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);
-
- if (old_x >= cave->x1 &&
- old_x <= cave->x2 &&
- old_y >= cave->y1 &&
- old_y <= cave->y2)
+ 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_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
+ boolean old_is_visible = (old_x >= cave->x1 &&
+ old_x <= cave->x2 &&
+ old_y >= cave->y1 &&
+ old_y <= cave->y2);
+
+ if (old_is_visible)
{
- if (game->dir_buffer[old_y][old_x] == GD_MV_STILL)
+ if (!old_is_moving)
{
/* redraw game element on the cave field the element is moving from */
- int tile_from = game->element_buffer[old_y][old_x];
- struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0];
-
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
{
- /* if old tile also moving (like pushing player), do not redraw it again */
+ /* if old tile also moving (like pushing player), do not redraw tile background */
game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
}
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
- sx += dx * shift;
- sy += dy * shift;
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
+ sx + dx * shift, sy + dy * shift);
+ }
+ else
+ {
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
}
-
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)