+ 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;
+ }
+#if 0
+ else if (Store[x][y] == EL_ACID)
+ {
+ element = Feld[newx][newy] = EL_ACID;
+ }
+#endif
+#if 0
+ else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+ ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+ Store[x][y] != EL_EMPTY))
+ {
+ /* some elements can leave other elements behind after moving */
+
+ Feld[x][y] = ei->move_leave_element;
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+#endif
+
+ Store[x][y] = EL_EMPTY;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
+ MovDelay[newx][newy] = 0;
+
+ if (CAN_CHANGE(element))
+ {
+ /* 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;
+
+#if 0
+ /* do this after checking for left-behind element */
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+#endif
+
+#if 1
+ /* some elements can leave other elements behind after moving */
+#if 1
+ if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+ (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#else
+ if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+ !IS_PLAYER(x, y))
+#endif
+ {
+ int move_leave_element = ei->move_leave_element;
+
+ Feld[x][y] = move_leave_element;
+
+#if USE_PREVIOUS_MOVE_DIR
+ if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+ MovDir[x][y] = direction;
+#endif
+
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (ELEM_IS_PLAYER(move_leave_element))
+ RelocatePlayer(x, y, move_leave_element);
+ }
+#endif
+
+#if 0
+ /* some elements can leave other elements behind after moving */
+ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+ ei->move_leave_element != EL_EMPTY &&
+ (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+ ei->can_leave_element_last))
+ {
+ Feld[x][y] = ei->move_leave_element;
+ InitField(x, y, FALSE);
+
+ if (GFX_CRUMBLED(Feld[x][y]))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+ }
+
+ ei->can_leave_element_last = ei->can_leave_element;
+ ei->can_leave_element = FALSE;
+#endif
+
+#if 1
+ /* do this after checking for left-behind element */
+ ResetGfxAnimation(x, y); /* reset animation values for old field */
+#endif
+
+#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 0
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
+#else
+ if (!CAN_MOVE(element) ||
+ (CAN_FALL(element) && direction == MV_DOWN &&
+ (element == EL_SPRING ||
+ element_info[element].move_pattern == MV_WHEN_PUSHED ||
+ element_info[element].move_pattern == MV_WHEN_DROPPED)))
+ GfxDir[x][y] = MovDir[newx][newy] = 0;
+#endif
+
+#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_by_player && CAN_MOVE(element) &&
+ element_info[element].move_pattern & MV_ANY_DIRECTION &&
+ !(element_info[element].move_pattern & direction))
+ TurnRound(newx, newy);
+
+#if 1
+ /* prevent elements on conveyor belt from moving on in last direction */
+ if (pushed_by_conveyor && CAN_FALL(element) &&
+ direction & MV_HORIZONTAL)
+ {
+#if 0
+ if (CAN_MOVE(element))
+ InitMovDir(newx, newy);
+ else
+ MovDir[newx][newy] = 0;
+#else
+ MovDir[newx][newy] = 0;
+#endif
+ }
+#endif
+
+ if (!pushed_by_player)
+ {
+ int nextx = newx + dx, nexty = newy + dy;
+ boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+
+ WasJustMoving[newx][newy] = 3;
+
+ if (CAN_FALL(element) && direction == MV_DOWN)
+ WasJustFalling[newx][newy] = 3;
+
+ if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+ CheckCollision[newx][newy] = 2;
+ }
+
+ 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 USE_NEW_MOVE_STYLE
+#if 0
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+ IS_PLAYER(x, newy + 1))
+ printf("::: we would now kill the player [%d]\n", FrameCounter);
+#endif
+
+ /* give the player one last chance (one more frame) to move away */
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+ (!IS_PLAYER(x, newy + 1) ||
+ game.engine_version < VERSION_IDENT(3,1,1,0)))
+ Impact(x, newy);
+#else
+ if (CAN_FALL(element) && direction == MV_DOWN &&
+ (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+ Impact(x, newy);
+#endif
+
+#if 1
+
+#if USE_PUSH_BUGFIX
+#if 1
+ if (pushed_by_player && !game.use_bug_change_when_pushing)
+#else
+ if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
+#else
+ if (pushed_by_player)
+#endif
+
+ {
+#if 1
+ int dig_side = MV_DIR_OPPOSITE(direction);
+#else
+ static int trigger_sides[4] =
+ {
+ CH_SIDE_RIGHT, /* moving left */
+ CH_SIDE_LEFT, /* moving right */
+ CH_SIDE_BOTTOM, /* moving up */
+ CH_SIDE_TOP, /* moving down */
+ };
+ int dig_side = trigger_sides[MV_DIR_BIT(direction)];
+#endif
+ struct PlayerInfo *player = PLAYERINFO(x, y);
+
+ CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+ player->index_bit, dig_side);
+ CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
+ player->index_bit, dig_side);
+ }
+#endif
+
+#if 1
+ TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+#endif
+
+#if 0
+ if (ChangePage[newx][newy] != -1) /* delayed change */
+ ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+#if 1
+
+ TestIfElementHitsCustomElement(newx, newy, direction);
+
+#else
+
+ if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+ {
+ int hitting_element = Feld[newx][newy];
+
+ /* !!! fix side (direction) orientation here and elsewhere !!! */
+ CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
+ direction);
+
+#if 0
+ if (IN_LEV_FIELD(nextx, nexty))
+ {
+ int opposite_direction = MV_DIR_OPPOSITE(direction);
+ int hitting_side = direction;
+ int touched_side = opposite_direction;
+ int touched_element = MovingOrBlocked2Element(nextx, nexty);
+ boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+ MovDir[nextx][nexty] != direction ||
+ ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+ if (object_hit)
+ {
+ int i;
+
+ CheckElementChangeBySide(nextx, nexty, touched_element,
+ CE_HIT_BY_SOMETHING, opposite_direction);
+
+ if (IS_CUSTOM_ELEMENT(hitting_element) &&
+ HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+ {
+ for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[hitting_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
+ change->trigger_side & touched_side &&
+ change->trigger_element == touched_element)
+ {
+ CheckElementChangeByPage(newx, newy, hitting_element,
+ touched_element, CE_OTHER_IS_HITTING,i);
+ break;
+ }
+ }
+ }
+
+ if (IS_CUSTOM_ELEMENT(touched_element) &&
+ HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+ {
+ for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[touched_element].change_page[i];
+
+ if (change->can_change &&
+ change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
+ change->trigger_side & hitting_side &&
+ change->trigger_element == hitting_element)
+ {
+ CheckElementChangeByPage(nextx, nexty, touched_element,
+ hitting_element, CE_OTHER_GETS_HIT, i);
+ break;
+ }
+ }
+ }
+ }
+ }
+#endif
+ }
+#endif
+
+ TestIfPlayerTouchesCustomElement(newx, newy);
+ TestIfElementTouchesCustomElement(newx, newy);