X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fanim.c;h=0cb2023d85b6b21f1eb0f14bcf551f352942ace2;hb=895d5cb3;hp=d780658c39e8c4567542f79b86d0476a42c95082;hpb=a761d121263d681381a61087f110a9320626a8d0;p=rocksndiamonds.git diff --git a/src/anim.c b/src/anim.c index d780658c..0cb2023d 100644 --- a/src/anim.c +++ b/src/anim.c @@ -17,6 +17,7 @@ #include "files.h" #include "events.h" #include "screens.h" +#include "tape.h" #define DEBUG_ANIM_DELAY 0 @@ -114,6 +115,8 @@ struct GlobalAnimPartControlInfo struct GraphicInfo graphic_info; struct GraphicInfo control_info; + boolean class_playfield_or_door; + int viewport_x; int viewport_y; int viewport_width; @@ -122,6 +125,9 @@ struct GlobalAnimPartControlInfo 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; @@ -131,6 +137,9 @@ struct GlobalAnimPartControlInfo int anim_delay_counter; int post_delay_counter; + int fade_delay_counter; + int fade_alpha; + boolean init_event_state; boolean anim_event_state; @@ -304,6 +313,12 @@ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, 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; @@ -345,10 +360,8 @@ static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2) (struct GlobalAnimPartControlInfo *)obj2; int compare_result; - if (o1->control_info.draw_order != o2->control_info.draw_order) - compare_result = o1->control_info.draw_order - o2->control_info.draw_order; - else - compare_result = o1->nr - o2->nr; + // do not sort animations parts by draw order (as it would be confusing) + compare_result = o1->nr - o2->nr; return compare_result; } @@ -369,6 +382,27 @@ static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2) 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; @@ -501,6 +535,10 @@ static void InitGlobalAnimControls(void) anim->state = ANIM_STATE_INACTIVE; + // if draw order is undefined, set to default value "0" + if (anim->control_info.draw_order == ARG_UNDEFINED_VALUE) + anim->control_info.draw_order = 0; + part_nr = 0; for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++) @@ -568,19 +606,14 @@ static void InitGlobalAnimControls(void) anim->has_base = TRUE; } - // apply special settings for pointer-style animations - if (part->control_info.class == get_hash_from_key("pointer")) - { - // force animation to be on top (must set anim and part control) - if (anim->control_info.draw_order == 0) - anim->control_info.draw_order = 1000000; - if (part->control_info.draw_order == 0) - part->control_info.draw_order = 1000000; - - // force animation to pass-through clicks (must set part control) - if (part->control_info.style == STYLE_DEFAULT) - part->control_info.style |= STYLE_PASSTHROUGH; - } + // force pointer-style animations to pass-through clicks + if (part->control_info.class == get_hash_from_key("pointer") && + part->control_info.style == STYLE_DEFAULT) + part->control_info.style |= STYLE_PASSTHROUGH; + + // if draw order is undefined, inherit it from main animation + if (part->control_info.draw_order == ARG_UNDEFINED_VALUE) + part->control_info.draw_order = anim->control_info.draw_order; } if (anim->num_parts > 0 || anim->has_base) @@ -702,6 +735,7 @@ static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part, 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++) @@ -748,6 +782,8 @@ static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part, 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); @@ -854,6 +890,10 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) } } + // 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; @@ -914,6 +954,10 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) 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 @@ -967,8 +1011,6 @@ void DrawGlobalAnimations(int drawing_target, int drawing_stage) ResetGlobalAnim_Clicked(); } - DrawEnvelopeRequestToScreen(drawing_target, drawing_stage); - if (gfx.cursor_mode_override != last_cursor_mode_override) SetMouseCursor(gfx.cursor_mode); } @@ -989,6 +1031,8 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part 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")) { @@ -1026,6 +1070,8 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part 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")) { @@ -1043,6 +1089,8 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part viewport_width = VXSIZE; viewport_height = VYSIZE; } + + part->class_playfield_or_door = TRUE; } else // default: "playfield" { @@ -1050,6 +1098,8 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part viewport_y = REAL_SY; viewport_width = FULL_SXSIZE; viewport_height = FULL_SYSIZE; + + part->class_playfield_or_door = TRUE; } if (viewport_x != part->viewport_x || @@ -1210,24 +1260,31 @@ static boolean checkGlobalAnimEvent(int anim_event, int mask) 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; @@ -1293,6 +1350,28 @@ static boolean clickConsumed(struct GlobalAnimPartControlInfo *part) 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, @@ -1318,7 +1397,7 @@ static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part, { 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)) @@ -1360,7 +1439,10 @@ static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part, } } -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]; @@ -1378,13 +1460,37 @@ static void InitGlobalAnim_Triggered_ByCustomElement(int nr, int page) { 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); @@ -1432,6 +1538,11 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, 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; @@ -1464,6 +1575,18 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, 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; @@ -1566,7 +1689,7 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, 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; @@ -1595,9 +1718,13 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, 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) @@ -1673,6 +1800,14 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, 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); @@ -1691,8 +1826,16 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *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; @@ -1815,9 +1958,13 @@ static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, 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) @@ -1989,6 +2136,11 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) { 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; @@ -2102,11 +2254,16 @@ void RestartGlobalAnimsByStatus(int status) 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; @@ -2143,11 +2300,13 @@ int getGlobalAnimSyncFrame(void) 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); }