rnd-20030210-1-src
[rocksndiamonds.git] / src / game.c
index 7754a4c0ca185578b5d20567e2cd68a63a1fdd9f..5f3f9689f3cdbd505d7c56a5e3533afdb358337e 100644 (file)
@@ -89,6 +89,8 @@
 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
 #define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
 
+#define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 #define NUM_GAME_BUTTONS               6
 
 /* forward declaration for internal use */
+#if 0
+static void ResetGfxAnimation(int, int);
+#endif
+
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void KillHeroUnlessProtected(int, int);
 
-void PlaySoundLevel(int, int, int);
-void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelElementAction(int, int, int, int);
+static void PlaySoundLevel(int, int, int);
+static void PlaySoundLevelNearest(int, int, int);
+static void PlaySoundLevelAction(int, int, int);
+static void PlaySoundLevelElementAction(int, int, int, int);
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
-#define SND_ACTION_UNKNOWN             0
-#define SND_ACTION_WAITING             1
-#define SND_ACTION_MOVING              2
-#define SND_ACTION_DIGGING             3
-#define SND_ACTION_COLLECTING          4
-#define SND_ACTION_PASSING             5
-#define SND_ACTION_IMPACT              6
-#define SND_ACTION_PUSHING             7
-#define SND_ACTION_ACTIVATING          8
-#define SND_ACTION_ACTIVE              9
 
-#define NUM_SND_ACTIONS                        10
+/* ------------------------------------------------------------------------- */
+/* definition of elements that automatically change to other elements after  */
+/* a specified time, eventually calling a function when changing             */
+/* ------------------------------------------------------------------------- */
 
-static struct
-{
-  char *text;
-  int value;
-  boolean is_loop;
-} sound_action_properties[] =
+/* forward declaration for changer functions */
+static void InitBuggyBase(int x, int y);
+static void WarnBuggyBase(int x, int y);
+
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
+
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
+
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
+struct ChangingElementInfo
 {
-  /* insert _all_ loop sound actions here */
-  { ".waiting",                SND_ACTION_WAITING,     TRUE },
-  { ".moving",         SND_ACTION_MOVING,      TRUE }, /* continuos moving */
-  { ".active",         SND_ACTION_ACTIVE,      TRUE },
-  { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
-  { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
-
-  /* other (non-loop) sound actions are optional */
-  { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
-  { ".digging",                SND_ACTION_DIGGING,     FALSE },
-  { ".collecting",     SND_ACTION_COLLECTING,  FALSE },
-  { ".passing",                SND_ACTION_PASSING,     FALSE },
-  { ".impact",         SND_ACTION_IMPACT,      FALSE },
-  { ".pushing",                SND_ACTION_PUSHING,     FALSE },
-  { ".activating",     SND_ACTION_ACTIVATING,  FALSE },
-  { NULL,              0,                      0 },
+  int base_element;
+  int next_element;
+  int change_delay;
+  void (*pre_change_function)(int x, int y);
+  void (*change_function)(int x, int y);
+  void (*post_change_function)(int x, int y);
 };
-static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_FILES];
 
-#define IS_LOOP_SOUND(x)       (is_loop_sound[x])
+static struct ChangingElementInfo changing_element_list[] =
+{
+  { EL_NUT_CRACKING,           EL_EMERALD,              6, NULL, NULL, NULL },
+  { EL_PEARL_BREAKING,         EL_EMPTY,                8, NULL, NULL, NULL },
+  { EL_EXIT_OPENING,           EL_EXIT_OPEN,           29, NULL, NULL, NULL },
 
+  { EL_SWITCHGATE_OPENING,     EL_SWITCHGATE_OPEN,     29, NULL, NULL, NULL },
+  { EL_SWITCHGATE_CLOSING,     EL_SWITCHGATE_CLOSED,   29, NULL, NULL, NULL },
 
-#ifdef DEBUG
-#if 0
-static unsigned int getStateCheckSum(int counter)
-{
-  int x, y;
-  unsigned int mult = 1;
-  unsigned int checksum = 0;
-  /*
-  static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-  */
-  static boolean first_game = TRUE;
+  { EL_TIMEGATE_OPENING,       EL_TIMEGATE_OPEN,       29, NULL, NULL, NULL },
+  { EL_TIMEGATE_CLOSING,       EL_TIMEGATE_CLOSED,     29, NULL, NULL, NULL },
 
-  for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
-  {
-    /*
-    if (counter == 3)
-    {
-      if (first_game)
-       lastFeld[x][y] = Feld[x][y];
-      else if (lastFeld[x][y] != Feld[x][y])
-       printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
-              x, y, lastFeld[x][y], Feld[x][y]);
-    }
-    */
+  { EL_ACID_SPLASH_LEFT,       EL_EMPTY,                8, NULL, NULL, NULL },
+  { EL_ACID_SPLASH_RIGHT,      EL_EMPTY,                8, NULL, NULL, NULL },
 
-    checksum += mult++ * Ur[x][y];
-    checksum += mult++ * Feld[x][y];
+  { EL_SP_BUGGY_BASE,          EL_SP_BUGGY_BASE_ACTIVATING, 0,
+    InitBuggyBase, NULL, NULL },
+  { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
+    InitBuggyBase, NULL, NULL },
+  { EL_SP_BUGGY_BASE_ACTIVE,   EL_SP_BUGGY_BASE,        0,
+    InitBuggyBase, WarnBuggyBase, NULL },
 
