/* caught up with the desired position. smaller is better. */
int scroll_speed = cell_size * 20 / game->cave->speed;
+ if (!setup.bd_scroll_delay)
+ exact_scroll = TRUE;
+
if (immediate)
scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
+/* returns true if the element is exploding */
+static inline boolean is_explosion(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
+}
+
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
{
void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
- boolean use_smooth_movements = TRUE;
+ boolean use_smooth_movements =
+ ((setup.bd_smooth_movements == TRUE) ||
+ (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
+
+ // do not use smooth movement animation for exploding game elements (like player)
+ if (is_explosion(tile) && dir != GD_MV_STILL)
+ use_smooth_movements = FALSE;
+
+ // do not use smooth movement animation for player entering exit (engine stopped)
+ if (cave->player_state == GD_PL_EXITED)
+ use_smooth_movements = FALSE;
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)