rnd-20040322-B-src
[rocksndiamonds.git] / src / game.c
index 56094a02d0a0edf2119ab0d95379c84c8797ae25..6fc7f7bdc7dbd196ecfd616c94935a282f716466 100644 (file)
 
 /* for Explode() */
 #define EX_PHASE_START         0
-#define EX_NO_EXPLOSION                0
-#define EX_NORMAL              1
-#define EX_CENTER              2
-#define EX_BORDER              3
+#define EX_TYPE_NONE           0
+#define EX_TYPE_NORMAL         (1 << 0)
+#define EX_TYPE_CENTER         (1 << 1)
+#define EX_TYPE_BORDER         (1 << 2)
+#define EX_TYPE_CROSS          (1 << 3)
+#define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
 /* special positions in the game control window (relative to control window) */
 #define XX_LEVEL               37
 
 #define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
                                 RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
+                                RND(element_info[e].drop_delay_random))
 #define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                 RND(element_info[e].move_delay_random))
 #define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                    (element_info[e].move_delay_random))
 
+#define GET_TARGET_ELEMENT(e, ch)                                      \
+       ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
+        (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
+
 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
                                        (condition)))
@@ -295,23 +303,25 @@ static void ChangeElement(int, int, int);
 
 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
 #define CheckTriggeredElementChange(x, y, e, ev)                       \
-       CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
+                                      CH_SIDE_ANY, -1)
 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s)           \
        CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
 #define CheckTriggeredElementChangeSide(x, y, e, ev, s)                        \
-       CheckTriggeredElementChangeExt(x, y, e, ev, -1, s, -1)
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 #define CheckTriggeredElementChangePage(x, y, e, ev, p)                        \
-       CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
+                                      CH_SIDE_ANY, p)
 
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
-#define CheckElementChange(x, y, e, ev)                                        \
-       CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev)                            \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
 #define CheckElementChangePlayer(x, y, e, ev, p, s)                    \
-       CheckElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckElementChangeSide(x, y, e, ev, s)                         \
-       CheckElementChangeExt(x, y, e, ev, -1, s, -1)
-#define CheckElementChangePage(x, y, e, ev, p)                         \
-       CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
+       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
+#define CheckElementChangeSide(x, y, e, te, ev, s)                     \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
+#define CheckElementChangePage(x, y, e, te, ev, p)                     \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
 
 static void PlayLevelSound(int, int, int);
 static void PlayLevelSoundNearest(int, int, int);
@@ -1195,6 +1205,10 @@ static void InitGameEngine()
     ei->change->post_change_function = ch_delay->post_change_function;
 
     ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+
+#if 1
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+#endif
   }
 
 #if 1
@@ -1235,6 +1249,19 @@ static void InitGameEngine()
   }
 #endif
 
+  /* ---------- initialize run-time trigger player and element ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].actual_trigger_element = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+    }
+  }
+
   /* ---------- initialize trigger events ---------------------------------- */
 
   /* initialize trigger events information */
@@ -1326,6 +1353,7 @@ static void InitGameEngine()
     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
 
+#if 0
   /* ---------- initialize move dig/leave ---------------------------------- */
 
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
@@ -1333,6 +1361,7 @@ static void InitGameEngine()
     element_info[i].can_leave_element = FALSE;
     element_info[i].can_leave_element_last = FALSE;
   }
+#endif
 
   /* ---------- initialize gem count --------------------------------------- */
 
@@ -1590,7 +1619,7 @@ void InitGame()
 
       ExplodePhase[x][y] = 0;
       ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeField[x][y] = EX_TYPE_NONE;
 
       RunnerVisit[x][y] = 0;
       PlayerVisit[x][y] = 0;
@@ -1630,7 +1659,7 @@ void InitGame()
     if (!IS_CUSTOM_ELEMENT(i))
     {
       int num_phase = 8;
-      int delay = ((IS_SP_ELEMENT(i) &&
+      int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
                    game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
                   game.emulation == EMU_SUPAPLEX ? 3 : 2);
       int last_phase = (num_phase + 1) * delay;
@@ -1840,7 +1869,7 @@ void InitGame()
 