-    /*
-    checksum += mult++ * MovPos[x][y];
-    checksum += mult++ * MovDir[x][y];
-    checksum += mult++ * MovDelay[x][y];
-    checksum += mult++ * Store[x][y];
-    checksum += mult++ * Store2[x][y];
-    checksum += mult++ * StorePlayer[x][y];
-    checksum += mult++ * Frame[x][y];
-    checksum += mult++ * AmoebaNr[x][y];
-    checksum += mult++ * JustStopped[x][y];
-    checksum += mult++ * Stop[x][y];
-    */
-  }
+  { EL_TRAP,                   EL_TRAP_ACTIVE,          0,
+    InitTrap, NULL, ActivateTrap },
+  { EL_TRAP_ACTIVE,            EL_TRAP,                31,
+    NULL, ChangeActiveTrap, NULL },
 
-  if (counter == 3 && first_game)
-    first_game = FALSE;
+  { EL_ROBOT_WHEEL_ACTIVE,     EL_ROBOT_WHEEL,          0,
+    InitRobotWheel, RunRobotWheel, StopRobotWheel },
 
-  return checksum;
-}
-#endif
-#endif
+  { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH,      0,
+    InitTimegateWheel, RunTimegateWheel, NULL },
 
+  { EL_UNDEFINED,              EL_UNDEFINED,           -1, NULL        }
+};
 
+static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+
+#define IS_AUTO_CHANGING(e)  (changing_element[e].base_element != EL_UNDEFINED)
 
 
 void GetPlayerConfig()
@@ -501,96 +484,6 @@ void DrawGameDoorValues()
 }
 
 
-/*
-  =============================================================================
-  InitGameSound()
-  -----------------------------------------------------------------------------
-  initialize sound effect lookup table for element actions
-  =============================================================================
-*/
-
-void InitGameSound()
-{
-  int sound_effect_properties[NUM_SOUND_FILES];
-  int i, j;
-
-#if 0
-  debug_print_timestamp(0, NULL);
-#endif
-
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
-    for (j=0; j<NUM_SND_ACTIONS; j++)
-      element_action_sound[i][j] = -1;
-
-  for (i=0; i<NUM_SOUND_FILES; i++)
-  {
-    int len_effect_text = strlen(sound_files[i].token);
-
-    sound_effect_properties[i] = SND_ACTION_UNKNOWN;
-    is_loop_sound[i] = FALSE;
-
-    /* determine all loop sounds and identify certain sound classes */
-
-    for (j=0; sound_action_properties[j].text; j++)
-    {
-      int len_action_text = strlen(sound_action_properties[j].text);
-
-      if (len_action_text < len_effect_text &&
-         strcmp(&sound_files[i].token[len_effect_text - len_action_text],
-                sound_action_properties[j].text) == 0)
-      {
-       sound_effect_properties[i] = sound_action_properties[j].value;
-
-       if (sound_action_properties[j].is_loop)
-         is_loop_sound[i] = TRUE;
-      }
-    }
-
-    /* associate elements and some selected sound actions */
-
-    for (j=0; j<MAX_NUM_ELEMENTS; j++)
-    {
-      if (element_info[j].sound_class_name)
-      {
-       int len_class_text = strlen(element_info[j].sound_class_name);
-
-       if (len_class_text + 1 < len_effect_text &&
-           strncmp(sound_files[i].token,
-                   element_info[j].sound_class_name, len_class_text) == 0 &&
-           sound_files[i].token[len_class_text] == '.')
-       {
-         int sound_action_value = sound_effect_properties[i];
-
-         element_action_sound[j][sound_action_value] = i;
-       }
-      }
-    }
-  }
-
-#if 0
-  debug_print_timestamp(0, "InitGameEngine");
-#endif
-
-#if 0
-  /* TEST ONLY */
-  {
-    int element = EL_SAND;
-    int sound_action = SND_ACTION_DIGGING;
-    int j = 0;
-
-    while (sound_action_properties[j].text)
-    {
-      if (sound_action_properties[j].value == sound_action)
-       printf("element %d, sound action '%s'  == %d\n",
-              element, sound_action_properties[j].text,
-              element_action_sound[element][sound_action]);
-      j++;
-    }
-  }
-#endif
-}
-
-
 /*
   =============================================================================
   InitGameEngine()
@@ -639,18 +532,45 @@ static void InitGameEngine()
     for (i=0; i<ep_em_slippery_wall_num; i++)
     {
       if (level.em_slippery_gems)      /* special EM style gems behaviour */
-       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+       Properties2[ep_em_slippery_wall[i]] |=
          EP_BIT_EM_SLIPPERY_WALL;
       else
-       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+       Properties2[ep_em_slippery_wall[i]] &=
          ~EP_BIT_EM_SLIPPERY_WALL;
     }
 
     /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
     if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
+      Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
     else
-      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+      Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+  }
+
+  /* initialize changing elements information */
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  {
+    changing_element[i].base_element = EL_UNDEFINED;
+    changing_element[i].next_element = EL_UNDEFINED;
+    changing_element[i].change_delay = -1;
+    changing_element[i].pre_change_function = NULL;
+    changing_element[i].change_function = NULL;
+    changing_element[i].post_change_function = NULL;
+  }
+
+  i = 0;
+  while (changing_element_list[i].base_element != EL_UNDEFINED)
+  {
+    struct ChangingElementInfo *ce = &changing_element_list[i];
+    int element = ce->base_element;
+
+    changing_element[element].base_element         = ce->base_element;
+    changing_element[element].next_element         = ce->next_element;
+    changing_element[element].change_delay         = ce->change_delay;
+    changing_element[element].pre_change_function  = ce->pre_change_function;
+    changing_element[element].change_function      = ce->change_function;
+    changing_element[element].post_change_function = ce->post_change_function;
+
+    i++;
   }
 }
 
