rnd-20051228-2-src
[rocksndiamonds.git] / src / game.c
index 346e1269ce6b77342083efe91436d2e4c4db659a..4a2f56697a9bed798aabe349f5153c0dea16a033 100644 (file)
 
 /* forward declaration for internal use */
 
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
 static void AdvanceFrameAndPlayerCounters(int);
 
 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
@@ -680,7 +681,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
       }
       else
       {
-       stored_player[0].use_murphy_graphic = TRUE;
+       stored_player[0].use_murphy = TRUE;
       }
 
       Feld[x][y] = EL_PLAYER_1;
@@ -1473,6 +1474,28 @@ static void InitGameEngine()
       access_direction_list[i].direction;
 }
 
+int get_num_special_action(int element, int action_first, int action_last)
+{
+  int num_special_action = 0;
+  int i, j;
+
+  for (i = action_first; i <= action_last; i++)
+  {
+    boolean found = FALSE;
+
+    for (j = 0; j < NUM_DIRECTIONS; j++)
+      if (el_act_dir2img(element, i, j) !=
+         el_act_dir2img(element, ACTION_DEFAULT, j))
+       found = TRUE;
+
+    if (found)
+      num_special_action++;
+    else
+      break;
+  }
+
+  return num_special_action;
+}
 
 /*
   =============================================================================
@@ -1487,7 +1510,7 @@ void InitGame()
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
-  int i, j, k, x, y;
+  int i, j, x, y;
 
   InitGameEngine();
 
@@ -1531,7 +1554,8 @@ void InitGame()
     player->Frame = 0;
     player->StepFrame = 0;
 
-    player->use_murphy_graphic = FALSE;
+    player->use_murphy = FALSE;
+    player->artwork_element = player->element_nr;
 
     player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
     player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
@@ -1570,38 +1594,13 @@ void InitGame()
     player->special_action_bored = ACTION_DEFAULT;
     player->special_action_sleeping = ACTION_DEFAULT;
 
-    player->num_special_action_bored = 0;
-    player->num_special_action_sleeping = 0;
-
-    /* determine number of special actions for bored and sleeping animation */
-    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
-    {
-      boolean found = FALSE;
-
-      for (k = 0; k < NUM_DIRECTIONS; k++)
-       if (el_act_dir2img(player->element_nr, j, k) !=
-           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
-         found = TRUE;
-
-      if (found)
-       player->num_special_action_bored++;
-      else
-       break;
-    }
-    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
-    {
-      boolean found = FALSE;
-
-      for (k = 0; k < NUM_DIRECTIONS; k++)
-       if (el_act_dir2img(player->element_nr, j, k) !=
-           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
-         found = TRUE;
-
-      if (found)
-       player->num_special_action_sleeping++;
-      else
-       break;
-    }
+    /* set number of special actions for bored and sleeping animation */
+    player->num_special_action_bored =
+      get_num_special_action(player->artwork_element,
+                            ACTION_BORING_1, ACTION_BORING_LAST);
+    player->num_special_action_sleeping =
+      get_num_special_action(player->artwork_element,
+                            ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
 
     player->switch_x = -1;
     player->switch_y = -1;
@@ -1674,6 +1673,9 @@ void InitGame()
   game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
+  game.lenses_time_left = 0;
+  game.magnify_time_left = 0;
+
   game.envelope_active = FALSE;
 
   for (i = 0; i < NUM_BELTS; i++)
@@ -1821,6 +1823,8 @@ void InitGame()
          player->element_nr = some_player->element_nr;
 #endif
 
+         player->artwork_element = some_player->artwork_element;
+
          player->block_last_field       = some_player->block_last_field;
          player->block_delay_adjustment = some_player->block_delay_adjustment;
 
@@ -2320,12 +2324,17 @@ void GameWon()
     {
       if (!tape.playing && !setup.sound_loops)
        PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
-      if (TimeLeft > 0 && !(TimeLeft % 10))
-       RaiseScore(level.score[SC_TIME_BONUS]);
-      if (TimeLeft > 100 && !(TimeLeft % 10))
+
+      if (TimeLeft > 100 && TimeLeft % 10 == 0)
+      {
        TimeLeft -= 10;
+       RaiseScore(level.score[SC_TIME_BONUS] * 10);
+      }
       else
+      {
        TimeLeft--;
+       RaiseScore(level.score[SC_TIME_BONUS]);
+      }
 
       DrawGameValue_Time(TimeLeft);
 