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
-         content = element_info[element].change_page[i].content[xx][yy];
+         content= element_info[element].change_page[i].target_content[xx][yy];
          is_player = ELEM_IS_PLAYER(content);
 
          if (is_player && (found_rating < 1 || element < found_element))
@@ -2065,6 +2094,11 @@ void InitMovDir(int x, int y)
 
              break;
            }
+
+#if 1
+           if (MovDir[x][y] == MV_NO_MOVING)   /* no start direction found */
+             MovDir[x][y] = 1 << RND(4);       /* => use random direction */
+#endif
          }
        }                
       }
@@ -2591,20 +2625,16 @@ void RelocatePlayer(int x, int y, int element_raw)
   int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
   struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
-  boolean no_delay = (tape.index_search);
+  boolean no_delay = (tape.warp_forward);
   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
-#if 1
   int old_jx, old_jy;
-#endif
 
   if (player->GameOver)                /* do not reanimate dead player */
     return;
 
-#if 1
   RemoveField(x, y);           /* temporarily remove newly placed player */
   DrawLevelField(x, y);
-#endif
 
   if (player->present)
   {
@@ -2626,19 +2656,51 @@ void RelocatePlayer(int x, int y, int element_raw)
     player->is_moving = FALSE;
   }
 
-#if 1
   old_jx = player->jx;
   old_jy = player->jy;
-#endif
 
   Feld[x][y] = element;
   InitPlayerField(x, y, element, TRUE);
 
-#if 0
-  if (player == local_player)
+  if (player != local_player)  /* do not visually relocate other players */
+    return;
+
+  if (level.instant_relocation)
   {
 #if 1
+    int offset = (setup.scroll_delay ? 3 : 0);
+    int jx = local_player->jx;
+    int jy = local_player->jy;
+
+    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+    {
+      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                 local_player->jx - MIDPOSX);
 
+      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                 local_player->jy - MIDPOSY);
+    }
+    else
+    {
+      if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
+         (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+       scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+      if ((player->MovDir == MV_UP  && scroll_y > jy - MIDPOSY + offset) ||
+         (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+       scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+    }
+#else
     scroll_x += (local_player->jx - old_jx);
     scroll_y += (local_player->jy - old_jy);
 
@@ -2649,30 +2711,69 @@ void RelocatePlayer(int x, int y, int element_raw)
     /* don't scroll over playfield boundaries */
     if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
-
-#else
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_player->jx - MIDPOSX);
-
-    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-               local_player->jy - MIDPOSY);
 #endif
 
     RedrawPlayfield(TRUE, 0,0,0,0);
+  }
+  else
+  {
+#if 1
 #if 0
-    DrawAllPlayers();
-    BackToFront();
+    int offset = (setup.scroll_delay ? 3 : 0);
+    int jx = local_player->jx;
+    int jy = local_player->jy;
 #endif
-  }
+    int scroll_xx = -999, scroll_yy = -999;
 
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                  local_player->jx - MIDPOSX);
+
+      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  local_player->jy - MIDPOSY);
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
 #else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
 
-  if (player == local_player)
-  {
+      scroll_x -= dx;
+      scroll_y -= dy;
+
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
+
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
+
+      /* scroll in two steps of half tile size to make things smoother */
+      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+      FlushDisplay();
+      Delay(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+#else
     int scroll_xx = -999, scroll_yy = -999;
 
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
     while (scroll_xx != scroll_x || scroll_yy != scroll_y)
     {
       int dx = 0, dy = 0;
@@ -2689,6 +2790,14 @@ void RelocatePlayer(int x, int y, int element_raw)
       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
 
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
+
       scroll_x -= dx;
       scroll_y -= dy;
 
@@ -2707,8 +2816,8 @@ void RelocatePlayer(int x, int y, int element_raw)
       BackToFront();
       Delay(wait_delay_value);
     }
-  }
 #endif
+  }
 }
 
 void Explode(int ex, int ey, int phase, int mode)
@@ -2748,11 +2857,12 @@ void Explode(int ex, int ey, int phase, int mode)
     /* --- This is only really needed (and now handled) in "Impact()". --- */
     /* do not explode moving elements that left the explode field in time */
     if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-       center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+       center_element == EL_EMPTY &&
+       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
       return;
 #endif
 