@@ -797,12 +717,15 @@ void InitGame()
       Feld[x][y] = Ur[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
-      Frame[x][y] = 0;
-      GfxAction[x][y] = GFX_ACTION_DEFAULT;
       AmoebaNr[x][y] = 0;
       JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
+      ExplodePhase[x][y] = 0;
       ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+      GfxFrame[x][y] = 0;
+      GfxAction[x][y] = ACTION_DEFAULT;
+      GfxRandom[x][y] = INIT_GFX_RANDOM();
     }
   }
 
@@ -974,7 +897,7 @@ void InitGame()
   FadeToFront();
 
   /* copy default game door content to main double buffer */
-  BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
   if (level_nr < 100)
@@ -1331,22 +1254,57 @@ int NewHiScore()
   return position;
 }
 
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+#if 0
+#if 1
+  int element = Feld[x][y];
+  int graphic = el2img(element);
+
+  /* reset random value not until one full delay cycle was reached */
+  if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+      GfxFrame[x][y] > ANIM_DELAY(graphic))
+#endif
+    ResetRandomAnimationValue(x, y);
+#endif
+
+  GfxFrame[x][y] = 0;
+  GfxAction[x][y] = ACTION_DEFAULT;
+
+#if 0
+  if (Feld[x][y] == EL_ROCK)
+    printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
+          JustStopped[x][y], MovDir[x][y]);
+#endif
+}
+
 void InitMovingField(int x, int y, int direction)
 {
   int element = Feld[x][y];
   int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
 
-  MovDir[x][y] = direction;
-  MovDir[newx][newy] = direction;
+  if (!JustStopped[x][y] || direction != MovDir[x][y])
+    ResetGfxAnimation(x, y);
+
+  MovDir[newx][newy] = MovDir[x][y] = direction;
 
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
 
   if (direction == MV_DOWN && CAN_FALL(element))
-    GfxAction[x][y] = GFX_ACTION_FALLING;
+    GfxAction[x][y] = ACTION_FALLING;
   else
-    GfxAction[x][y] = GFX_ACTION_MOVING;
+    GfxAction[x][y] = ACTION_MOVING;
+
+  GfxFrame[newx][newy] = GfxFrame[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1457,7 +1415,7 @@ void RemoveMovingField(int x, int y)
   Feld[newx][newy] = EL_EMPTY;
   MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
   MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
-  GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
+  GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1475,14 +1433,10 @@ void DrawDynamite(int x, int y)
   if (Store[x][y])
     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
 
-  frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
-
-  /*
-  printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
-  */
+  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
   if (game.emulation == EMU_SUPAPLEX)
-    DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+    DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
   else if (Store[x][y])
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
@@ -1491,21 +1445,16 @@ void DrawDynamite(int x, int y)
 
 void CheckDynamite(int x, int y)
 {
-  if (MovDelay[x][y])          /* dynamite is still waiting to explode */
+  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y])
+
+    if (MovDelay[x][y] != 0)
     {
-      if (!(MovDelay[x][y] % 6))
-       PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+      DrawDynamite(x, y);
 
-      if (IS_ACTIVE_BOMB(Feld[x][y]))
-      {
-       int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
-
-       if (!(MovDelay[x][y] % delay))
-         DrawDynamite(x, y);
-      }
+      /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
+      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
 
       return;
     }
@@ -1652,7 +1601,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[x][y] = EL_EXPLOSION;
       MovDir[x][y] = MovPos[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      Frame[x][y] = 1;
+      ExplodePhase[x][y] = 1;
       Stop[x][y] = TRUE;
     }
 
@@ -1668,7 +1617,7 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-  Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
   if (phase == first_phase_after_start)
   {
@@ -1836,27 +1785,27 @@ void Bang(int x, int y)
   }
 }
 
-void Blurb(int x, int y)
+void SplashAcid(int x, int y)
 {
   int element = Feld[x][y];
 
   if (element != EL_ACID_SPLASH_LEFT &&
-      element != EL_ACID_SPLASH_RIGHT) /* start */
+      element != EL_ACID_SPLASH_RIGHT)
   {
     PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+
     if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
        (!IN_LEV_FIELD(x-1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
-    {
       Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
-    }
+
     if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
        (!IN_LEV_FIELD(x+1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
-    {
       Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
-    }
   }
+
+#if 0
   else                                                         /* go on */
   {
     int graphic = (element == EL_ACID_SPLASH_LEFT ?
@@ -1883,6 +1832,7 @@ void Blurb(int x, int y)
       }
     }
   }
+#endif
 }
 
 static void InitBeltMovement()
@@ -1915,9 +1865,9 @@ static void InitBeltMovement()
       int graphic = el2img(element);
 
       if (game.belt_dir[i] == MV_LEFT)
-       new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
       else
-       new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
     }
   }
 
@@ -1999,9 +1949,9 @@ static void ToggleBeltSwitch(int x, int y)
     int graphic = el2img(element);
 
     if (belt_dir == MV_LEFT)
-      new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
     else
-      new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
   }
 
   for (yy=0; yy<lev_fieldy; yy++)
@@ -2197,22 +2147,33 @@ void Impact(int x, int y)
       return;
 
     object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
-                                     MovDir[x][y+1]!=MV_DOWN ||
-                                     MovPos[x][y+1]<=TILEY/2));
+                                     MovDir[x][y+1] != MV_DOWN ||
+                                     MovPos[x][y+1] <= TILEY / 2));
     if (object_hit)
       smashed = MovingOrBlocked2Element(x, y+1);
   }
 
   if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
-    Blurb(x, y);
+    SplashAcid(x, y);
     return;
   }
 