@@ -2348,12 +2357,17 @@ void GameWon()
     {
       if (!tape.playing && !setup.sound_loops)
        PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
-      if (TimePlayed < 999 && !(TimePlayed % 10))
-       RaiseScore(level.score[SC_TIME_BONUS]);
-      if (TimePlayed < 900 && !(TimePlayed % 10))
+
+      if (TimePlayed < 900 && TimePlayed % 10 == 0)
+      {
        TimePlayed += 10;
+       RaiseScore(level.score[SC_TIME_BONUS] * 10);
+      }
       else
+      {
        TimePlayed++;
+       RaiseScore(level.score[SC_TIME_BONUS]);
+      }
 
       DrawGameValue_Time(TimePlayed);
 
@@ -3096,7 +3110,7 @@ void Explode(int ex, int ey, int phase, int mode)
            break;
        }
 
-       if (PLAYERINFO(ex, ey)->use_murphy_graphic)
+       if (PLAYERINFO(ex, ey)->use_murphy)
          Store[x][y] = EL_EMPTY;
       }
       else if (center_element == EL_MOLE)
@@ -3354,7 +3368,7 @@ void Bang(int x, int y)
   {
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
-    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
                            player->element_nr);
   }
 
@@ -3637,50 +3651,155 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
-  for (y = 0; y < lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
-    for (x = 0; x < lev_fieldx; x++)
+    int element = Feld[x][y];
+
+    if (element == EL_LIGHT_SWITCH &&
+       game.light_time_left > 0)
     {
-      int element = Feld[x][y];
+      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_LIGHT_SWITCH;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER &&
+            game.light_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL ||
+            element == EL_INVISIBLE_WALL ||
+            element == EL_INVISIBLE_SAND)
+    {
+      if (game.light_time_left > 0)
+       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
 
-      if (element == EL_LIGHT_SWITCH &&
-         game.light_time_left > 0)
-      {
-       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_LIGHT_SWITCH_ACTIVE &&
-              game.light_time_left == 0)
-      {
-       Feld[x][y] = EL_LIGHT_SWITCH;
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_INVISIBLE_STEELWALL ||
-              element == EL_INVISIBLE_WALL ||
-              element == EL_INVISIBLE_SAND)
-      {
-       if (game.light_time_left > 0)
-         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+      DrawLevelField(x, y);
 
-       DrawLevelField(x, y);
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.light_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-       /* uncrumble neighbour fields, if needed */
-       if (element == EL_INVISIBLE_SAND)
-         DrawLevelFieldCrumbledSandNeighbours(x, y);
-      }
-      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
-              element == EL_INVISIBLE_WALL_ACTIVE ||
-              element == EL_INVISIBLE_SAND_ACTIVE)
-      {
-       if (game.light_time_left == 0)
-         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+      DrawLevelField(x, y);
 
-       DrawLevelField(x, y);
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+  }
+}
 
-       /* re-crumble neighbour fields, if needed */
-       if (element == EL_INVISIBLE_SAND)
-         DrawLevelFieldCrumbledSandNeighbours(x, y);
-      }
+static void RedrawAllInvisibleElementsForLenses()
+{
+  int x, y;
+
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_EMC_DRIPPER &&
+       game.lenses_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.lenses_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL ||
+            element == EL_INVISIBLE_WALL ||
+            element == EL_INVISIBLE_SAND)
+    {
+      if (game.lenses_time_left > 0)
+       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+      DrawLevelField(x, y);
+
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+      DrawLevelField(x, y);
+
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+  }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+  int x, y;
+
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_EMC_FAKE_GRASS &&
+       game.magnify_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS;
+      DrawLevelField(x, y);
+    }
+    else if (IS_GATE_GRAY(element) &&
+            game.magnify_time_left > 0)
+    {
+      Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
+                   element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
+                   IS_EM_GATE_GRAY(element) ?
+                   element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
+                   IS_EMC_GATE_GRAY(element) ?
+                   element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+                   element);
+      DrawLevelField(x, y);
+    }
+    else if (IS_GATE_GRAY_ACTIVE(element) &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
+                   IS_EM_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
+                   IS_EMC_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+                   element);
+      DrawLevelField(x, y);
     }
   }
 }
@@ -5657,15 +5776,17 @@ void ContinueMoving(int x, int y)
 
   if (pushed_by_player && !game.use_change_when_pushing_bug)
   {
-    int dig_side = MV_DIR_OPPOSITE(direction);
+    int push_side = MV_DIR_OPPOSITE(direction);
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
-                              player->index_bit, dig_side);
+                              player->index_bit, push_side);
     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
-                                       player->index_bit, dig_side);
+                                       player->index_bit, push_side);
   }
 
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+
   TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
 
   TestIfElementHitsCustomElement(newx, newy, direction);
@@ -6589,7 +6710,11 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
   if (!change->has_action)
     return;
 
