return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
}
+// returns true if the element is walkable
+static inline boolean el_walkable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_WALKABLE) != 0;
+}
+
// returns true if the element is diggable
static inline boolean el_diggable(const int element)
{
if (cave->player_state == GD_PL_EXITED)
use_smooth_movements = FALSE;
+ // do not use smooth movement animation for player stirring the pot
+ if (tile == O_PLAYER_STIRRING)
+ use_smooth_movements = FALSE;
+
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
{
int old_x = cave->getx(cave, x + dx, y + dy);
int old_y = cave->gety(cave, x + dx, y + dy);
int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
+ int tile_last = game->last_element_buffer[y][x] & ~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_player = el_player(tile_from);
old_x <= cave->x2 &&
old_y >= cave->y1 &&
old_y <= cave->y2);
+
+ // never treat empty space as "moving" (may happen if player is snap-pushing element)
+ if (tile_from == O_SPACE)
+ old_is_moving = FALSE;
+
if (old_is_visible)
{
if (!old_is_moving && !old_is_player)
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
+ // when drawing player over walkable elements, always use masked drawing
+ // (does not use masking if moving from walkable to diggable tiles etc.)
+ if (el_player(tile) && el_walkable(tile_from) && el_walkable(tile_last))
+ blit_bitmap = BlitBitmapMasked;
+
blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
sx + dx * shift, sy + dy * shift);