-    if (mode == EX_NORMAL || mode == EX_CENTER)
+    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
       PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
 
     /* remove things displayed in background while burning dynamite */
@@ -2787,11 +2897,20 @@ void Explode(int ex, int ey, int phase, int mode)
       int element;
 
 #if 1
-      if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
+#if 1
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
        continue;
 #else
       if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+         (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
+       continue;
+#endif
+#else
+      if (!IN_LEV_FIELD(x, y) ||
+         ((mode != EX_TYPE_NORMAL ||
+           center_element == EL_AMOEBA_TO_DIAMOND) &&
           (x != ex || y != ey)))
        continue;
 #endif
@@ -2930,7 +3049,7 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
-         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
        Store2[x][y] = element;
 
 #if 0
@@ -3120,6 +3239,10 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int element;
 
+#if 0
+  printf("::: done: phase == %d\n", phase);
+#endif
+
 #if 0
     printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
 #endif
@@ -3253,7 +3376,7 @@ void DynaExplode(int ex, int ey)
     player->dynabombs_left++;
   }
 
-  Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
@@ -3272,7 +3395,7 @@ void DynaExplode(int ex, int ey)
       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
        continue;
 
-      Explode(x, y, EX_PHASE_START, EX_BORDER);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
       /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (element != EL_EMPTY &&
@@ -3332,7 +3455,7 @@ void Bang(int x, int y)
     case EL_PACMAN:
     case EL_MOLE:
       RaiseScoreElement(element);
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
     case EL_DYNABOMB_PLAYER_1_ACTIVE:
     case EL_DYNABOMB_PLAYER_2_ACTIVE:
@@ -3350,17 +3473,21 @@ void Bang(int x, int y)
     case EL_AMOEBA_TO_DIAMOND:
 #endif
       if (IS_PLAYER(x, y))
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       else
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       break;
     default:
-      if (CAN_EXPLODE_DYNA(element))
+      if (CAN_EXPLODE_CROSS(element))
+#if 1
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+#else
        DynaExplode(x, y);
+#endif
       else if (CAN_EXPLODE_1X1(element))
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       else
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
   }
 
@@ -3753,7 +3880,7 @@ void Impact(int x, int y)
   boolean object_hit = FALSE;
   boolean impact = (lastline || object_hit);
   int element = Feld[x][y];
-  int smashed = EL_UNDEFINED;
+  int smashed = EL_STEELWALL;
 
   if (!lastline)       /* check if element below was hit */
   {
@@ -3804,7 +3931,7 @@ void Impact(int x, int y)
     PlayLevelSound(x, y, SND_PEARL_BREAKING);
     return;
   }
-  else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
   {
     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 
@@ -3949,16 +4076,17 @@ void Impact(int x, int y)
          TestIfElementSmashesCustomElement(x, y, MV_DOWN);
 #endif
 
-         CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
 
          CheckTriggeredElementChangeSide(x, y + 1, smashed,
                                          CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
-         CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP);
+         CheckElementChangeSide(x, y + 1, smashed, element,
+                                CE_SWITCHED, CH_SIDE_TOP);
        }
       }
       else
       {
-       CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
       }
     }
   }
@@ -5214,11 +5342,30 @@ void StartMoving(int x, int y)
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
+           /* !!! */
+#if 0
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+             RemoveMovingField(xx, yy);
+           else
+             RemoveField(xx, yy);
+#else
            if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
              Bang(xx, yy);
            else
              RemoveMovingField(xx, yy);
+#endif
 
+#if 0
+           if (ChangeDelay[xx][yy])
+             printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
+                                       Feld[xx][yy] == EL_BLOCKED));
+#endif
+
+#if 1
+           ChangeDelay[xx][yy] = 0;
+#endif
            Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
            {
@@ -5418,8 +5565,21 @@ void StartMoving(int x, int y)
        PlayLevelSoundAction(x, y, action);
       }
 
