return (gd_elements[element & O_MASK].properties & P_PLAYER) != 0;
}
+// returns true if the element is diggable
+static inline boolean is_diggable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_DIGGABLE) != 0;
+}
+
// returns true if the element is collectible
static inline boolean is_collectible(const int element)
{
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
+// returns true if the element is pushable
+static inline boolean is_pushable(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_PUSHABLE) != 0;
+}
+
+// returns true if the element can move
+static inline boolean can_move(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_MOVE) != 0;
+}
+
+// returns true if the element can fall
+static inline boolean can_fall(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
+}
+
// returns true if the element is exploding
static inline boolean is_explosion(const int element)
{
int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
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];
+ 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];
boolean old_is_player = is_player(tile_from);
boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);