+#if 1
+  if (lastline || object_hit)
+  {
+#if 0
+    MovDir[x][y] = 0;
+#endif
+    ResetGfxAnimation(x, y);
+    DrawLevelField(x, y);
+  }
+#endif
+
   if ((element == EL_BOMB ||
        element == EL_SP_DISK_ORANGE ||
        element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))        /* element is bomb */
+      (lastline || object_hit))                /* element is bomb */
   {
     Bang(x, y);
     return;
@@ -2234,6 +2195,8 @@ void Impact(int x, int y)
     {
       Feld[x][y] = EL_AMOEBA_CREATING;
       Store[x][y] = EL_AMOEBA_WET;
+
+      ResetRandomAnimationValue(x, y);
     }
     return;
   }
@@ -2241,7 +2204,8 @@ void Impact(int x, int y)
   if (!lastline && object_hit)         /* check which object was hit */
   {
     if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+       (smashed == EL_MAGIC_WALL ||
+        smashed == EL_BD_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
@@ -2262,29 +2226,31 @@ void Impact(int x, int y)
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
 
-    if (IS_PLAYER(x, y+1))
+    if (IS_PLAYER(x, y + 1))
     {
       KillHeroUnlessProtected(x, y+1);
       return;
     }
     else if (smashed == EL_PENGUIN)
     {
-      Bang(x, y+1);
+      Bang(x, y + 1);
       return;
     }
     else if (element == EL_BD_DIAMOND)
     {
       if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
     }
-    else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
-            (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+    else if ((element == EL_SP_INFOTRON ||
+             element == EL_SP_ZONK) &&
+            (smashed == EL_SP_SNIKSNAK ||
+             smashed == EL_SP_ELECTRON ||
              smashed == EL_SP_DISK_ORANGE))
     {
-      Bang(x, y+1);
+      Bang(x, y + 1);
       return;
     }
     else if (element == EL_ROCK ||
@@ -2292,19 +2258,23 @@ void Impact(int x, int y)
             element == EL_BD_ROCK)
     {
       if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
+         smashed == EL_BOMB ||
+         smashed == EL_SP_DISK_ORANGE ||
          smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE || smashed == EL_PIG ||
-         smashed == EL_DRAGON || smashed == EL_MOLE)
+         smashed == EL_SATELLITE ||
+         smashed == EL_PIG ||
+         smashed == EL_DRAGON ||
+         smashed == EL_MOLE)
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
-      else if (!IS_MOVING(x, y+1))
+      else if (!IS_MOVING(x, y + 1))
       {
-       if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
        {
-         Bang(x, y+1);
+         Bang(x, y + 1);
          return;
        }
        else if (smashed == EL_NUT)
@@ -2359,7 +2329,7 @@ void Impact(int x, int y)
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
+    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
 }
 
 void TurnRound(int x, int y)
@@ -2688,7 +2658,7 @@ void TurnRound(int x, int y)
       }
     }
 
-    if (element == EL_ROBOT && ZX>=0 && ZY>=0)
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
     {
       attr_x = ZX;
       attr_y = ZY;
@@ -2814,7 +2784,7 @@ void StartMoving(int x, int y)
   if (Stop[x][y])
     return;
 
-  GfxAction[x][y] = GFX_ACTION_DEFAULT;
+  GfxAction[x][y] = ACTION_DEFAULT;
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
@@ -2930,9 +2900,13 @@ void StartMoving(int x, int y)
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
+#if 0
     else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+#else
+    else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
+#endif
     {
-      Blurb(x, y);
+      SplashAcid(x, y);
 
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
@@ -2954,6 +2928,9 @@ void StartMoving(int x, int y)
     }
     else if (IS_FREE(x, y+1))
     {
+      if (JustStopped[x][y])   /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
+
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
     }
@@ -3009,7 +2986,7 @@ void StartMoving(int x, int y)
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
-       GfxAction[x][y] = GFX_ACTION_DEFAULT;
+       GfxAction[x][y] = ACTION_DEFAULT;
       }
     }
   }
@@ -3071,8 +3048,12 @@ void StartMoving(int x, int y)
       MovDelay[x][y]--;
 
       if (element == EL_ROBOT ||
-         element == EL_YAMYAM || element == EL_DARK_YAMYAM)
+         element == EL_YAMYAM ||
+         element == EL_DARK_YAMYAM)
       {
+#if 1
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+#else
        if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
        {
          int graphic = el2img(element);
@@ -3080,7 +3061,11 @@ void StartMoving(int x, int y)
 
          DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
        }
+#endif
 
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_WAITING);
+#else
        if (MovDelay[x][y] % 4 == 3)
        {
          if (element == EL_YAMYAM)
@@ -3088,19 +3073,20 @@ void StartMoving(int x, int y)
          else if (element == EL_DARK_YAMYAM)
            PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
        }
+#endif
       }
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_DRAGON)
       {
        int i;
        int dir = MovDir[x][y];
        int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
        int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_LEFT1 :
-                      dir == MV_RIGHT  ? IMG_FLAMES_RIGHT1 :
-                      dir == MV_UP     ? IMG_FLAMES_UP1 :
-                      dir == MV_DOWN   ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES1_DOWN : IMG_EMPTY);
        int frame = getGraphicAnimationFrame(graphic, -1);
 
        for (i=1; i<=3; i++)
@@ -3137,7 +3123,7 @@ void StartMoving(int x, int y)
 
       if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+       PlaySoundLevelAction(x, y, ACTION_WAITING);
 
        return;
       }
@@ -3167,7 +3153,7 @@ void StartMoving(int x, int y)
             IN_LEV_FIELD(newx, newy) &&
             MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
     {
-      Blurb(x, y);
+      SplashAcid(x, y);
       Store[x][y] = EL_ACID;
     }
     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
@@ -3348,23 +3334,23 @@ void StartMoving(int x, int y)
               element == EL_SP_SNIKSNAK || element == EL_MOLE)
        DrawLevelField(x, y);
       else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SATELLITE)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
-      PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+      PlaySoundLevelAction(x, y, ACTION_WAITING);
 
       return;
     }
 
     InitMovingField(x, y, MovDir[x][y]);
 
