+ else if (element == EL_QUICKSAND_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_QUICKSAND_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_FILLING)
+ {
+ element = Feld[newx][newy] = get_next_element(element);
+ if (!game.magic_wall_active)
+ element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+ Store[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+ {
+ Feld[x][y] = get_next_element(element);
+ if (!game.magic_wall_active)
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_AMOEBA_DROPPING)
+ {
+ Feld[x][y] = get_next_element(element);
+ element = Feld[newx][newy] = Store[x][y];
+ }
+ else if (element == EL_SOKOBAN_OBJECT)
+ {
+ if (Back[x][y])
+ Feld[x][y] = Back[x][y];
+
+ if (Back[newx][newy])
+ Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+ Back[x][y] = Back[newx][newy] = 0;
+ }
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+
+ Store[x][y] = 0;
+ MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
+
+ /* copy element change control values to new field */
+ ChangeDelay[newx][newy] = ChangeDelay[x][y];
+ ChangePage[newx][newy] = ChangePage[x][y];
+ Changed[newx][newy] = Changed[x][y];
+ ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+ ChangeDelay[x][y] = 0;
+ ChangePage[x][y] = -1;
+ Changed[x][y] = CE_BITMASK_DEFAULT;
+ ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+ /* copy animation control values to new field */
+ GfxFrame[newx][newy] = GfxFrame[x][y];
+ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
+ GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
+ GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
+
+ Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+
+#if 0
+ /* 2.1.1 (does not work correctly for spring) */
+ if (!CAN_MOVE(element))
+ MovDir[newx][newy] = 0;
+#else
+
+#if 0
+ /* (does not work for falling objects that slide horizontally) */
+ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+ MovDir[newx][newy] = 0;
+#else
+ /*
+ if (!CAN_MOVE(element) ||
+ (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+ MovDir[newx][newy] = 0;
+ */
+
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
+
+#endif
+#endif
+
+ DrawLevelField(x, y);
+ DrawLevelField(newx, newy);
+
+ Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+
+ /* prevent pushed element from moving on in pushed direction */
+ if (pushed && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
+
+ if (!pushed) /* special case: moving object pushed by player */
+ {
+ WasJustMoving[newx][newy] = 3;
+
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = 3;
+ }
+
+ if (DONT_TOUCH(element)) /* object may be nasty to player or others */
+ {
+ TestIfBadThingTouchesHero(newx, newy);
+ TestIfBadThingTouchesFriend(newx, newy);
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ TestIfBadThingTouchesOtherBadThing(newx, newy);
+ }
+ else if (element == EL_PENGUIN)
+ TestIfFriendTouchesBadThing(newx, newy);
+
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ Impact(x, newy);
+
+#if 1
+ TestIfElementTouchesCustomElement(x, y); /* for empty space */
+#endif
+
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
+ CE_COLLISION, -1);
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);
+}
+
+int AmoebeNachbarNr(int ax, int ay)