- // only redraw previous game element if it is diggable (like dirt etc.)
- if (!el_diggable(tile_last))
- tile_last = O_SPACE;
-
- struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
- Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap);
-
- blit_bitmap(tile_bitmap_old, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
- }
-
- // get cave field position the game element is moving from
- 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 tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
- struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
- Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
- boolean old_is_player = el_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 &&
- old_y >= cave->y1 &&
- old_y <= cave->y2);
- if (old_is_visible)
- {
- if (!old_is_moving && !old_is_player)
- {
- // redraw game element on the cave field the element is moving from
- blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
- sx + dx * cell_size, sy + dy * cell_size);
-
- game->element_buffer[old_y][old_x] |= SKIPPED;
- }
- else
- {
- // if old tile also moving (like pushing player), do not redraw tile background
- // (but redraw if tile and old tile are moving/falling into different directions)
- if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
- game->last_element_buffer[old_y][old_x] |= SKIPPED;
- }