struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
- boolean class_playfield;
+ boolean class_playfield_or_door;
int viewport_x;
int viewport_y;
int anim_delay_counter;
int post_delay_counter;
+ int fade_delay_counter;
+ int fade_alpha;
+
boolean init_event_state;
boolean anim_event_state;
}
else if (mode & ANIM_LEVEL_NR) // play frames by level number
{
- int level_pos = level_nr - leveldir_current->first_level;
+ int level_pos = level_nr - gfx.anim_first_level;
frame = level_pos % num_frames;
}
return compare_result;
}
-static boolean isPausedOnPlayfield(struct GlobalAnimPartControlInfo *part)
+static boolean isPausedOnPlayfieldOrDoor(struct GlobalAnimPartControlInfo *part)
{
- // only pause playfield animations when playing
+ // only pause playfield and door animations when playing
if (game_status != GAME_MODE_PLAYING)
return FALSE;
if (checkGameEnded())
return FALSE;
- // only pause animations on playfield
- if (!part->class_playfield)
+ // 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)
+ // only pause animations when engine is paused or request dialog is active
+ if (!tape.pausing && !game.request_active)
return FALSE;
return TRUE;
Bitmap *fade_bitmap =
(drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
+ int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
int x, y;
for (y = 0; y < c->stacked_yfactor; y++)
dst_x += part->viewport_x;
dst_y += part->viewport_y;
+ SetBitmapAlphaNextBlit(src_bitmap, alpha);
+
if (drawing_target == DRAW_TO_SCREEN)
blit_screen(src_bitmap, src_x, src_y, width, height,
dst_x, dst_y);
if (part->drawing_stage != drawing_stage)
continue;
- // if game is paused, also pause playfield animations
- if (isPausedOnPlayfield(part))
+ // 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;
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
- part->class_playfield = FALSE;
+ 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_width = FULL_SXSIZE;
viewport_height = FULL_SYSIZE;
- part->class_playfield = TRUE;
+ part->class_playfield_or_door = TRUE;
}
if (viewport_x != part->viewport_x ||
return TRUE;
}
}
-
- if (part->anim_event_state)
+ else if (part->anim_event_state)
{
int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
- if (!(part2->state & ANIM_STATE_RUNNING))
+ if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
continue;
if (isClickablePart(part2, mask))
{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
- if (!(part2->state & ANIM_STATE_RUNNING))
+ if (!(part2->state & (ANIM_STATE_RUNNING | ANIM_STATE_WAITING)))
continue;
if (isClickablePart(part2, mask) && !part2->triggered)
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+ int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
- // if game is paused, also pause playfield animations
- if (isPausedOnPlayfield(part))
+ // if game is paused, also pause playfield and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
return state;
if (viewport_changed)
if (part->anim_random_frame == -1)
part->anim_random_frame = GetSimpleRandom(g->anim_frames);
+ if (c->fade_mode & FADE_MODE_FADE)
+ {
+ // when fading in screen, first frame is 100 % transparent or opaque
+ part->fade_delay_counter = c->fade_delay + 1;
+ part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
+ }
+ else
+ {
+ part->fade_delay_counter = 0;
+ part->fade_alpha = -1;
+ }
+
if (c->direction & MV_HORIZONTAL)
{
int pos_bottom = part->viewport_height - g->height;
return ANIM_STATE_WAITING;
}
+ if (part->fade_delay_counter > 0)
+ {
+ part->fade_delay_counter--;
+ part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
+ c->fade_delay - part->fade_delay_counter :
+ part->fade_delay_counter) / c->fade_delay;
+ }
+
// special case to prevent expiring loop sounds when playing
PlayGlobalAnimSoundIfLoop(part);
for (i = 0; i < num_parts; i++)
anim->part[i].state = ANIM_STATE_INACTIVE;
- // ... then set current animation parts to "running"
+ // ... then set current animation part to "running" ...
part->state = ANIM_STATE_RUNNING;
+ // ... unless it is waiting for an initial event
+ if (part->init_event_state)
+ part->state = ANIM_STATE_WAITING;
+
anim->state = HandleGlobalAnim_Part(part, anim->state);
if (anim->state & ANIM_STATE_RESTART)
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--)
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ // if request dialog is active, only handle pointer-style animations
+ if (game.request_active &&
+ part->control_info.class != get_hash_from_key("pointer"))
+ continue;
+
if (clicked_event == ANIM_CLICKED_RESET)
{
part->clicked = FALSE;