-    PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
+    PlaySoundLevelAction(x, y, ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3487,9 +3473,20 @@ void ContinueMoving(int x, int y)
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
     MovDelay[newx][newy] = 0;
 
+#if 0
+    /* all done in "InitMovingField()" */
     GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxAction[x][y] = GFX_ACTION_DEFAULT;
+    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
+#endif
+
+    /* copy animation control values to new field */
+    GfxFrame[newx][newy]  = GfxFrame[x][y];
+    GfxAction[newx][newy] = GfxAction[x][y];
+    GfxRandom[newx][newy] = GfxRandom[x][y];
 
+    ResetGfxAnimation(x, y);   /* reset animation values for old field */
+
+#if 1
 #if 0
     if (!CAN_MOVE(element))
       MovDir[newx][newy] = 0;
@@ -3502,6 +3499,7 @@ void ContinueMoving(int x, int y)
     if (!CAN_MOVE(element) ||
        (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
       MovDir[newx][newy] = 0;
+#endif
 #endif
 
     DrawLevelField(x, y);
@@ -3526,11 +3524,11 @@ void ContinueMoving(int x, int y)
   else                         /* still moving on */
   {
 #if 0
-    if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
+    if (GfxAction[x][y] == ACTION_DEFAULT)
     {
       printf("reset GfxAction...\n");
 
-      GfxAction[x][y] = GFX_ACTION_MOVING;
+      GfxAction[x][y] = ACTION_MOVING;
     }
 #endif
 
@@ -4010,127 +4008,33 @@ void Life(int ax, int ay)
                   SND_BIOMAZE_CREATING);
 }
 
-void RobotWheel(int x, int y)
+static void InitRobotWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
-      }
-
-      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
-
-      return;
-    }
-  }
-
-  Feld[x][y] = EL_ROBOT_WHEEL;
-  DrawLevelField(x, y);
-
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
+  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
-void TimegateWheel(int x, int y)
+static void RunRobotWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
-      }
-
-      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-
-      return;
-    }
-  }
-
-  Feld[x][y] = EL_TIMEGATE_SWITCH;
-  DrawLevelField(x, y);
+  PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
 
-  /* !!! THIS LOOKS WRONG !!! */
+static void StopRobotWheel(int x, int y)
+{
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
 }
 
-void NussKnacken(int x, int y)
+static void InitTimegateWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 7;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
-                                            6 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
-      }
-
-      return;
-    }
-  }
-
-  Feld[x][y] = EL_EMERALD;
-  DrawLevelField(x, y);
+  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
-void BreakingPearl(int x, int y)
+static void RunTimegateWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 9;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
-                                            8 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
-      }
-
-      return;
-    }
-  }
-
-  Feld[x][y] = EL_EMPTY;
-  DrawLevelField(x, y);
+  PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
 }
 
-void SiebAktivieren(int x, int y, int type)
-{
-  int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
-
-  DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
-}
-
-void AusgangstuerPruefen(int x, int y)
+void CheckExit(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
       local_player->sokobanfields_still_needed > 0 ||
@@ -4139,178 +4043,17 @@ void AusgangstuerPruefen(int x, int y)
 
   Feld[x][y] = EL_EXIT_OPENING;
 
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
-                (x > LEVELX(BX2) ? LEVELX(BX2) : x),
-                y < LEVELY(BY1) ? LEVELY(BY1) :
-                (y > LEVELY(BY2) ? LEVELY(BY2) : y),
-                SND_EXIT_OPENING);
+  PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
 }
 
-void AusgangstuerPruefen_SP(int x, int y)
+void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
     return;
 
   Feld[x][y] = EL_SP_EXIT_OPEN;
 
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
-                (x > LEVELX(BX2) ? LEVELX(BX2) : x),
-                y < LEVELY(BY1) ? LEVELY(BY1) :
-                (y > LEVELY(BY2) ? LEVELY(BY2) : y),
-                SND_SP_EXIT_OPENING);
-}
-
-void AusgangstuerOeffnen(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    int tuer;
-
-    MovDelay[x][y]--;
-    tuer = MovDelay[x][y] / delay;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
-                                            29 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
-      }
-    }
-
-    if (MovDelay[x][y])
-      return;
-  }
-
-  Feld[x][y] = EL_EXIT_OPEN;
-  DrawLevelField(x, y);
-}
-
-void OpenSwitchgate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
-                                            29 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
-      }
-    }
-
-    if (MovDelay[x][y])
-      return;
-  }
-
-  Feld[x][y] = EL_SWITCHGATE_OPEN;
-  DrawLevelField(x, y);
-}
-
-void CloseSwitchgate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
-                                            29 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
-      }
-    }
-
-    if (MovDelay[x][y])
-      return;
-  }
-
-  Feld[x][y] = EL_SWITCHGATE_CLOSED;
-  DrawLevelField(x, y);
-}
-
-void OpenTimegate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
-                                            29 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
-      }
-    }
-
-    if (MovDelay[x][y])
-      return;
-  }
-
-  Feld[x][y] = EL_TIMEGATE_OPEN;
-  DrawLevelField(x, y);
-}
-
-void CloseTimegate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
-                                            29 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
-      }
-    }
-
-    if (MovDelay[x][y])
-      return;
-  }
-
-  Feld[x][y] = EL_TIMEGATE_CLOSED;
-  DrawLevelField(x, y);
+  PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
 }
 
 static void CloseAllOpenTimegates()
@@ -4338,13 +4081,17 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_BD_DIAMOND)
-    DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
+#if 0
+    DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
+#else
+    return;
+#endif
   else
   {
-    if (!MovDelay[x][y])       /* next animation frame */
+    if (MovDelay[x][y] == 0)   /* next animation frame */
       MovDelay[x][y] = 11 * !SimpleRND(500);
 
