X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=62981ec8dafccc0045cae1065122355335c433aa;hb=676a1f66491c208d47c2b5bc6e9ce18e0a28005c;hp=ac84de400c9329c275e06d9ceae1e02364e9153f;hpb=046fddade0aad54e0e2f41736d18701e12bd3dd1;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index ac84de40..62981ec8 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -307,6 +307,12 @@ static inline boolean is_collectible(const int element) 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) = @@ -318,7 +324,17 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d 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)