FreeAllImageTextures();
+ for (i = IMG_GLOBAL_BORDER_FIRST; i <= IMG_GLOBAL_BORDER_LAST; i++)
+ CreateImageTextures(i);
+
for (i = 0; i < MAX_NUM_TOONS; i++)
CreateImageTextures(IMG_TOON_1 + i);
g->step_offset = parameter[GFX_ARG_STEP_OFFSET];
g->step_xoffset = parameter[GFX_ARG_STEP_XOFFSET];
g->step_yoffset = parameter[GFX_ARG_STEP_YOFFSET];
- g->step_frames = parameter[GFX_ARG_STEP_FRAMES];
g->step_delay = parameter[GFX_ARG_STEP_DELAY];
g->direction = parameter[GFX_ARG_DIRECTION];
g->position = parameter[GFX_ARG_POSITION];
/* this is only used for drawing envelope graphics */
g->draw_masked = parameter[GFX_ARG_DRAW_MASKED];
+ /* used for toon animations and global animations */
+ g->draw_order = parameter[GFX_ARG_DRAW_ORDER];
+
/* optional graphic for cloning all graphics settings */
if (parameter[GFX_ARG_CLONE_FROM] != ARG_UNDEFINED_VALUE)
g->clone_from = parameter[GFX_ARG_CLONE_FROM];
InitGadgets();
print_timestamp_time("InitGadgets");
InitToons();
+ InitGlobalAnimations();
print_timestamp_time("InitToons");
InitDoors();
print_timestamp_time("InitDoors");
global.frames_per_second = 0;
- global.border_status = GAME_MODE_MAIN;
+ global.border_status = GAME_MODE_LOADING;
+ global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
global.use_envelope_request = FALSE;
}
InitGfxDrawBusyAnimFunction(DrawInitAnim);
InitGfxDrawGlobalAnimFunction(DrawGlobalAnim);
+ InitGfxDrawGlobalBorderFunction(DrawMaskedBorderToScreen);
/* use copy of busy animation to prevent change while reloading artwork */
init_last = init;
print_timestamp_init("ReloadCustomArtwork");
- game_status = GAME_MODE_LOADING;
+ SetGameStatus(GAME_MODE_LOADING);
FadeOut(REDRAW_ALL);
print_timestamp_time("InitMusic");
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
init_last = init; /* switch to new busy animation */
{
print_timestamp_init("OpenAll");
- game_status = GAME_MODE_LOADING;
+ SetGameStatus(GAME_MODE_LOADING);
InitCounter();
return;
}
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
FadeSetEnterScreen();
if (!(fading.fade_mode & FADE_TYPE_TRANSFORM))