+#if 1
+#if 1
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = element_info[element].move_leave_element;
+#else
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
+         element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
+       Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+#else
       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
        element_info[element].can_leave_element = TRUE;
+#endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
       {
@@ -5472,11 +5632,25 @@ void StartMoving(int x, int y)
 
          MovDelay[x][y] = 50;
 
+         /* !!! */
+#if 0
+         RemoveField(newx, newy);
+#endif
          Feld[newx][newy] = EL_FLAMES;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx1, newy1);
+#endif
            Feld[newx1][newy1] = EL_FLAMES;
+         }
          if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx2, newy2);
+#endif
            Feld[newx2][newy2] = EL_FLAMES;
+         }
 
          return;
        }
@@ -5712,16 +5886,34 @@ void ContinueMoving(int x, int y)
   {
     element = Feld[newx][newy] = EL_ACID;
   }
+#if 1
+  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);
 
-  Store[x][y] = 0;
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+#endif
+
+  Store[x][y] = EL_EMPTY;
   MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
   MovDelay[newx][newy] = 0;
 
-  /* copy element change control values to new field */
-  ChangeDelay[newx][newy] = ChangeDelay[x][y];
-  ChangePage[newx][newy] = ChangePage[x][y];
-  Changed[newx][newy] = Changed[x][y];
-  ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  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;
@@ -5738,7 +5930,7 @@ void ContinueMoving(int x, int y)
 
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
 
-#if 1
+#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 &&
@@ -5876,7 +6068,7 @@ void ContinueMoving(int x, int y)
                change->trigger_element == touched_element)
            {
              CheckElementChangePage(newx, newy, hitting_element,
-                                    CE_OTHER_IS_HITTING, i);
+                                    touched_element, CE_OTHER_IS_HITTING, i);
              break;
            }
          }
@@ -5896,7 +6088,7 @@ void ContinueMoving(int x, int y)
                change->trigger_element == hitting_element)
            {
              CheckElementChangePage(nextx, nexty, touched_element,
-                                    CE_OTHER_GETS_HIT, i);
+                                    hitting_element, CE_OTHER_GETS_HIT, i);
              break;
            }
          }
@@ -6852,11 +7044,19 @@ static void ChangeElementNowExt(int x, int y, int target_element)
 static boolean ChangeElementNow(int x, int y, int element, int page)
 {
   struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  int target_element;
 
   /* always use default change event to prevent running into a loop */
   if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
     ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
 
+  if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
+  {
+    /* reset actual trigger element and player */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_PLAYER_1;
+  }
+
   /* do not change already changed elements with same change event */
 #if 0
   if (Changed[x][y] & ChangeEvent[x][y])
@@ -6877,35 +7077,38 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     return TRUE;
   }
 
-  if (change->use_content)
+  if (change->use_target_content)
   {
-    boolean complete_change = TRUE;
-    boolean can_change[3][3];
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
     int xx, yy;
 
     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      boolean half_destructible;
+      boolean is_empty;
+      boolean is_diggable;
+      boolean is_destructible;
       int ex = x + xx - 1;
       int ey = y + yy - 1;
+      int content_element = change->target_content[xx][yy];
       int e;
 
-      can_change[xx][yy] = TRUE;
+      can_replace[xx][yy] = TRUE;
 
       if (ex == x && ey == y)  /* do not check changing element itself */
        continue;
 
-      if (change->content[xx][yy] == EL_EMPTY_SPACE)
+      if (content_element == EL_EMPTY_SPACE)
       {
-       can_change[xx][yy] = FALSE;     /* do not change empty borders */
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
 
        continue;
       }
 
       if (!IN_LEV_FIELD(ex, ey))
       {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
 
        continue;
       }
@@ -6915,39 +7118,64 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
        e = MovingOrBlocked2Element(ex, ey);
 
+#if 1
+      is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
+                                     IS_WALKABLE(content_element)));
+      is_diggable = (is_empty || IS_DIGGABLE(e));
+      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+
+      can_replace[xx][yy] =
+       ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+        (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+        (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
+
+      if (!can_replace[xx][yy])
+       complete_replace = FALSE;
+#else
+      empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
+                                              IS_WALKABLE(content_element)));
+#if 1
+      half_destructible = (empty_for_element || IS_DIGGABLE(e));
+#else
       half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+#endif
 
