode_nr == GAME_MODE_EDITOR) + { + viewport_x = EX; + viewport_y = EY; + viewport_width = EXSIZE; + viewport_height = EYSIZE; + } + else + { + viewport_x = VX; + viewport_y = VY; + viewport_width = VXSIZE; + viewport_height = VYSIZE; + } } else // default: "playfield" { @@ -842,7 +971,10 @@ 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", @@ -881,8 +1013,201 @@ 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; + + 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 + return (anim_event == mask || + anim_event == mask_anim_only); +} + +static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask) +{ + struct GraphicInfo *c = &part->control_info; + int num_init_events = GetGlobalAnimEventValueCount(c->init_event); + int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event); + int i; + + for (i = 0; i < num_init_events; i++) + { + int init_event = GetGlobalAnimEventValue(c->init_event, i); + + if (checkGlobalAnimEvent(init_event, mask)) + return TRUE; + } + + for (i = 0; i < num_anim_events; i++) + { + int anim_event = GetGlobalAnimEventValue(c->anim_event, i); + + if (checkGlobalAnimEvent(anim_event, mask)) + return TRUE; + } + + return FALSE; +} + +static boolean isClickedPart(struct GlobalAnimPartControlInfo *part, + int mx, int my, boolean clicked) +{ + struct GraphicInfo *g = &part->graphic_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; + + // check if mouse click was detected at all + if (!clicked) + return FALSE; + + // check if mouse click is inside the animation part's viewport + if (mx < part->viewport_x || + mx >= part->viewport_x + part->viewport_width || + my < part->viewport_y || + my >= part->viewport_y + part->viewport_height) + return FALSE; + + // check if mouse click is inside the animation part's graphic + if (mx < part_x || + mx >= part_x + part_width || + my < part_y || + my >= part_y + part_height) + return FALSE; + + return TRUE; +} + +static boolean clickConsumed(struct GlobalAnimPartControlInfo *part) +{ + return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE); +} + +static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part, + boolean *anything_clicked, + boolean *any_event_action, + int event_value, char *info_text) +{ + struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr]; + + int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X" + int gic_part_nr = part->old_nr + 1; // Y as in "part_Y" + int mask = event_value | (gic_anim_nr << ANIM_EVENT_ANIM_BIT); + + if (!part->is_base) + mask |= gic_part_nr << ANIM_EVENT_PART_BIT; + + int anim2_nr; + + for (anim2_nr = 0; anim2_nr < ctrl->num_anims; anim2_nr++) + { + struct GlobalAnimMainControlInfo *anim2 = &ctrl->anim[anim2_nr]; + int part2_nr; + + for (part2_nr = 0; part2_nr < anim2->num_parts_all; part2_nr++) + { + struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr]; + + if (part2->state != ANIM_STATE_RUNNING) + continue; + + if (isClickablePart(part2, mask)) + { + part2->triggered = TRUE; + *anything_clicked = clickConsumed(part); // click was on "part"! + +#if DEBUG_ANIM_EVENTS + printf("::: => %d.%d TRIGGERED BY %s OF %d.%d\n", + part2->old_anim_nr + 1, part2->old_nr + 1, info_text, + part->old_anim_nr + 1, part->old_nr + 1); +#endif +#if 0 + printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr, + part2->control_info.anim_event_action); +#endif + + // after executing event action, ignore any further actions + if (!*any_event_action && DoGlobalAnim_EventAction(part2)) + *any_event_action = TRUE; + } + +#if 0 + struct GraphicInfo *c = &part2->control_info; + + printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]", + anim2_nr, part2_nr, c->init_event, c->anim_event, mask); + + if (isClickablePart(part2, mask)) + printf(" <--- TRIGGERED BY %d.%d", + anim_nr, part_nr); + + printf("\n"); +#endif + } + } +} + +static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part, + int delay_type, char *info_text) +{ +#if DEBUG_ANIM_DELAY + printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text); +#endif + + DoGlobalAnim_DelayAction(part, delay_type); +} + +static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part, + int event_value, char *info_text) +{ +#if DEBUG_ANIM_EVENTS + printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text); +#endif + + boolean anything_clicked = FALSE; + boolean any_event_action = FALSE; + + // check if this event is defined to trigger other animations + InitGlobalAnim_Triggered(part, &anything_clicked, &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); @@ -905,6 +1230,11 @@ 