- /* 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];
- struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
- boolean old_is_player = is_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(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
- sx + dx * cell_size, sy + dy * cell_size);
+ if (!(game->last_element_buffer[y][x] & SKIPPED))
+ {
+ /* redraw previous game element on the cave field the new element is moving to */
+ int tile_last = game->last_element_buffer[y][x];