-      if ((change->power <= CP_NON_DESTRUCTIVE  && !IS_FREE(ex, ey)) ||
-         (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
-         (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+      if ((change->replace_when <= CP_WHEN_EMPTY  && !empty_for_element) ||
+         (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
+         (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
       {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
       }
+#endif
     }
 
-    if (!change->only_complete || complete_change)
+    if (!change->only_if_complete || complete_replace)
     {
       boolean something_has_changed = FALSE;
 
-      if (change->only_complete && change->use_random_change &&
-         RND(100) < change->random)
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
        return FALSE;
 
       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
       {
        int ex = x + xx - 1;
        int ey = y + yy - 1;
+       int content_element;
 
-       if (can_change[xx][yy] && (!change->use_random_change ||
-                                  RND(100) < change->random))
+       if (can_replace[xx][yy] && (!change->use_random_replace ||
+                                   RND(100) < change->random_percentage))
        {
          if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
            RemoveMovingField(ex, ey);
 
          ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-         ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+         content_element = change->target_content[xx][yy];
+         target_element = GET_TARGET_ELEMENT(content_element, change);
+
+         ChangeElementNowExt(ex, ey, target_element);
 
          something_has_changed = TRUE;
 
@@ -6963,7 +7191,9 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   }
   else
   {
-    ChangeElementNowExt(x, y, change->target_element);
+    target_element = GET_TARGET_ELEMENT(change->target_element, change);
+
+    ChangeElementNowExt(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
   }
@@ -6977,9 +7207,8 @@ static void ChangeElement(int x, int y, int page)
   struct ElementInfo *ei = &element_info[element];
   struct ElementChangeInfo *change = &ei->change_page[page];
 
-#if 0
 #ifdef DEBUG
-  if (!CAN_CHANGE(element))
+  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
     printf("\n\n");
     printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
@@ -6988,8 +7217,18 @@ static void ChangeElement(int x, int y, int page)
     printf("\n\n");
   }
 #endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
 #endif
 
+    return;
+  }
+
   if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
     ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
@@ -7020,6 +7259,8 @@ static void ChangeElement(int x, int y, int page)
     {
       page = ChangePage[x][y];
       ChangePage[x][y] = -1;
+
+      change = &ei->change_page[page];
     }
 
 #if 0
@@ -7050,6 +7291,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
                                              int trigger_page)
 {
   int i, j, x, y;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
 
   if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
     return FALSE;
@@ -7072,7 +7314,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
          change->events & CH_EVENT_BIT(trigger_event) &&
          change->trigger_side & trigger_side &&
          change->trigger_player & trigger_player &&
-         change->trigger_page & (1 << trigger_page) &&
+         change->trigger_page & trigger_page_bits &&
          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
 #if 0
@@ -7084,6 +7326,9 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
        change_element = TRUE;
        page = j;
 
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
        break;
       }
     }
@@ -7112,6 +7357,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
 
 static boolean CheckElementChangeExt(int x, int y,
                                     int element,
+                                    int trigger_element,
                                     int trigger_event,
                                     int trigger_player,
                                     int trigger_side,
@@ -7126,6 +7372,20 @@ static boolean CheckElementChangeExt(int x, int y,
     element = Feld[x][y];
   }
 
+#if 1
+  if (Feld[x][y] != element)   /* check if element has already changed */
+  {
+#if 0
+    printf("::: %d ('%s') != %d ('%s') [%d]\n",
+          Feld[x][y], element_info[Feld[x][y]].token_name,
+          element, element_info[element].token_name,
+          trigger_event);
+#endif
+
+    return FALSE;
+  }
+#endif
+
 #if 1
   if (trigger_page < 0)
   {
@@ -7144,6 +7404,9 @@ static boolean CheckElementChangeExt(int x, int y,
        change_element = TRUE;
        trigger_page = i;
 
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
        break;
       }
     }
@@ -7151,6 +7414,14 @@ static boolean CheckElementChangeExt(int x, int y,
     if (!change_element)
       return FALSE;
   }
+  else
+  {
+    struct ElementInfo *ei = &element_info[element];
+    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+
+    change->actual_trigger_element = trigger_element;
+    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
+  }
 
