{
return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
}
// returns true if the element is diggable
{
return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
}
// returns true if the element is diggable
{
return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
}
// returns true if the element is collectible
{
return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
}
// returns true if the element is collectible
{
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
// returns true if the element is pushable
{
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
// returns true if the element is pushable
{
return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
}
// returns true if the element can move
{
return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
}
// returns true if the element can move
{
return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
}
// returns true if the element can fall
{
return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
}
// returns true if the element can fall
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
- boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile));
- boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x]));
+ boolean is_movable = (el_can_move(tile) || el_falling(tile) || el_pushable(tile) ||
+ el_player(tile));
+ boolean is_movable_or_diggable = (is_movable || el_diggable(game->last_element_buffer[y][x]));
- boolean use_smooth_movements =
- ((setup.bd_smooth_movements == TRUE) ||
- (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
+ boolean use_smooth_movements = use_bd_smooth_movements();
use_smooth_movements = FALSE;
// do not use smooth movement animation for player entering exit (engine stopped)
use_smooth_movements = FALSE;
// do not use smooth movement animation for player entering exit (engine stopped)
int tile_last = game->last_element_buffer[y][x];
// only redraw previous game element if it is diggable (like dirt etc.)
int tile_last = game->last_element_buffer[y][x];
// only redraw previous game element if it is diggable (like dirt etc.)
int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
boolean old_is_visible = (old_x >= cave->x1 &&
old_x <= cave->x2 &&
boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
boolean old_is_visible = (old_x >= cave->x1 &&
old_x <= cave->x2 &&