X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=d2b9d174f43291cabbbe4f401acb8d81ac72547e;hb=7c7e7cdffd71411237095985d1a1c3898a80b886;hp=b59057d83cb383e5b5d789160c6210a4d28c1154;hpb=059193b746b5073a7288c5ce2e94f2f4afe38605;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index b59057d8..d2b9d174 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -292,6 +292,18 @@ static boolean use_native_bd_graphics_engine(void) } #endif +/* returns true if the element is a player */ +static inline boolean is_player(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_PLAYER) != 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; +} + int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { GdCave *cave = game->cave; @@ -357,7 +369,12 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) if (!(game->last_element_buffer[y][x] & SKIPPED)) { /* redraw previous game element on the cave field the new element is moving to */ - int tile_old = game->last_element_buffer[y][x] & ~SKIPPED; + int tile_old = game->last_element_buffer[y][x]; + + /* only redraw previous game element if it is not collectible (like dirt etc.) */ + if (is_collectible(tile_old)) + tile_old = O_SPACE; + struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame]; blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, @@ -369,18 +386,20 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) 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); - - if (old_x >= cave->x1 && - old_x <= cave->x2 && - old_y >= cave->y1 && - old_y <= cave->y2) + int tile_from = game->element_buffer[old_y][old_x]; + 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); + boolean old_is_visible = (old_x >= cave->x1 && + old_x <= cave->x2 && + old_y >= cave->y1 && + old_y <= cave->y2); + + if (old_is_visible) { - if (game->dir_buffer[old_y][old_x] == GD_MV_STILL) + if (!old_is_moving && !old_is_player) { /* redraw game element on the cave field the element is moving from */ - int tile_from = game->element_buffer[old_y][old_x]; - struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0]; - blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, sx + dx * cell_size, sy + dy * cell_size); @@ -388,7 +407,7 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) } else { - /* if old tile also moving (like pushing player), do not redraw it again */ + /* if old tile also moving (like pushing player), do not redraw tile background */ game->last_element_buffer[old_y][old_x] |= SKIPPED; } } @@ -397,11 +416,21 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax); int shift = cell_size * itercycle / game->itermax; - sx += dx * shift; - sy += dy * shift; - } + blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, + sx + dx * shift, sy + dy * shift); - blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); + /* special case: redraw player snapping a game element */ + if (old_is_visible && old_is_player && !old_is_moving) + { + /* redraw game element on the cave field the element is moving from */ + blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size, + sx + dx * cell_size, sy + dy * cell_size); + } + } + else + { + blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); + } #if DO_GFX_SANITY_CHECK if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)