-  /* ---------- determine action paramater values ---------- */
+  /* ---------- determine action paramater values -------------------------- */
+
+  int level_time_value =
+    (level.time > 0 ? TimeLeft :
+     TimePlayed);
 
   int action_arg_element =
     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
@@ -6647,6 +6772,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
 #endif
      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
+     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
      action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
      -1);
@@ -6676,7 +6804,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
      PLAYER_BITS_ANY);
 
-  /* ---------- execute action  ---------- */
+  /* ---------- execute action  -------------------------------------------- */
 
   switch(action_type)
   {
@@ -6685,24 +6813,78 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       return;
     }
 
-    case CA_EXIT_PLAYER:
+    /* ---------- level actions  ------------------------------------------- */
+
+    case CA_RESTART_LEVEL:
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+      game.restart_level = TRUE;
 
       break;
     }
 
-    case CA_KILL_PLAYER:
+    case CA_SHOW_ENVELOPE:
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         KillPlayer(&stored_player[i]);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
+
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
       break;
     }
 
+    case CA_SET_LEVEL_TIME:
+    {
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
+
+      break;
+    }
+
+    case CA_SET_LEVEL_SCORE:
+    {
+      local_player->score = action_arg_number_new;
+
+      DrawGameValue_Score(local_player->score);
+
+      break;
+    }
+
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
+
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+      break;
+    }
+
+    case CA_SET_LEVEL_GRAVITY:
+    {
+      game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
+                     action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
+                     action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
+                     game.gravity);
+      break;
+    }
+
+    case CA_SET_LEVEL_WIND:
+    {
+      game.wind_direction = action_arg_direction;
+
+      break;
+    }
+
+    /* ---------- player actions  ------------------------------------------ */
+
     case CA_MOVE_PLAYER:
     {
       /* automatically move to the next field in specified direction */
@@ -6713,20 +6895,20 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_RESTART_LEVEL:
+    case CA_EXIT_PLAYER:
     {
-      game.restart_level = TRUE;
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
 
       break;
     }
 
-    case CA_SHOW_ENVELOPE:
+    case CA_KILL_PLAYER:
     {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_ENVELOPE_1);
-
-      if (IS_ENVELOPE(element))
-       local_player->show_envelope = element;
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
 
       break;
     }
@@ -6822,61 +7004,31 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     {
       for (i = 0; i < MAX_PLAYERS; i++)
       {
-       int element = action_arg_element;
-      }
-
-      break;
-    }
-
-    case CA_SET_LEVEL_GRAVITY:
-    {
-      game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
-                     action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
-                     action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
-                     game.gravity);
-      break;
-    }
-
-    case CA_SET_LEVEL_WIND:
-    {
-      game.wind_direction = action_arg_direction;
-
-      break;
-    }
-
-    case CA_SET_LEVEL_GEMS:
-    {
-      local_player->gems_still_needed = action_arg_number_new;
-
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
+       if (trigger_player_bits & (1 << i))
+       {
+         int artwork_element = action_arg_element;
 
-      break;
-    }
+         if (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element = stored_player[i].element_nr;
 
-    case CA_SET_LEVEL_TIME:
-    {
-      if (level.time > 0)      /* only modify limited time value */
-      {
-       TimeLeft = action_arg_number_new;
+         stored_player[i].artwork_element = artwork_element;
 
-       DrawGameValue_Time(TimeLeft);
+         SetPlayerWaiting(&stored_player[i], FALSE);
 
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillPlayer(&stored_player[i]);
+         /* set number of special actions for bored and sleeping animation */
+         stored_player[i].num_special_action_bored =
+           get_num_special_action(artwork_element,
+                                  ACTION_BORING_1, ACTION_BORING_LAST);
+         stored_player[i].num_special_action_sleeping =
+           get_num_special_action(artwork_element,
+                                  ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+       }
       }
 
       break;
     }
 
-    case CA_SET_LEVEL_SCORE:
-    {
-      local_player->score = action_arg_number_new;
-
-      DrawGameValue_Score(local_player->score);
-
-      break;
-    }
+    /* ---------- CE actions  ---------------------------------------------- */
 
     case CA_SET_CE_SCORE:
     {
@@ -7473,24 +7625,24 @@ static boolean CheckElementChangeExt(int x, int y,
 static void PlayPlayerSound(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
-  int element = player->element_nr;
+  int sound_element = player->artwork_element;
   int last_action = player->last_action_waiting;
   int action = player->action_waiting;
 
   if (player->is_waiting)
   {
     if (action != last_action)
-      PlayLevelSoundElementAction(jx, jy, element, action);
+      PlayLevelSoundElementAction(jx, jy, sound_element, action);
     else
-      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
   }
   else
   {
     if (action != last_action)
-      StopSound(element_info[element].sound[last_action]);
+      StopSound(element_info[sound_element].sound[last_action]);
 
     if (last_action == ACTION_SLEEPING)
-      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
   }
 }
 