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); @@ -971,18 +1301,60 @@ 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 -= part->init_delay_counter - 1; + + 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) @@ -990,23 +1362,41 @@ 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); + HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]"); + HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]"); + } + 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)); @@ -1024,8 +1414,13 @@ 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)); @@ -1042,11 +1437,19 @@ 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; } + // special case to prevent expiring loop sounds when playing + PlayGlobalAnimSoundIfLoop(part); + if (!DelayReachedExt(&part->step_delay, part->step_delay_value, anim_sync_frame)) return ANIM_STATE_RUNNING; @@ -1066,14 +1469,20 @@ int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) 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", @@ -1114,13 +1523,8 @@ 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; @@ -1130,9 +1534,6 @@ 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); @@ -1184,6 +1585,11 @@ 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 parts to "running" part->state = ANIM_STATE_RUNNING; anim->state = HandleGlobalAnim_Part(part, anim->state); @@ -1222,7 +1628,7 @@ 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; @@ -1244,7 +1650,7 @@ static void HandleGlobalAnim(int action, int game_mode) HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action); } -static void DoAnimationExt() +static void DoAnimationExt(void) { int i; @@ -1263,3 +1669,222 @@ static void DoAnimationExt() 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; + + PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0); + + // check if further actions are allowed to be executed + if (part->control_info.style & STYLE_MULTIPLE_ACTIONS) + return FALSE; + + return TRUE; +} + +static void InitGlobalAnim_Clickable(void) +{ + int mode_nr; + + for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++) + { + struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr]; + int anim_nr; + + for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++) + { + struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr]; + int part_nr; + + 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; + } + } + } +} + +#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 anything_clicked = FALSE; + boolean any_part_clicked = FALSE; + boolean any_event_action = FALSE; + int mode_nr; + + // check game modes in reverse draw order (to stop when clicked) + for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--) + { + struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr]; + int anim_nr; + + // 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; + + // check animation parts in reverse draw order (to stop when clicked) + for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--) + { + struct GlobalAnimPartControlInfo *part = &anim->part[part_nr]; + + if (clicked_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 + printf("::: => %d.%d TRIGGERED BY ANY\n", + part->old_anim_nr + 1, part->old_nr + 1); +#endif + + part->clicked = TRUE; + anything_clicked = clickConsumed(part); + } + + // always handle "unclick:any" events (releasing anywhere on screen) ... + if (clicked_event == ANIM_CLICKED_RELEASED && + isClickablePart(part, ANIM_EVENT_UNCLICK_ANY)) + { +#if DEBUG_ANIM_EVENTS + printf("::: => %d.%d TRIGGERED BY UNCLICK:ANY\n", + part->old_anim_nr + 1, part->old_nr + 1); +#endif + + part->clicked = TRUE; + anything_clicked = 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 + printf("::: %d.%d CLICKED [%d]\n", 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 + printf("::: => %d.%d TRIGGERED BY SELF\n", + part->old_anim_nr + 1, part->old_nr + 1); +#endif + + part->clicked = TRUE; + anything_clicked = clickConsumed(part); + } + + // check if this click is defined to trigger other animations + InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action, + ANIM_EVENT_CLICK, "CLICK"); + } + } + } + } + + if (anything_clicked) + { + handle_click = TRUE; + + HandleGlobalAnim(ANIM_CONTINUE, game_status); + + handle_click = FALSE; + } + + return (anything_clicked || any_event_action); +} + +static void ResetGlobalAnim_Clickable(void) +{ + InitGlobalAnim_Clickable(); +} + +static void ResetGlobalAnim_Clicked(void) +{ + InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET); +} + +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; +}