rnd-20060430-4-src
[rocksndiamonds.git] / src / tools.c
index 1c02798b64ebfdc44019881ff4e400a10f4f401a..65c6255871d133ba329e29f677649d03ef6a0429 100644 (file)
@@ -241,7 +241,8 @@ void BackToFront()
   if (redraw_mask & REDRAW_ALL)
   {
     BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-    redraw_mask = 0;
+
+    redraw_mask = REDRAW_NONE;
   }
 
   if (redraw_mask & REDRAW_FIELD)
@@ -413,6 +414,50 @@ void FadeToFront()
   BackToFront();
 }
 
+void FadeIn(int fade_delay)
+{
+  if (fade_delay == 0)
+  {
+    BackToFront();
+
+    return;
+  }
+
+  FadeScreen(NULL, FADE_MODE_FADE_IN, fade_delay, 0);
+
+  redraw_mask = REDRAW_NONE;
+}
+
+void FadeOut(int fade_delay, int post_delay)
+{
+  if (fade_delay == 0)
+  {
+    ClearRectangle(backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE);
+    BackToFront();
+
+    return;
+  }
+
+  FadeScreen(NULL, FADE_MODE_FADE_OUT, fade_delay, post_delay);
+
+  redraw_mask = REDRAW_NONE;
+}
+
+void FadeCross(int fade_delay)
+{
+  if (fade_delay == 0)
+  {
+    BlitBitmap(bitmap_db_title, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+    BackToFront();
+
+    return;
+  }
+
+  FadeScreen(bitmap_db_title, FADE_MODE_CROSSFADE, fade_delay, 0);
+
+  redraw_mask = REDRAW_NONE;
+}
+
 void SetMainBackgroundImageIfDefined(int graphic)
 {
   if (graphic_info[graphic].bitmap)
@@ -503,6 +548,17 @@ inline int getGraphicAnimationFrame(int graphic, int sync_frame)
   if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
     sync_frame = FrameCounter;
 
+#if 0
+  if (graphic == element_info[EL_CUSTOM_START + 255].graphic[ACTION_DEFAULT] &&
+      sync_frame == 0 &&
+      FrameCounter > 10)
+  {
+    int x = 1 / 0;
+
+    printf("::: FOO!\n");
+  }
+#endif
+
   return getAnimationFrame(graphic_info[graphic].anim_frames,
                           graphic_info[graphic].anim_delay,
                           graphic_info[graphic].anim_mode,
@@ -1396,7 +1452,7 @@ void ShowEnvelope(int envelope_nr)
 
   game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
 
-  PlaySoundStereo(sound_opening, SOUND_MIDDLE);
+  PlayMenuSoundStereo(sound_opening, SOUND_MIDDLE);
 
   if (anim_mode == ANIM_DEFAULT)
     AnimateEnvelope(envelope_nr, ANIM_DEFAULT, ACTION_OPENING);
@@ -1408,7 +1464,7 @@ void ShowEnvelope(int envelope_nr)
   else
     WaitForEventToContinue();
 
-  PlaySoundStereo(sound_closing, SOUND_MIDDLE);
+  PlayMenuSoundStereo(sound_closing, SOUND_MIDDLE);
 
   if (anim_mode != ANIM_NONE)
     AnimateEnvelope(envelope_nr, main_anim_mode, ACTION_CLOSING);
@@ -2502,7 +2558,7 @@ unsigned int MoveDoor(unsigned int door_state)
     door_2.height = VYSIZE;
 
   if (door_state == DOOR_GET_STATE)
-    return(door1 | door2);
+    return (door1 | door2);
 
   if (door_state & DOOR_SET_STATE)
   {
@@ -2511,17 +2567,20 @@ unsigned int MoveDoor(unsigned int door_state)
     if (door_state & DOOR_ACTION_2)
       door2 = door_state & DOOR_ACTION_2;
 
