From: Holger Schemel Date: Fri, 10 Jan 2025 18:24:52 +0000 (+0100) Subject: renamed function X-Git-Tag: 4.4.0.1~24 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=5aaa8157e8400f3fd1c0426d7b3ce66e5b808c3a;p=rocksndiamonds.git renamed function --- diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 050b9bf1..2a9b2293 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -509,7 +509,7 @@ static inline boolean el_can_dig(const int element) } // returns true if the element has crumbled graphics -static inline boolean el_has_crumbled(const int element) +static inline boolean el_is_crumbled(const int element) { int tile_gfx = element; int tile_crm = (element == O_DIRT ? O_DIRT_CRUMBLED : @@ -694,8 +694,8 @@ static void gd_drawcave_crumbled(Bitmap *dest, GdGame *game, int x, int y, boole is_moving_to = (dir_to != GD_MV_STILL); // do not crumble border if next tile is also crumbled or is just being digged away - boolean draw_normal = ((el_has_crumbled(draw)) || - (el_has_crumbled(draw_last) && is_moving_to)); + boolean draw_normal = ((el_is_crumbled(draw)) || + (el_is_crumbled(draw_last) && is_moving_to)); // special case: handle sloped sand sides separately if ((dir == GD_MV_UP && (draw == O_DIRT_SLOPED_DOWN_LEFT || @@ -850,7 +850,7 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d { struct GraphicInfo_BD *g = &graphic_info_bd_object[draw][frame]; - if (el_has_crumbled(draw)) + if (el_is_crumbled(draw)) gd_drawcave_crumbled(dest, game, x, y, draw_masked); else blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy); @@ -869,7 +869,7 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d int draw_back = (!is_moving_to ? draw : digging_tile ? draw_last : O_SPACE); struct GraphicInfo_BD *g = &graphic_info_bd_object[draw_back][frame]; - if (el_has_crumbled(draw_back)) + if (el_is_crumbled(draw_back)) { gd_drawcave_crumbled(dest, game, x, y, draw_masked); @@ -980,7 +980,7 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { if (redraw_all || el_is_animated(game->drawing_buffer[y][x]) || - el_has_crumbled(game->drawing_buffer[y][x]) || + el_is_crumbled(game->drawing_buffer[y][x]) || game->gfx_buffer[y][x] & GD_REDRAW || game->dir_buffer_from[y][x] != GD_MV_STILL || game->dir_buffer_to[y][x] != GD_MV_STILL)