 #else
 
@@ -7532,7 +7803,7 @@ void GameActions()
   action_delay_value =
     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-  if (tape.playing && tape.index_search && !tape.pausing)
+  if (tape.playing && tape.warp_forward && !tape.pausing)
     action_delay_value = 0;
 
   /* ---------- main game synchronization point ---------- */
@@ -7916,7 +8187,7 @@ void GameActions()
       CheckDynamite(x, y);
 #if 0
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 #endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
@@ -8032,9 +8303,9 @@ void GameActions()
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
       else if (element == EL_EXPLOSION)
-       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeField[x][y] = EX_TYPE_NONE;
     }
 
     game.explosions_delayed = TRUE;
@@ -8369,11 +8640,13 @@ static void CheckGravityMovement(struct PlayerInfo *player)
        !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
 
 #if 0
-    printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
+    printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
           player_can_fall_down,
           player_is_standing_on_valid_field,
           player_is_moving_to_valid_field,
-          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
+          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
+          player->effective_action,
+          player->can_fall_into_acid);
 #endif
 
     if (player_can_fall_down &&
@@ -8499,7 +8772,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   player->step_counter++;
 
+#if 0
   player->drop_delay = 0;
+#endif
 
   PlayerVisit[jx][jy] = FrameCounter;
 
@@ -8632,7 +8907,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     {
       if (jx != old_jx)                /* player has moved horizontally */
       {
-       if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+       if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
            (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
          scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
 
@@ -8644,13 +8919,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+       if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
            (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
          scroll_x = old_scroll_x;
       }
       else                     /* player has moved vertically */
       {
-       if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+       if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
            (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
          scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
 
@@ -8662,7 +8937,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
            (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
          scroll_y = old_scroll_y;
       }
@@ -8716,7 +8991,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     player->is_dropping = FALSE;
 
 
-#if 1
+#if 0
+    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
     {
       static int trigger_sides[4][2] =
       {
@@ -8731,24 +9007,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
 
 #if 1
+      CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+                                       CE_OTHER_GETS_LEFT,
+                                       player->index_bit, leave_side);
+
       if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
-      {
-       CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
-                                         CE_OTHER_GETS_LEFT,
-                                         player->index_bit, leave_side);
        CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
                                 CE_LEFT_BY_PLAYER,
                                 player->index_bit, leave_side);
-      }
+
+      CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+                                       CE_OTHER_GETS_ENTERED,
+                                       player->index_bit, enter_side);
 
       if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-      {
-       CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
-                                         CE_OTHER_GETS_ENTERED,
-                                         player->index_bit, enter_side);
        CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
                                 player->index_bit, enter_side);
-      }
 #endif
 
     }
@@ -8865,8 +9139,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->LevelSolved = player->GameOver = TRUE;
     }
 
-#if 0
+#if 1
     /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
+    /* this breaks one level: "machine", level 000 */
     {
       static int trigger_sides[4][2] =
       {
@@ -8883,24 +9158,22 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       int old_jy = last_jy;
 
 #if 1
+      CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+                                       CE_OTHER_GETS_LEFT,
+                                       player->index_bit, leave_side);
+
       if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
-      {
-       CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
-                                         CE_OTHER_GETS_LEFT,
-                                         player->index_bit, leave_side);
        CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
                                 CE_LEFT_BY_PLAYER,
                                 player->index_bit, leave_side);
-      }
+
+      CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+                                       CE_OTHER_GETS_ENTERED,
+                                       player->index_bit, enter_side);
 
       if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-      {
-       CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
-                                         CE_OTHER_GETS_ENTERED,
-                                         player->index_bit, enter_side);
        CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
                                 player->index_bit, enter_side);
-      }
 #endif
 
