}
// returns true if the element has crumbled graphics
-static inline boolean el_has_crumbled(const int element)
+static inline boolean el_is_crumbled(const int element)
{
int tile_gfx = element;
int tile_crm = (element == O_DIRT ? O_DIRT_CRUMBLED :
is_moving_to = (dir_to != GD_MV_STILL);
// do not crumble border if next tile is also crumbled or is just being digged away
- boolean draw_normal = ((el_has_crumbled(draw)) ||
- (el_has_crumbled(draw_last) && is_moving_to));
+ boolean draw_normal = ((el_is_crumbled(draw)) ||
+ (el_is_crumbled(draw_last) && is_moving_to));
// special case: handle sloped sand sides separately
if ((dir == GD_MV_UP && (draw == O_DIRT_SLOPED_DOWN_LEFT ||
{
struct GraphicInfo_BD *g = &graphic_info_bd_object[draw][frame];
- if (el_has_crumbled(draw))
+ if (el_is_crumbled(draw))
gd_drawcave_crumbled(dest, game, x, y, draw_masked);
else
blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
int draw_back = (!is_moving_to ? draw : digging_tile ? draw_last : O_SPACE);
struct GraphicInfo_BD *g = &graphic_info_bd_object[draw_back][frame];
- if (el_has_crumbled(draw_back))
+ if (el_is_crumbled(draw_back))
{
gd_drawcave_crumbled(dest, game, x, y, draw_masked);
{
if (redraw_all ||
el_is_animated(game->drawing_buffer[y][x]) ||
- el_has_crumbled(game->drawing_buffer[y][x]) ||
+ el_is_crumbled(game->drawing_buffer[y][x]) ||
game->gfx_buffer[y][x] & GD_REDRAW ||
game->dir_buffer_from[y][x] != GD_MV_STILL ||
game->dir_buffer_to[y][x] != GD_MV_STILL)