fixed detecting running animations ('restart' bit may also be set)
[rocksndiamonds.git] / src / anim.c
index 454389d573d4b2bd757fec251f758f8b4ceaf261..28af9c0027e8bcfc19d8285eab6abb5d14855bb1 100644 (file)
@@ -880,14 +880,21 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part
     int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
     int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
 
-    viewport_x = mx + part->control_info.x;
-    viewport_y = my + part->control_info.y;
+    // prevent displaying off-screen custom mouse cursor in upper left corner
+    if (gfx.mouse_x == POS_OFFSCREEN &&
+       gfx.mouse_y == POS_OFFSCREEN)
+      mx = my = POS_OFFSCREEN;
+
+    viewport_x = mx - part->control_info.x;
+    viewport_y = my - part->control_info.y;
     viewport_width  = part->graphic_info.width;
     viewport_height = part->graphic_info.height;
 
     part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
 
-    gfx.cursor_mode_override = CURSOR_NONE;
+    // do not use global animation mouse pointer when reloading artwork
+    if (global.anim_status != GAME_MODE_LOADING)
+      gfx.cursor_mode_override = CURSOR_NONE;
   }
   else if (part->control_info.class == get_hash_from_key("door_1"))
   {
@@ -931,7 +938,8 @@ static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part
     part->viewport_width  = viewport_width;
     part->viewport_height = viewport_height;
 
-    changed = TRUE;
+    if (part->control_info.class != get_hash_from_key("pointer"))
+      changed = TRUE;
   }
 
   return changed;
@@ -1150,7 +1158,7 @@ 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))
        continue;
 
       if (isClickablePart(part2, mask))
@@ -1783,7 +1791,7 @@ static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
        if (!part->clickable)
          continue;
 
-       if (part->state != ANIM_STATE_RUNNING)
+       if (!(part->state & ANIM_STATE_RUNNING))
          continue;
 
        // always handle "any" click events (clicking anywhere on screen) ...