-    return(door1 | door2);
+    return (door1 | door2);
   }
 
-  if (door1 == DOOR_OPEN_1 && door_state & DOOR_OPEN_1)
-    door_state &= ~DOOR_OPEN_1;
-  else if (door1 == DOOR_CLOSE_1 && door_state & DOOR_CLOSE_1)
-    door_state &= ~DOOR_CLOSE_1;
-  if (door2 == DOOR_OPEN_2 && door_state & DOOR_OPEN_2)
-    door_state &= ~DOOR_OPEN_2;
-  else if (door2 == DOOR_CLOSE_2 && door_state & DOOR_CLOSE_2)
-    door_state &= ~DOOR_CLOSE_2;
+  if (!(door_state & DOOR_FORCE_REDRAW))
+  {
+    if (door1 == DOOR_OPEN_1 && door_state & DOOR_OPEN_1)
+      door_state &= ~DOOR_OPEN_1;
+    else if (door1 == DOOR_CLOSE_1 && door_state & DOOR_CLOSE_1)
+      door_state &= ~DOOR_CLOSE_1;
+    if (door2 == DOOR_OPEN_2 && door_state & DOOR_OPEN_2)
+      door_state &= ~DOOR_OPEN_2;
+    else if (door2 == DOOR_CLOSE_2 && door_state & DOOR_CLOSE_2)
+      door_state &= ~DOOR_CLOSE_2;
+  }
 
   door_delay_value = (door_state & DOOR_ACTION_1 ? door_1.step_delay :
                      door_2.step_delay);
@@ -2570,9 +2629,9 @@ unsigned int MoveDoor(unsigned int door_state)
     {
       /* opening door sound has priority over simultaneously closing door */
       if (door_state & (DOOR_OPEN_1 | DOOR_OPEN_2))
-       PlaySoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
+       PlayMenuSoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
       else if (door_state & (DOOR_CLOSE_1 | DOOR_CLOSE_2))
-       PlaySoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
+       PlayMenuSoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
     }
 
     for (k = start; k <= end && !(door_1_done && door_2_done); k += stepsize)
@@ -2754,13 +2813,15 @@ unsigned int MoveDoor(unsigned int door_state)
        door_2_done = (a == VXSIZE);
       }
 
-      BackToFront();
+      if (!(door_state & DOOR_NO_DELAY))
+      {
+       BackToFront();
 
-      if (game_status == GAME_MODE_MAIN)
-       DoAnimation();
+       if (game_status == GAME_MODE_MAIN)
+         DoAnimation();
 
-      if (!(door_state & DOOR_NO_DELAY))
        WaitUntilDelayReached(&door_delay, door_delay_value);
+      }
     }
   }
 
@@ -5853,3 +5914,60 @@ void InitGraphicInfo_EM(void)
   exit(0);
 #endif
 }
+
+void PlayMenuSound()
+{
+  int sound = menu.sound[game_status];
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+    return;
+
+  if (IS_LOOP_SOUND(sound))
+    PlaySoundLoop(sound);
+  else
+    PlaySound(sound);
+}
+
+void PlayMenuSoundStereo(int sound, int stereo_position)
+{
+  if (sound == SND_UNDEFINED)
+    return;
+
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+    return;
+
+  if (IS_LOOP_SOUND(sound))
+    PlaySoundExt(sound, SOUND_MAX_VOLUME, stereo_position, SND_CTRL_PLAY_LOOP);
+  else
+    PlaySoundStereo(sound, stereo_position);
+}
+
+void PlayMenuSoundIfLoop()
+{
+  int sound = menu.sound[game_status];
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(sound)))
+    return;
+
+  if (IS_LOOP_SOUND(sound))
+    PlaySoundLoop(sound);
+}
+
+void PlayMenuMusic()
+{
+  int music = menu.music[game_status];
+
+  if (music == MUS_UNDEFINED)
+    return;
+
+  PlayMusic(music);
+}