#include "files.h"
#include "events.h"
#include "screens.h"
+#include "tape.h"
#define DEBUG_ANIM_DELAY 0
struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
+ boolean class_playfield_or_door;
+
int viewport_x;
int viewport_y;
int viewport_width;
else
frame = gfx.anim_random_frame % num_frames;
}
+ else if (mode & ANIM_LEVEL_NR) // play frames by level number
+ {
+ int level_pos = level_nr - leveldir_current->first_level;
+
+ frame = level_pos % num_frames;
+ }
else if (mode & (ANIM_CE_VALUE | ANIM_CE_SCORE | ANIM_CE_DELAY))
{
frame = sync_frame % num_frames;
return compare_result;
}
+static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
+{
+ // only pause playfield and door animations when playing
+ if (game_status != GAME_MODE_PLAYING)
+ return FALSE;
+
+ // do not pause animations when game ended (and engine is running)
+ if (checkGameEnded())
+ return FALSE;
+
+ // only pause animations on playfield and doors
+ if (!part->class_playfield_or_door)
+ return FALSE;
+
+ // only pause animations when engine is paused or request dialog is open(ing)
+ if (!tape.pausing && !game.request_active_or_moving)
+ return FALSE;
+
+ return TRUE;
+}
+
static void InitToonControls(void)
{
int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
}
}
+ // when restarting global animations, do not redraw them, but stop here
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
+ return;
+
if (global.anim_status == GAME_MODE_LOADING)
return;
if (part->drawing_stage != drawing_stage)
continue;
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ part->initial_anim_sync_frame++;
+
sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
// re-initialize random animation frame after animation delay
ResetGlobalAnim_Clicked();
}
- DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
-
if (gfx.cursor_mode_override != last_cursor_mode_override)
SetMouseCursor(gfx.cursor_mode);
}
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
+ part->class_playfield_or_door = FALSE;
+
if (part->control_info.class == get_hash_from_key("window") ||
part->control_info.class == get_hash_from_key("border"))
{
viewport_y = DY;
viewport_width = DXSIZE;
viewport_height = DYSIZE;
+
+ part->class_playfield_or_door = TRUE;
}
else if (part->control_info.class == get_hash_from_key("door_2"))
{
viewport_width = VXSIZE;
viewport_height = VYSIZE;
}
+
+ part->class_playfield_or_door = TRUE;
}
else // default: "playfield"
{
viewport_y = REAL_SY;
viewport_width = FULL_SXSIZE;
viewport_height = FULL_SYSIZE;
+
+ part->class_playfield_or_door = TRUE;
}
if (viewport_x != part->viewport_x ||
return ((part->control_info.style & STYLE_PASSTHROUGH) ? FALSE : TRUE);
}
+static void SetGlobalAnimPartTileXY(struct GlobalAnimPartControlInfo *part)
+{
+ // calculate playfield position (with scrolling) for related CE tile
+ // (do not use FX/FY, which are incorrect during envelope requests)
+ int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
+ int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
+ int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
+ int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
+ int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
+ int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
+ int cx = SX - REAL_SX;
+ int cy = SY - REAL_SY;
+ int x = sx - fx + cx;
+ int y = sy - fy + cy;
+
+ part->tile_xoffset += part->step_xoffset;
+ part->tile_yoffset += part->step_yoffset;
+
+ part->x = x + part->tile_xoffset;
+ part->y = y + part->tile_yoffset;
+}
+
static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
boolean *click_consumed,
boolean *any_event_action,
}
static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
- int x, int y)
+ int x, int y,
+ int trigger_x,
+ int trigger_y)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
if (!(part2->state & ANIM_STATE_RUNNING))
continue;
- if (isClickablePart(part2, mask))
+ if (isClickablePart(part2, mask) && !part2->triggered)
{
struct GraphicInfo *c = &part2->control_info;
- if (c->position == POS_CE)
+ if (c->position == POS_CE ||
+ c->position == POS_CE_TRIGGER)
{
// store CE tile and offset position to handle scrolling
- part2->tile_x = x;
- part2->tile_y = y;
+ part2->tile_x = (c->position == POS_CE_TRIGGER ? trigger_x : x);
+ part2->tile_y = (c->position == POS_CE_TRIGGER ? trigger_y : y);
part2->tile_xoffset = c->x;
part2->tile_yoffset = c->y;
+ // set resulting animation position relative to CE tile position
+ // (but only for ".init_event", not ".anim_event" type events)
+ if (part2->init_event_state)
+ SetGlobalAnimPartTileXY(part2);
+
// restart animation (by using current sync frame)
part2->initial_anim_sync_frame = anim_sync_frame;
}
part2->triggered = TRUE;
+ // do not trigger any other animation if CE change event was consumed
+ if (c->style == STYLE_CONSUME_CE_EVENT)
+ return;
+
#if 0
Debug("anim:InitGlobalAnim_Triggered_ByCustomElement",
"%d.%d TRIGGERED BY CE %d", anim2_nr, part2_nr, nr + 1);
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ return state;
+
if (viewport_changed)
state |= ANIM_STATE_RESTART;
part->init_event_state)
{
if (part->initial_anim_sync_frame > 0)
- {
- if (part->init_delay_counter > 0)
- part->initial_anim_sync_frame -= part->init_delay_counter - 1;
- else
- part->initial_anim_sync_frame = anim_sync_frame;
- }
+ part->initial_anim_sync_frame = anim_sync_frame;
part->init_delay_counter = 1;
part->init_event_state = FALSE;
HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
- }
- return ANIM_STATE_WAITING;
+ // continue with state ANIM_STATE_RUNNING (set below)
+ }
+ else
+ {
+ return ANIM_STATE_WAITING;
+ }
}
if (part->init_event_state)
}
#endif
- if (c->position == POS_CE)
+ if (c->position == POS_CE ||
+ c->position == POS_CE_TRIGGER)
{
- // calculate playfield position (with scrolling) for related CE tile
- int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
- int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
- int sx = FX + SCREENX(part->tile_x) * TILEX_VAR;
- int sy = FY + SCREENY(part->tile_y) * TILEY_VAR;
- int x = sx - fx;
- int y = sy - fy;
-
- part->tile_xoffset += part->step_xoffset;
- part->tile_yoffset += part->step_yoffset;
-
- part->x = x + part->tile_xoffset;
- part->y = y + part->tile_yoffset;
+ SetGlobalAnimPartTileXY(part);
}
else
{
global.anim_status = status;
// force restarting global animations by changed global animation status
- SDLRedrawWindow();
+ DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
global.anim_status = anim_status_last;
}
+void SetAnimStatusBeforeFading(int status)
+{
+ anim_status_last_before_fading = status;
+}
+
boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;
return anim_sync_frame;
}
-void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y)
+void HandleGlobalAnimEventByElementChange(int element, int page, int x, int y,
+ int trigger_x, int trigger_y)
{
if (!IS_CUSTOM_ELEMENT(element))
return;
// custom element stored as 0 to 255, change page stored as 1 to 32
InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
- x, y);
+ x, y, trigger_x, trigger_y);
}