-    if (MovDelay[x][y])                /* wait some time before next frame */
+    if (MovDelay[x][y] != 0)   /* wait some time before next frame */
     {
       MovDelay[x][y]--;
 
@@ -4354,10 +4101,10 @@ void EdelsteinFunkeln(int x, int y)
 #if 0
       DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
 #else
-      DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
+      DrawLevelElementAnimation(x, y, Feld[x][y]);
 #endif
 
-      if (MovDelay[x][y])
+      if (MovDelay[x][y] != 0)
       {
        int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
                                             10 - MovDelay[x][y]);
@@ -4579,140 +4326,99 @@ void CheckForDragon(int x, int y)
   }
 }
 
-static void CheckBuggyBase(int x, int y)
+static void InitBuggyBase(int x, int y)
 {
   int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
+
+  MovDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
 
-  if (element == EL_SP_BUGGY_BASE)
+static void WarnBuggyBase(int x, int y)
+{
+  int i;
+  static int xy[4][2] =
   {
-    if (!MovDelay[x][y])       /* wait some time before activating base */
-      MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-
-    if (MovDelay[x][y])
-    {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-        DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
-      if (MovDelay[x][y])
-       return;
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-      Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
-    }
-  }
-  else if (element == EL_SP_BUGGY_BASE_ACTIVE)
+  for (i=0; i<4; i++)
   {
-    if (!MovDelay[x][y])       /* start activating buggy base */
-      MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
+    int xx = x + xy[i][0], yy = y + xy[i][1];
 
-    if (MovDelay[x][y])
+    if (IS_PLAYER(xx, yy))
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y])
-      {
-       int i;
-       static int xy[4][2] =
-       {
-         { 0, -1 },
-         { -1, 0 },
-         { +1, 0 },
-         { 0, +1 }
-       };
+      PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
-       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       {
-         int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
-         int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
-
-          DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-       }
+      break;
+    }
+  }
+}
 
-       for (i=0; i<4; i++)
-       {
-         int xx = x + xy[i][0], yy = y + xy[i][1];
+static void InitTrap(int x, int y)
+{
+  MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
 
-         if (IS_PLAYER(xx, yy))
-         {
-           PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
-           break;
-         }
-       }
+static void ActivateTrap(int x, int y)
+{
+  PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+}
 
-       return;
-      }
+static void ChangeActiveTrap(int x, int y)
+{
+  int graphic = IMG_TRAP_ACTIVE;
 
-      Feld[x][y] = EL_SP_BUGGY_BASE;
-      DrawLevelField(x, y);
-    }
-  }
+  /* if new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    DrawCrumbledSand(SCREENX(x), SCREENY(y));
 }
 
-static void CheckTrap(int x, int y)
+static void ChangeElement(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element == EL_TRAP)
+  if (MovDelay[x][y] == 0)             /* initialize element change */
   {
-    if (!MovDelay[x][y])       /* wait some time before activating trap */
-      MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+    MovDelay[x][y] = changing_element[element].change_delay + 1;
 
-    if (MovDelay[x][y])
-    {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y])
-       return;
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-      Feld[x][y] = EL_TRAP_ACTIVE;
-      PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
-    }
+    if (changing_element[element].pre_change_function)
+      changing_element[element].pre_change_function(x, y);
   }
-  else if (element == EL_TRAP_ACTIVE)
-  {
-    int delay = 4;
-    int num_frames = 8;
 
-    if (!MovDelay[x][y])       /* start activating trap */
-      MovDelay[x][y] = num_frames * delay;
+  MovDelay[x][y]--;
 
-    if (MovDelay[x][y])
-    {
-      MovDelay[x][y]--;
-
-      if (MovDelay[x][y])
-      {
-       if (!(MovDelay[x][y] % delay))
-       {
-         if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         {
-           int graphic = IMG_TRAP_ACTIVE;
-           int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
-
-           DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
-           DrawCrumbledSand(SCREENX(x), SCREENY(y));
-         }
-       }
-
-       return;
-      }
+  if (MovDelay[x][y] != 0)             /* continue element change */
+  {
+    if (IS_ANIMATED(el2img(element)))
+      DrawLevelElementAnimationIfNeeded(x, y, element);
 
-      Feld[x][y] = EL_TRAP;
-      DrawLevelField(x, y);
-    }
+    if (changing_element[element].change_function)
+      changing_element[element].change_function(x, y);
   }
-}
-
-static void DrawBeltAnimation(int x, int y, int element)
-{
-  int belt_nr = getBeltNrFromBeltActiveElement(element);
-  int belt_dir = game.belt_dir[belt_nr];
-
-  if (belt_dir != MV_NO_MOVING)
+  else                                 /* finish element change */
   {
-    int graphic = el2img(element);
+    Feld[x][y] = changing_element[element].next_element;
+
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-    DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+    DrawLevelField(x, y);
 
-    if (!(FrameCounter % 2))
-      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
+    if (changing_element[element].post_change_function)
+      changing_element[element].post_change_function(x, y);
   }
 }
 
@@ -4861,7 +4567,7 @@ void GameActions()
 {
   static unsigned long action_delay = 0;
   unsigned long action_delay_value;
-  int sieb_x = 0, sieb_y = 0;
+  int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
@@ -4975,6 +4681,8 @@ void GameActions()
     if (JustStopped[x][y] > 0)
       JustStopped[x][y]--;
 
+    GfxFrame[x][y]++;
+
 #if DEBUG
     if (IS_BLOCKED(x, y))
     {
@@ -4997,12 +4705,23 @@ void GameActions()
     element = Feld[x][y];
     graphic = el2img(element);
 
