return (gd_elements[element & O_MASK].properties & P_FALLING) != 0;
}
+// returns true if the element is growing
+static inline boolean el_growing(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_GROWING) != 0;
+}
+
// returns true if the element is exploding
static inline boolean el_explosion(const int element)
{
boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
boolean use_smooth_movements = use_bd_smooth_movements();
- // do not use smooth movement animation for exploding game elements (like player)
- if (el_explosion(tile) && dir != GD_MV_STILL)
+ // do not use smooth movement animation for growing or exploding game elements
+ if ((el_growing(tile) || el_explosion(tile)) && dir != GD_MV_STILL)
+ {
+ 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 last_tile_from = game->last_element_buffer[old_y][old_x] & ~SKIPPED;
+ boolean old_is_player = el_player(last_tile_from);
+
+ // check special case of player running into enemy from top or left side
+ if (old_is_player)
+ {
+ game->element_buffer[y][x] = (dir == GD_MV_LEFT ? O_PLAYER_LEFT :
+ dir == GD_MV_RIGHT ? O_PLAYER_RIGHT :
+ dir == GD_MV_UP ? O_PLAYER_UP :
+ dir == GD_MV_DOWN ? O_PLAYER_DOWN : O_PLAYER);
+
+ // draw player running into explosion (else player would disappear immediately)
+ gd_drawcave_tile(dest, game, x, y, draw_masked);
+
+ game->element_buffer[y][x] = tile;
+ }
+
use_smooth_movements = FALSE;
+ }
// do not use smooth movement animation for player entering exit (engine stopped)
if (cave->player_state == GD_PL_EXITED)