X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fanim.c;h=de1c40bff53c07c41cd9f4119c4cedfdcb1aef01;hp=37c7193c21c8745069ed60ce585928f6de14da56;hb=70fe541d68f18a22eb3bd134f128c0d56b885701;hpb=b59d111d850aa928e2a839ba026adde64927d5a5 diff --git a/src/anim.c b/src/anim.c index 37c7193c..de1c40bf 100644 --- a/src/anim.c +++ b/src/anim.c @@ -206,6 +206,7 @@ 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; @@ -560,6 +561,7 @@ 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; } @@ -598,15 +600,23 @@ 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) @@ -635,7 +645,10 @@ 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; @@ -990,6 +1003,13 @@ static boolean isClickedPart(struct GlobalAnimPartControlInfo *part, return TRUE; } +static boolean setPartClicked(struct GlobalAnimPartControlInfo *part) +{ + part->clicked = TRUE; + + return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE); +} + int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state) { struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr]; @@ -1235,7 +1255,9 @@ 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", @@ -1276,13 +1298,8 @@ 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; @@ -1292,9 +1309,6 @@ 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); @@ -1346,6 +1360,11 @@ 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); @@ -1426,6 +1445,16 @@ static void DoAnimationExt() #endif } +static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part) +{ + int anim_event_action = part->control_info.anim_event_action; + + if (anim_event_action == -1) + return FALSE; + + return DoGadgetAction(anim_event_action); +} + static void InitGlobalAnim_Clickable() { int mode_nr; @@ -1452,20 +1481,25 @@ static void InitGlobalAnim_Clickable() static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked) { + boolean anything_clicked = FALSE; boolean any_part_clicked = FALSE; + boolean any_event_action = FALSE; int mode_nr; - for (mode_nr = 0; mode_nr < NUM_GAME_MODES; 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; - for (anim_nr = 0; anim_nr < ctrl->num_anims; 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; - for (part_nr = 0; part_nr < anim->num_parts_all; 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]; @@ -1479,17 +1513,32 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked) if (!part->clickable) continue; + if (part->state != ANIM_STATE_RUNNING) + continue; + + // always handle "any" click events (clicking anywhere on screen) ... if (isClickablePart(part, ANIM_EVENT_ANY)) - any_part_clicked = part->clicked = TRUE; + anything_clicked = setPartClicked(part); + + // ... but only handle the first (topmost) clickable animation + if (any_part_clicked) + continue; if (isClickedPart(part, mx, my, clicked)) { #if 0 - printf("::: %d.%d CLICKED\n", anim_nr, part_nr); + 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; + + any_part_clicked = TRUE; + if (isClickablePart(part, ANIM_EVENT_SELF)) - any_part_clicked = part->clicked = TRUE; + anything_clicked = setPartClicked(part); // check if this click is defined to trigger other animations int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X" @@ -1510,8 +1559,22 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked) { struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr]; + if (part2->state != ANIM_STATE_RUNNING) + continue; + if (isClickablePart(part2, mask)) - any_part_clicked = part2->clicked = TRUE; + { + setPartClicked(part2); + +#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; @@ -1532,7 +1595,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked) } } - return any_part_clicked; + return anything_clicked; } static void ResetGlobalAnim_Clickable()