-#endif
-
- if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
-
- if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
- return MF_NO_ACTION; /* field has no opening in this direction */
-
- element = Feld[x][y];
-
- if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
- return MF_NO_ACTION;
-
- if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
- game.engine_version >= VERSION_IDENT(2,2,0,0))
- return MF_NO_ACTION;
-
-#if 1
- if (game.gravity && is_player && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN &&
- !canMoveToValidFieldWithGravity(jx, jy, move_direction))
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
-
-#if 0
- if (element == EL_EMPTY_SPACE &&
- game.gravity && !player->is_auto_moving &&
- canFallDown(player) && move_direction != MV_DOWN)
- return MF_NO_ACTION; /* player cannot walk here due to gravity */
-#endif
-
- switch (element)
- {
-#if 0
- case EL_SP_PORT_LEFT:
- case EL_SP_PORT_RIGHT:
- case EL_SP_PORT_UP:
- case EL_SP_PORT_DOWN:
- case EL_SP_PORT_HORIZONTAL:
- case EL_SP_PORT_VERTICAL:
- case EL_SP_PORT_ANY:
- case EL_SP_GRAVITY_PORT_LEFT:
- case EL_SP_GRAVITY_PORT_RIGHT:
- case EL_SP_GRAVITY_PORT_UP:
- case EL_SP_GRAVITY_PORT_DOWN:
-#if 1
- if (!canEnterSupaplexPort(x, y, dx, dy))
- return MF_NO_ACTION;
-#else
- if ((dx == -1 &&
- element != EL_SP_PORT_LEFT &&
- element != EL_SP_GRAVITY_PORT_LEFT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dx == +1 &&
- element != EL_SP_PORT_RIGHT &&
- element != EL_SP_GRAVITY_PORT_RIGHT &&
- element != EL_SP_PORT_HORIZONTAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == -1 &&
- element != EL_SP_PORT_UP &&
- element != EL_SP_GRAVITY_PORT_UP &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- (dy == +1 &&
- element != EL_SP_PORT_DOWN &&
- element != EL_SP_GRAVITY_PORT_DOWN &&
- element != EL_SP_PORT_VERTICAL &&
- element != EL_SP_PORT_ANY) ||
- !IN_LEV_FIELD(nextx, nexty) ||
- !IS_FREE(nextx, nexty))
- return MF_NO_ACTION;
-#endif
-
- if (element == EL_SP_GRAVITY_PORT_LEFT ||
- element == EL_SP_GRAVITY_PORT_RIGHT ||
- element == EL_SP_GRAVITY_PORT_UP ||
- element == EL_SP_GRAVITY_PORT_DOWN)
- game.gravity = !game.gravity;
-
- /* automatically move to the next field with double speed */
- player->programmed_action = move_direction;
-#if 1
- if (player->move_delay_reset_counter == 0)
- {
- player->move_delay_reset_counter = 2; /* two double speed steps */
-
- DOUBLE_PLAYER_SPEED(player);
- }
-#else
- player->move_delay_reset_counter = 2;
-
- DOUBLE_PLAYER_SPEED(player);
-#endif
-
-#if 0
- printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
-#endif
-
- PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
- break;
-#endif
-
-#if 0
- case EL_TUBE_ANY:
- case EL_TUBE_VERTICAL:
- case EL_TUBE_HORIZONTAL:
- case EL_TUBE_VERTICAL_LEFT:
- case EL_TUBE_VERTICAL_RIGHT:
- case EL_TUBE_HORIZONTAL_UP:
- case EL_TUBE_HORIZONTAL_DOWN:
- case EL_TUBE_LEFT_UP:
- case EL_TUBE_LEFT_DOWN:
- case EL_TUBE_RIGHT_UP:
- case EL_TUBE_RIGHT_DOWN:
- {
- int i = 0;
- int tube_enter_directions[][2] =
- {
- { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
- { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
- { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
- { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
- { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
- { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
- { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
- { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
- { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
- { -1, MV_NO_MOVING }
- };
-
- while (tube_enter_directions[i][0] != element)
- {
- i++;
- if (tube_enter_directions[i][0] == -1) /* should not happen */
- break;
- }
-
- if (!(tube_enter_directions[i][1] & move_direction))
- return MF_NO_ACTION; /* tube has no opening in this direction */
-
- PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
- }
- break;
-#endif
-
- default:
-
-#if 1
- if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
-#else
- if (IS_WALKABLE(element))
-#endif
- {
- int sound_element = SND_ELEMENT(element);
- int sound_action = ACTION_WALKING;