}
#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)
{
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 &&
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,
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
{