+#if 1
+    if (graphic_info[graphic].anim_global_sync)
+      GfxFrame[x][y] = FrameCounter;
+#endif
+
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+
+    SetRandomAnimationValue(x, y);
+
     if (IS_INACTIVE(element))
     {
 
 #if 1
-      if (new_graphic_info[graphic].anim_frames > 1)
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 #endif
 
       continue;
@@ -5012,12 +4731,10 @@ void GameActions()
     {
       StartMoving(x, y);
 
-#if 1
-      if (Feld[x][y] == EL_EMERALD &&
-         new_graphic_info[graphic].anim_frames > 1 &&
-         !IS_MOVING(x, y))
-       DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
-#endif
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        EdelsteinFunkeln(x, y);
@@ -5032,8 +4749,8 @@ void GameActions()
              element == EL_EXTRA_TIME ||
              element == EL_SHIELD_NORMAL ||
              element == EL_SHIELD_DEADLY) &&
-            new_graphic_info[graphic].anim_frames > 1)
-      DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+            IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 #endif
 
     else if (IS_MOVING(x, y))
@@ -5042,7 +4759,7 @@ void GameActions()
       CheckDynamite(x, y);
 #if 0
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, Frame[x][y], EX_NORMAL);
+      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 #endif
     else if (element == EL_AMOEBA_CREATING)
       AmoebeWaechst(x, y);
@@ -5056,23 +4773,31 @@ void GameActions()
 
     else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
       Life(x, y);
+#if 0
     else if (element == EL_ROBOT_WHEEL_ACTIVE)
       RobotWheel(x, y);
     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
       TimegateWheel(x, y);
+#endif
+#if 0
     else if (element == EL_ACID_SPLASH_LEFT ||
             element == EL_ACID_SPLASH_RIGHT)
-      Blurb(x, y);
+      SplashAcid(x, y);
+#endif
+#if 0
     else if (element == EL_NUT_CRACKING)
       NussKnacken(x, y);
     else if (element == EL_PEARL_BREAKING)
       BreakingPearl(x, y);
+#endif
     else if (element == EL_EXIT_CLOSED)
-      AusgangstuerPruefen(x, y);
+      CheckExit(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
-      AusgangstuerPruefen_SP(x, y);
+      CheckExitSP(x, y);
+#if 0
     else if (element == EL_EXIT_OPENING)
       AusgangstuerOeffnen(x, y);
+#endif
     else if (element == EL_WALL_GROWING_ACTIVE)
       MauerWaechst(x, y);
     else if (element == EL_WALL_GROWING ||
@@ -5082,9 +4807,13 @@ void GameActions()
       MauerAbleger(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
-    else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
+#if 0
+    else if (element == EL_SP_BUGGY_BASE ||
+            element == EL_SP_BUGGY_BASE_ACTIVATING ||
+            element == EL_SP_BUGGY_BASE_ACTIVE)
       CheckBuggyBase(x, y);
-    else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
+    else if (element == EL_TRAP ||
+            element == EL_TRAP_ACTIVE)
       CheckTrap(x, y);
     else if (IS_BELT_ACTIVE(element))
       DrawBeltAnimation(x, y, element);
@@ -5096,37 +4825,36 @@ void GameActions()
       OpenTimegate(x, y);
     else if (element == EL_TIMEGATE_CLOSING)
       CloseTimegate(x, y);
+#endif
+
+    else if (IS_AUTO_CHANGING(element))
+      ChangeElement(x, y);
 
 #if 1
-    else if (new_graphic_info[graphic].anim_frames > 1)
-      DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
+    else if (element == EL_EXPLOSION)
+      ;        /* drawing of correct explosion animation is handled separately */
+    else if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 #endif
 
+    if (IS_BELT_ACTIVE(element))
+      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+
     if (game.magic_wall_active)
     {
-      boolean sieb = FALSE;
       int jx = local_player->jx, jy = local_player->jy;
 
-      if (element == EL_MAGIC_WALL_FULL ||
-         element == EL_MAGIC_WALL_ACTIVE ||
-         element == EL_MAGIC_WALL_EMPTYING)
-      {
-       SiebAktivieren(x, y, 1);
-       sieb = TRUE;
-      }
-      else if (element == EL_BD_MAGIC_WALL_FULL ||
-              element == EL_BD_MAGIC_WALL_ACTIVE ||
-              element == EL_BD_MAGIC_WALL_EMPTYING)
-      {
-       SiebAktivieren(x, y, 2);
-       sieb = TRUE;
-      }
-
       /* play the element sound at the position nearest to the player */
-      if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
+      if ((element == EL_MAGIC_WALL_FULL ||
+          element == EL_MAGIC_WALL_ACTIVE ||
+          element == EL_MAGIC_WALL_EMPTYING ||
+          element == EL_BD_MAGIC_WALL_FULL ||
+          element == EL_BD_MAGIC_WALL_ACTIVE ||
+          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+         ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
-       sieb_x = x;
-       sieb_y = y;
+       magic_wall_x = x;
+       magic_wall_y = y;
       }
     }
   }
@@ -5182,7 +4910,7 @@ void GameActions()
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
       else if (element == EL_EXPLOSION)
-       Explode(x, y, Frame[x][y], EX_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 
       ExplodeField[x][y] = EX_NO_EXPLOSION;
     }
@@ -5194,14 +4922,14 @@ void GameActions()
   {
     if (!(game.magic_wall_time_left % 4))
     {
-      int element = Feld[sieb_x][sieb_y];
+      int element = Feld[magic_wall_x][magic_wall_y];
 
