X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fanim.c;h=3c58fa917d04072d2e9e1263efe3bccd3fb52a70;hb=90028d7d5240bfc3b674491c615f5f2abd0ca06d;hp=c457936bcd7582b48c65f3c0c2143ea7753e993b;hpb=03202ac75897c6b698a7bd97ffa041ca0e94d9b2;p=rocksndiamonds.git diff --git a/src/anim.c b/src/anim.c index c457936b..3c58fa91 100644 --- a/src/anim.c +++ b/src/anim.c @@ -115,7 +115,7 @@ struct GlobalAnimPartControlInfo struct GraphicInfo graphic_info; struct GraphicInfo control_info; - boolean class_playfield; + boolean class_playfield_or_door; int viewport_x; int viewport_y; @@ -137,6 +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; @@ -381,9 +384,9 @@ static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2) 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; @@ -391,12 +394,12 @@ static boolean isPausedOnPlayfield(struct GlobalAnimPartControlInfo *part) 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; @@ -735,6 +738,7 @@ 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++) @@ -781,6 +785,8 @@ 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); @@ -951,8 +957,8 @@ static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage) 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; @@ -1028,7 +1034,7 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part 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")) @@ -1067,6 +1073,8 @@ 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")) { @@ -1084,6 +1092,8 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part viewport_width = VXSIZE; viewport_height = VYSIZE; } + + part->class_playfield_or_door = TRUE; } else // default: "playfield" { @@ -1092,7 +1102,7 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part viewport_width = FULL_SXSIZE; viewport_height = FULL_SYSIZE; - part->class_playfield = TRUE; + part->class_playfield_or_door = TRUE; } if (viewport_x != part->viewport_x || @@ -1267,8 +1277,7 @@ static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask) return TRUE; } } - - if (part->anim_event_state) + else if (part->anim_event_state) { int num_anim_events = GetGlobalAnimEventValueCount(c->anim_event); @@ -1391,7 +1400,7 @@ 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)) @@ -1434,7 +1443,9 @@ static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part, } 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]; @@ -1452,23 +1463,26 @@ 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) && !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 - SetGlobalAnimPartTileXY(part2); + // (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; @@ -1527,9 +1541,10 @@ 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 animations - if (isPausedOnPlayfield(part)) + // if game is paused, also pause playfield and door animations + if (isPausedOnPlayfieldOrDoor(part)) return state; if (viewport_changed) @@ -1563,6 +1578,18 @@ 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; @@ -1776,6 +1803,14 @@ 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); @@ -1794,7 +1829,8 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, } #endif - if (c->position == POS_CE) + if (c->position == POS_CE || + c->position == POS_CE_TRIGGER) { SetGlobalAnimPartTileXY(part); } @@ -1925,9 +1961,13 @@ 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) @@ -2258,12 +2298,13 @@ int getGlobalAnimSyncFrame(void) 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); }