X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=5da166f2f5bed8aaf28db0990fa03b181acf4782;hb=8fdd23c078934ae797980a824fd145903c84cae7;hp=96e9b20c2fb277d542de9386d9082ee736ee440a;hpb=a3edb6437b8864290bab53bfc3bd1da9595879c1;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 96e9b20c..5da166f2 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -363,6 +363,11 @@ static boolean surface_has_c64_colors(SDL_Surface *surface) return has_c64_colors; } +boolean gd_bitmap_has_c64_colors(Bitmap *bitmap) +{ + return surface_has_c64_colors(bitmap->surface); +} + // sets one of the colors in the indexed palette of an sdl surface to a GdColor. static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col) { @@ -538,6 +543,12 @@ static inline boolean el_player(const int element) 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) { @@ -631,6 +642,10 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d 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) { @@ -681,6 +696,7 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d 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); @@ -689,6 +705,11 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d 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) @@ -712,6 +733,11 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d 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);