@@ -7557,7 +7709,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
             last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
             last_special_action + 1 : ACTION_SLEEPING);
          int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
@@ -7589,7 +7741,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
          int special_action =
            ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
          int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
@@ -7911,6 +8063,8 @@ void GameActions()
       {
        RemoveField(x, y);
        DrawLevelField(x, y);
+
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
       }
     }
 #endif
@@ -8212,6 +8366,22 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
+  if (game.lenses_time_left > 0)
+  {
+    game.lenses_time_left--;
+
+    if (game.lenses_time_left == 0)
+      RedrawAllInvisibleElementsForLenses();
+  }
+
+  if (game.magnify_time_left > 0)
+  {
+    game.magnify_time_left--;
+
+    if (game.magnify_time_left == 0)
+      RedrawAllInvisibleElementsForMagnifier();
+  }
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
@@ -8877,6 +9047,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_PLAYER_ENTERS_X,
                                          player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+                                       CE_MOVE_OF_X, move_direction);
     }
 
     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
@@ -9452,7 +9625,7 @@ void BuryPlayer(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+  PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
   PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
@@ -9625,7 +9798,17 @@ int DigField(struct PlayerInfo *player,
 
   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
       game.engine_version >= VERSION_IDENT(2,2,0,0))
+  {
+    CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                       player->index_bit, dig_side);
+
+    if (Feld[x][y] != element)         /* field changed by snapping */
+      return MF_ACTION;
+
     return MF_NO_ACTION;
+  }
 
   if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
@@ -9647,6 +9830,11 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[RND_GATE_GRAY_NR(element)])
        return MF_NO_ACTION;
     }
+    else if (IS_RND_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+       return MF_NO_ACTION;
+    }
     else if (element == EL_EXIT_OPEN ||
             element == EL_SP_EXIT_OPEN ||
             element == EL_SP_EXIT_OPENING)
@@ -9662,7 +9850,7 @@ int DigField(struct PlayerInfo *player,
     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
     else
-      PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+      PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
   }
   else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
   {
@@ -9682,6 +9870,11 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[EM_GATE_GRAY_NR(element)])
        return MF_NO_ACTION;
     }
+    else if (IS_EM_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+       return MF_NO_ACTION;
+    }
     else if (IS_SP_PORT(element))
     {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
@@ -9730,12 +9923,17 @@ int DigField(struct PlayerInfo *player,
 
     if (mode == DF_SNAP)
     {
-      TestIfElementTouchesCustomElement(x, y); /* for empty space */
-
 #if USE_NEW_SNAP_DELAY
       if (level.block_snap_field)
        setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#else
+      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
 #endif
+
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                         player->index_bit, dig_side);
     }
   }
   else if (IS_COLLECTIBLE(element))
@@ -9795,6 +9993,18 @@ int DigField(struct PlayerInfo *player,
     {
       player->show_envelope = element;
     }
+    else if (element == EL_EMC_LENSES)
+    {
+      game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
+
+      RedrawAllInvisibleElementsForLenses();
+    }
+    else if (element == EL_EMC_MAGNIFIER)
+    {
+      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
+
+      RedrawAllInvisibleElementsForMagnifier();
+    }
     else if (IS_DROPPABLE(element) ||
             IS_THROWABLE(element))     /* can be collected and dropped */
     {
@@ -9827,12 +10037,17 @@ int DigField(struct PlayerInfo *player,
 
     if (mode == DF_SNAP)
     {
-      TestIfElementTouchesCustomElement(x, y); /* for empty space */
-
 #if USE_NEW_SNAP_DELAY
       if (level.block_snap_field)
        setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#else
+      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
 #endif
+
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                         player->index_bit, dig_side);
     }
   }
   else if (IS_PUSHABLE(element))
@@ -10059,6 +10274,9 @@ int DigField(struct PlayerInfo *player,
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
                                        player->index_bit, dig_side);
 
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                       player->index_bit, dig_side);
+
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
                                        player->index_bit, dig_side);
 
@@ -10076,6 +10294,11 @@ int DigField(struct PlayerInfo *player,
                                 player->index_bit, dig_side);
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
                                          player->index_bit, dig_side);
+
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                         player->index_bit, dig_side);
     }
 
     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
@@ -10636,7 +10859,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_SHIELD]);
       break;
     case EL_EXTRA_TIME:
-      RaiseScore(level.score[SC_TIME_BONUS]);
+      RaiseScore(level.extra_time_score);
       break;
     case EL_KEY_1:
     case EL_KEY_2: