return has_property(element, P_EXPLOSION);
}
+static inline boolean el_destroying(const int element)
+{
+ return (el_growing(element) ||
+ el_explosion(element));
+}
+
static inline boolean el_smooth_movable(const int element)
{
// special case of non-moving player
draw_from = game->drawing_buffer[new_y][new_x];
// handle special case of player running into enemy/explosion from top or left side
- if (el_player(tile_last) && (el_growing(tile_from) || el_explosion(tile_from)))
+ if (el_player(tile_last) && el_destroying(tile_from))
tile_from = tile_last;
// handle special case of player digging or snapping clock (which gets replaced by sand)