X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fanim.c;h=3e2f1222ee1bc82b0ced39b0f20c0313cef0203a;hb=77c74cbf7569a65f71e004fab915a8b6ee73cbed;hp=0aa1c0f4ff12a0970415d9c2b5f67f87429f8b04;hpb=1ca0fee4ac95ccdbcd409ea064c1a2c4de68fc91;p=rocksndiamonds.git diff --git a/src/anim.c b/src/anim.c index 0aa1c0f4..3e2f1222 100644 --- a/src/anim.c +++ b/src/anim.c @@ -242,6 +242,9 @@ int getAnimationFrame(int num_frames, int delay, int mode, int start_frame, { int frame = 0; + if (delay < 1) // delay must be at least 1 + delay = 1; + sync_frame += start_frame * delay; if (mode & ANIM_LOOP) // looping animation @@ -1760,9 +1763,11 @@ static void InitGlobalAnim_Clickable(void) static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) { boolean click_consumed = FALSE; + boolean anything_clicked = FALSE; boolean any_part_clicked = FALSE; boolean any_event_action = FALSE; 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--) @@ -1803,7 +1808,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; + anything_clicked = part->clicked = TRUE; click_consumed |= clickConsumed(part); } @@ -1816,7 +1821,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; + anything_clicked = part->clicked = TRUE; click_consumed |= clickConsumed(part); } @@ -1846,7 +1851,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) part->old_anim_nr + 1, part->old_nr + 1); #endif - part->clicked = TRUE; + anything_clicked = part->clicked = TRUE; click_consumed |= clickConsumed(part); } @@ -1858,13 +1863,17 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event) } } - if (click_consumed) + if (anything_clicked) { handle_click = TRUE; - HandleGlobalAnim(ANIM_CONTINUE, game_status); + for (i = 0; i < NUM_GAME_MODES; i++) + HandleGlobalAnim(ANIM_CONTINUE, i); handle_click = FALSE; + + // prevent ignoring release event if processed within same game frame + StopProcessingEvents(); } return (click_consumed || any_event_action);