#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;
int x, y;
int step_xoffset, step_yoffset;
+ int tile_x, tile_y;
+ int tile_xoffset, tile_yoffset;
+
unsigned int initial_anim_sync_frame;
unsigned int anim_random_frame;
int anim_delay_counter;
int post_delay_counter;
+ int fade_delay_counter;
+ int fade_alpha;
+
boolean init_event_state;
boolean anim_event_state;
else
frame = gfx.anim_random_frame % num_frames;
}
+ else if (mode & ANIM_LEVEL_NR) // play frames by level number
+ {
+ int level_pos = level_nr - gfx.anim_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 active
+ if (!tape.pausing && !game.request_active)
+ return FALSE;
+
+ return TRUE;
+}
+
static void InitToonControls(void)
{
int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
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);
}
}
+ // 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 ||
static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
{
struct GraphicInfo *c = &part->control_info;
- int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
- int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
int i;
- for (i = 0; i < num_init_events; i++)
+ if (part->init_event_state)
{
- int init_event = GetGlobalAnimEventValue(c->init_event, i);
+ int num_init_events = GetGlobalAnimEventValueCount(c->init_event);
- if (checkGlobalAnimEvent(init_event, mask))
- return TRUE;
- }
+ for (i = 0; i < num_init_events; i++)
+ {
+ int init_event = GetGlobalAnimEventValue(c->init_event, i);
- for (i = 0; i < num_anim_events; i++)
+ if (checkGlobalAnimEvent(init_event, mask))
+ return TRUE;
+ }
+ }
+ else if (part->anim_event_state)
{
- int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
+ int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event);
- if (checkGlobalAnimEvent(anim_event, mask))
- return TRUE;
+ for (i = 0; i < num_anim_events; i++)
+ {
+ int anim_event = GetGlobalAnimEventValue(c->anim_event, i);
+
+ if (checkGlobalAnimEvent(anim_event, mask))
+ return TRUE;
+ }
}
return FALSE;
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,
{
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))
}
}
-static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page)
+static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page,
+ int x, int y,
+ int trigger_x,
+ int trigger_y)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[GAME_MODE_PLAYING];
{
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))
+ if (isClickablePart(part2, mask) && !part2->triggered)
{
+ struct GraphicInfo *c = &part2->control_info;
+
+ if (c->position == POS_CE ||
+ c->position == POS_CE_TRIGGER)
+ {
+ // store CE tile and offset position to handle scrolling
+ 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 *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 and door animations
+ if (isPausedOnPlayfieldOrDoor(part))
+ return state;
if (viewport_changed)
state |= ANIM_STATE_RESTART;
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;
part->init_event_state)
{
if (part->initial_anim_sync_frame > 0)
- part->initial_anim_sync_frame -= part->init_delay_counter - 1;
+ 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)
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);
}
#endif
- part->x += part->step_xoffset;
- part->y += part->step_yoffset;
+ if (c->position == POS_CE ||
+ c->position == POS_CE_TRIGGER)
+ {
+ SetGlobalAnimPartTileXY(part);
+ }
+ else
+ {
+ part->x += part->step_xoffset;
+ part->y += part->step_yoffset;
+ }
anim->last_x = part->x;
anim->last_y = part->y;
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;
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)
+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);
+ InitGlobalAnim_Triggered_ByCustomElement(element - EL_CUSTOM_START, page + 1,
+ x, y, trigger_x, trigger_y);
}