X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fanim.c;h=dec9d18ee61d49cf1667e61298111e2c9f9060d0;hp=9ab9f6dcf4356b4d9ec45300daed590a5103fa37;hb=b641818c787e48bbf03ce2a0cd5b542c4c21e523;hpb=1c7bb353048c08f4f49c31c81d480c94363bd9ce diff --git a/src/anim.c b/src/anim.c index 9ab9f6dc..dec9d18e 100644 --- a/src/anim.c +++ b/src/anim.c @@ -4,7 +4,7 @@ // (c) 1995-2014 by Artsoft Entertainment // Holger Schemel // info@artsoft.org -// http://www.artsoft.org/ +// https://www.artsoft.org/ // ---------------------------------------------------------------------------- // anim.c // ============================================================================ @@ -108,6 +108,7 @@ struct GlobalAnimPartControlInfo int step_xoffset, step_yoffset; unsigned int initial_anim_sync_frame; + unsigned int anim_random_frame; unsigned int step_delay, step_delay_value; int init_delay_counter; @@ -242,6 +243,9 @@ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, { int frame = 0; + if (delay < 1) // delay must be at least 1 + delay = 1; + sync_frame += start_frame * delay; if (mode & ANIM_LOOP) // looping animation @@ -409,6 +413,7 @@ static void InitToonControls(void) part->control_info.y = ARG_UNDEFINED_VALUE; part->initial_anim_sync_frame = 0; + part->anim_random_frame = -1; part->step_delay = 0; part->step_delay_value = graphic_info[control].step_delay; @@ -513,6 +518,7 @@ static void InitGlobalAnimControls(void) part->control_info = graphic_info[control]; part->initial_anim_sync_frame = 0; + part->anim_random_frame = -1; part->step_delay = 0; part->step_delay_value = graphic_info[control].step_delay; @@ -764,6 +770,7 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) (g->draw_masked ? BlitBitmapMasked : BlitBitmap); void (*blit_screen)(Bitmap *, int, int, int, int, int, int) = (g->draw_masked ? BlitToScreenMasked : BlitToScreen); + int last_anim_random_frame = gfx.anim_random_frame; if (!(part->state & ANIM_STATE_RUNNING)) continue; @@ -796,10 +803,21 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) dst_y += part->viewport_y; 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); + + 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); + gfx.anim_random_frame = last_anim_random_frame; + getFixedGraphicSource(part->graphic, frame, &src_bitmap, &src_x, &src_y); @@ -1128,6 +1146,11 @@ static boolean isClickedPart(struct GlobalAnimPartControlInfo *part, return TRUE; } +static boolean clickBlocked(struct GlobalAnimPartControlInfo *part) +{ + return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE); +} + static boolean clickConsumed(struct GlobalAnimPartControlInfo *part) { return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE); @@ -1164,7 +1187,7 @@ static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part, if (isClickablePart(part2, mask)) { part2->triggered = TRUE; - *click_consumed = clickConsumed(part); // click was on "part"! + *click_consumed |= clickConsumed(part); // click was on "part"! #if DEBUG_ANIM_EVENTS printf("::: => %d.%d TRIGGERED BY %s OF %d.%d\n", @@ -1260,6 +1283,10 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, part->initial_anim_sync_frame = (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter); + // do not re-initialize random animation frame after fade-in + if (part->anim_random_frame == -1) + part->anim_random_frame = GetSimpleRandom(g->anim_frames); + if (c->direction & MV_HORIZONTAL) { int pos_bottom = part->viewport_height - g->height; @@ -1760,9 +1787,11 @@ static void InitGlobalAnim_Clickable(void) static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) { boolean click_consumed = FALSE; + boolean anything_clicked = FALSE; boolean any_part_clicked = FALSE; boolean any_event_action = FALSE; int 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--) @@ -1803,8 +1832,8 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - 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) ... @@ -1816,8 +1845,8 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; - click_consumed = clickConsumed(part); + anything_clicked = part->clicked = TRUE; + click_consumed |= clickConsumed(part); } // ... but only handle the first (topmost) clickable animation @@ -1837,7 +1866,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) any_event_action = TRUE; // determine if mouse clicks should be blocked from other animations - any_part_clicked = clickConsumed(part); + any_part_clicked |= clickConsumed(part); if (isClickablePart(part, ANIM_EVENT_SELF)) { @@ -1846,10 +1875,13 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - 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); + // check if this click is defined to trigger other animations InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action, ANIM_EVENT_CLICK, "CLICK"); @@ -1858,13 +1890,17 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) } } - if (click_consumed) + if (anything_clicked) { handle_click = TRUE; - HandleGlobalAnim(ANIM_CONTINUE, game_status); + for (i = 0; i < NUM_GAME_MODES; i++) + HandleGlobalAnim(ANIM_CONTINUE, i); handle_click = FALSE; + + // prevent ignoring release event if processed within same game frame + StopProcessingEvents(); } return (click_consumed || any_event_action);