fixed player animation when snapping for BD engine
authorHolger Schemel <info@artsoft.org>
Sat, 17 Feb 2024 13:12:51 +0000 (14:12 +0100)
committerHolger Schemel <info@artsoft.org>
Sun, 18 Feb 2024 15:17:01 +0000 (16:17 +0100)
src/game_bd/bd_graphics.c

index 89ada120cc6b5e7bc58b22517ef3d8111f203cf7..d2b9d174f43291cabbbe4f401acb8d81ac72547e 100644 (file)
@@ -292,6 +292,12 @@ 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)
 {
@@ -382,6 +388,7 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
          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 &&
@@ -390,7 +397,7 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
 
          if (old_is_visible)
          {
-           if (!old_is_moving)
+           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,
@@ -411,6 +418,14 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
 
          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);
+         }
        }
        else
        {