struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
boolean use_smooth_movements = TRUE;
- /* if game element is just moving, draw movement animation between two tiles */
- if (use_smooth_movements && dir != GD_MV_STILL)
+#if DO_GFX_SANITY_CHECK
+ if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
{
- if (!(game->last_element_buffer[y][x] & SKIPPED))
+ int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
+ int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
+ int new_x = g->src_x / g->width;
+ int new_y = g->src_y / g->height;
+
+ if (new_x != old_x || new_y != old_y)
{
- /* redraw previous game element on the cave field the new element is moving to */
- int tile_last = game->last_element_buffer[y][x];
+ printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
+ tile, frame,
+ new_x, new_y,
+ old_x, old_y,
+ gd_elements[tile].name);
+ }
+ }
+#endif
- /* only redraw previous game element if it is not collectible (like dirt etc.) */
- if (is_collectible(tile_last))
- tile_last = O_SPACE;
+ /* if game element not moving (or no smooth movements requested), simply draw tile */
+ if (dir == GD_MV_STILL || !use_smooth_movements)
+ {
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
- struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
+ return;
+ }
- blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
- }
+ /* draw smooth animation for game element moving between two cave tiles */
- /* get cave field position the game element is moving from */
- int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
- 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];
- 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 (!old_is_moving && !old_is_player)
- {
- /* 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);
+ if (!(game->last_element_buffer[y][x] & SKIPPED))
+ {
+ /* redraw previous game element on the cave field the new element is moving to */
+ int tile_last = game->last_element_buffer[y][x];
- game->element_buffer[old_y][old_x] |= SKIPPED;
- }
- else
- {
- /* if old tile also moving (like pushing player), do not redraw tile background */
- game->last_element_buffer[old_y][old_x] |= SKIPPED;
- }
- }
+ /* only redraw previous game element if it is not collectible (like dirt etc.) */
+ if (is_collectible(tile_last))
+ tile_last = O_SPACE;
- /* get shifted position between cave fields the game element is moving from/to */
- int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
- int shift = cell_size * itercycle / game->itermax;
+ struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
- sx + dx * shift, sy + dy * shift);
+ blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->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)
+ /* get cave field position the game element is moving from */
+ int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
+ 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];
+ 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 (!old_is_moving && !old_is_player)
{
/* 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);
+
+ game->element_buffer[old_y][old_x] |= SKIPPED;
+ }
+ else
+ {
+ /* if old tile also moving (like pushing player), do not redraw tile background */
+ game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
- }
- 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)
- {
- int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
- int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;
- int new_x = g->src_x / g->width;
- int new_y = g->src_y / g->height;
+ /* get shifted position between cave fields the game element is moving from/to */
+ int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
+ int shift = cell_size * itercycle / game->itermax;
- if (new_x != old_x || new_y != old_y)
- {
- printf("::: BAD ANIMATION FOR TILE %d, FRAME %d [NEW(%d, %d) != OLD(%d, %d)] ['%s']\n",
- tile, frame,
- new_x, new_y,
- old_x, old_y,
- gd_elements[tile].name);
- }
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
+ sx + dx * shift, sy + dy * shift);
+
+ /* 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);
}
-#endif
}
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)