+ boolean use_smooth_movements = TRUE;
+
+ /* if game element is just moving, draw movement animation between two tiles */
+ if (use_smooth_movements && dir != GD_MV_STILL)
+ {
+ if (!(game->last_element_buffer[y][x] & SKIPPED))
+ {
+ /* redraw previous game element on the cave field the new element is moving to */
+ int tile_old = game->last_element_buffer[y][x] & ~SKIPPED;
+ struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
+
+ blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, width, height,
+ offset.x, offset.y);
+ }
+
+ /* 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 = game->cave->getx(game->cave, x + dx, y + dy);
+ int old_y = game->cave->gety(game->cave, x + dx, y + dy);
+
+ if (old_x >= game->cave->x1 &&
+ old_x <= game->cave->x2 &&
+ old_y >= game->cave->y1 &&
+ old_y <= game->cave->y2)
+ {
+ if (game->dir_buffer[old_y][old_x] == GD_MV_STILL)
+ {
+ /* 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, width, height,
+ offset.x + dx * cell_size, offset.y + dy * cell_size);
+
+ game->element_buffer[old_y][old_x] |= SKIPPED;
+ }
+ else
+ {
+ /* if old tile also moving (like pushing player), do not redraw it again */
+ game->last_element_buffer[old_y][old_x] |= SKIPPED;
+ }
+ }
+
+ /* get shifted position between cave fields the game element is moving from/to */
+ int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
+ int shift = cell_size * itercycle / game->itermax;
+
+ offset.x += dx * shift;
+ offset.y += dy * shift;
+ }