       if (element == EL_BD_MAGIC_WALL_FULL ||
          element == EL_BD_MAGIC_WALL_ACTIVE ||
          element == EL_BD_MAGIC_WALL_EMPTYING)
-       PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
+       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
+       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -5450,7 +5178,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
-      Blurb(jx, jy);
+      SplashAcid(jx, jy);
       Feld[jx][jy] = EL_PLAYER1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
@@ -6099,8 +5827,9 @@ int DigField(struct PlayerInfo *player,
     case EL_TRAP:
     case EL_SP_BASE:
     case EL_SP_BUGGY_BASE:
+    case EL_SP_BUGGY_BASE_ACTIVATING:
       RemoveField(x, y);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
       break;
 
     case EL_EMERALD:
@@ -6122,7 +5851,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_EMERALDS, DY_EMERALDS,
               int2str(local_player->gems_still_needed, 3),
               FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
     case EL_SPEED_PILL:
@@ -6167,7 +5896,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_DYNAMITE, DY_DYNAMITE,
               int2str(local_player->dynamite, 3),
               FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
     case EL_DYNABOMB_NR:
@@ -6339,7 +6068,9 @@ int DigField(struct PlayerInfo *player,
     case EL_SPRING:
       if (mode == DF_SNAP)
        return MF_NO_ACTION;
+
       /* no "break" -- fall through to next case */
+
       /* the following elements can be pushed by "snapping" */
     case EL_BD_ROCK:
       if (dy)
@@ -6360,7 +6091,8 @@ int DigField(struct PlayerInfo *player,
        player->push_delay = FrameCounter;
 #if 0
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing && element != EL_SPRING)
+         !tape.playing &&
+         element != EL_SPRING)
        return MF_NO_ACTION;
 #else
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
@@ -6389,7 +6121,7 @@ int DigField(struct PlayerInfo *player,
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
       DrawLevelField(x + dx, y + dy);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
       break;
 
     case EL_GATE1:
@@ -6449,7 +6181,7 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
       break;
 
     case EL_SP_PORT1_LEFT:
@@ -6647,7 +6379,7 @@ int DigField(struct PlayerInfo *player,
       {
        RemoveField(x, y);
        Feld[x+dx][y+dy] = element;
-       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
+       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
       }
 
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
@@ -6671,6 +6403,48 @@ int DigField(struct PlayerInfo *player,
       break;
 
     default:
+      if (IS_PUSHABLE(element))
+      {
+       if (mode == DF_SNAP)
+         return MF_NO_ACTION;
+
+       if (CAN_FALL(element) && dy)
+         return MF_NO_ACTION;
+
+       player->Pushing = TRUE;
+
+       if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+         return MF_NO_ACTION;
+
+       if (dx && real_dy)
+       {
+         if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
+           return MF_NO_ACTION;
+       }
+       else if (dy && real_dx)
+       {
+         if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
+           return MF_NO_ACTION;
+       }
+
+       if (player->push_delay == 0)
+         player->push_delay = FrameCounter;
+
+       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+         return MF_NO_ACTION;
+
+       RemoveField(x, y);
+       Feld[x + dx][y + dy] = element;
+
+       player->push_delay_value = 2 + RND(8);
+
+       DrawLevelField(x + dx, y + dy);
+       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+       break;
+      }
+
       return MF_NO_ACTION;
   }
 
@@ -6734,11 +6508,16 @@ boolean PlaceBomb(struct PlayerInfo *player)
   if (element != EL_EMPTY)
     Store[jx][jy] = element;
 
+  MovDelay[jx][jy] = 96;
+
+  ResetGfxAnimation(jx, jy);
+  ResetRandomAnimationValue(jx, jy);
+
   if (player->dynamite)
   {
     Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
-    MovDelay[jx][jy] = 96;
     player->dynamite--;
+
     DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
             FS_SMALL, FC_YELLOW);
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
@@ -6755,8 +6534,8 @@ boolean PlaceBomb(struct PlayerInfo *player)
   {
     Feld[jx][jy] =
       EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
-    MovDelay[jx][jy] = 96;
     player->dynabombs_left--;
+
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
@@ -6766,10 +6545,29 @@ boolean PlaceBomb(struct PlayerInfo *player)
   return TRUE;
 }
 
-void PlaySoundLevel(int x, int y, int nr)
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions                                              */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlaySoundLevel()
+{
+  int num_sounds = getSoundListSize();
+
+  if (loop_sound_frame != NULL)
+    free(loop_sound_frame);
+
+  if (loop_sound_volume != NULL)
+    free(loop_sound_volume);
+
+  loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
+
+static void PlaySoundLevel(int x, int y, int nr)
 {
-  static int loop_sound_frame[NUM_SOUND_FILES];
-  static int loop_sound_volume[NUM_SOUND_FILES];
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
   int max_distance = 8;
@@ -6813,16 +6611,26 @@ void PlaySoundLevel(int x, int y, int nr)
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-void PlaySoundLevelAction(int x, int y, int sound_action)
+static void PlaySoundLevelNearest(int x, int y, int sound_action)
+{
+  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+                x > LEVELX(BX2) ? LEVELX(BX2) : x,
+                y < LEVELY(BY1) ? LEVELY(BY1) :
+                y > LEVELY(BY2) ? LEVELY(BY2) : y,
+                sound_action);
+}
+
+static void PlaySoundLevelAction(int x, int y, int sound_action)
 {
   PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
 }
 
-void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+static void PlaySoundLevelElementAction(int x, int y, int element,
+                                       int sound_action)
 {
-  int sound_effect = element_action_sound[element][sound_action];
+  int sound_effect = element_info[element].sound[sound_action];
 
-  if (sound_effect != -1)
+  if (sound_effect != SND_UNDEFINED)
     PlaySoundLevel(x, y, sound_effect);
 }
 
@@ -6969,7 +6777,7 @@ void CreateGameButtons()
 
   for (i=0; i<NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
+    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;