     }
@@ -9093,6 +9366,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
   boolean change_center_element = FALSE;
   int center_element_change_page = 0;
   int center_element = Feld[x][y];     /* should always be non-moving! */
+  int border_trigger_element;
   int i, j;
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
@@ -9137,6 +9411,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
        {
          change_center_element = TRUE;
          center_element_change_page = j;
+         border_trigger_element = border_element;
 
          break;
        }
@@ -9162,8 +9437,12 @@ void TestIfElementTouchesCustomElement(int x, int y)
 #endif
            )
        {
-         CheckElementChangePage(xx, yy, border_element, CE_OTHER_IS_TOUCHING,
-                                j);
+#if 0
+         printf("::: border_element %d, %d\n", x, y);
+#endif
+
+         CheckElementChangePage(xx, yy, border_element, center_element,
+                                CE_OTHER_IS_TOUCHING, j);
          break;
        }
       }
@@ -9171,8 +9450,14 @@ void TestIfElementTouchesCustomElement(int x, int y)
   }
 
   if (change_center_element)
-    CheckElementChangePage(x, y, center_element, CE_OTHER_IS_TOUCHING,
-                          center_element_change_page);
+  {
+#if 0
+    printf("::: center_element %d, %d\n", x, y);
+#endif
+
+    CheckElementChangePage(x, y, center_element, border_trigger_element,
+                          CE_OTHER_IS_TOUCHING, center_element_change_page);
+  }
 }
 
 void TestIfElementHitsCustomElement(int x, int y, int direction)
@@ -9181,6 +9466,7 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
+  int touched_element;
 #if 0
   boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
                        !IS_FREE(hitx, hity) &&
@@ -9197,15 +9483,20 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
     return;
 #endif
 
-  CheckElementChangeSide(x, y, hitting_element, CE_HITTING_SOMETHING,
-                        direction);
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+  CheckElementChangeSide(x, y, hitting_element, touched_element,
+                        CE_HITTING_SOMETHING, direction);
 
   if (IN_LEV_FIELD(hitx, hity))
   {
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
+#if 0
     int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
 #if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
@@ -9218,8 +9509,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
     {
       int i;
 
-      CheckElementChangeSide(hitx, hity, touched_element, CE_HIT_BY_SOMETHING,
-                            opposite_direction);
+      CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
+                            CE_HIT_BY_SOMETHING, opposite_direction);
 
       if (IS_CUSTOM_ELEMENT(hitting_element) &&
          HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
@@ -9240,8 +9531,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
 #endif
              )
          {
-           CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_HITTING,
-                                  i);
+           CheckElementChangePage(x, y, hitting_element, touched_element,
+                                  CE_OTHER_IS_HITTING, i);
            break;
          }
        }
@@ -9266,7 +9557,7 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
              )
          {
            CheckElementChangePage(hitx, hity, touched_element,
-                                  CE_OTHER_GETS_HIT, i);
+                                  hitting_element, CE_OTHER_GETS_HIT, i);
            break;
          }
        }
@@ -9282,6 +9573,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
+  int touched_element;
 #if 0
   boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
                        !IS_FREE(hitx, hity) &&
@@ -9298,15 +9590,20 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
     return;
 #endif
 
-  CheckElementChangeSide(x, y, hitting_element, EP_CAN_SMASH_EVERYTHING,
-                        direction);
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+  CheckElementChangeSide(x, y, hitting_element, touched_element,
+                        EP_CAN_SMASH_EVERYTHING, direction);
 
   if (IN_LEV_FIELD(hitx, hity))
   {
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
+#if 0
     int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
 #if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
@@ -9319,7 +9616,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
     {
       int i;
 
-      CheckElementChangeSide(hitx, hity, touched_element,
+      CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
                             CE_SMASHED_BY_SOMETHING, opposite_direction);
 
       if (IS_CUSTOM_ELEMENT(hitting_element) &&
@@ -9341,8 +9638,8 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
 #endif
              )
          {
-           CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_SMASHING,
-                                  i);
+           CheckElementChangePage(x, y, hitting_element, touched_element,
+                                  CE_OTHER_IS_SMASHING, i);
            break;
          }
        }
@@ -9367,7 +9664,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
              )
          {
            CheckElementChangePage(hitx, hity, touched_element,
-                                  CE_OTHER_GETS_SMASHED, i);
+                                  hitting_element, CE_OTHER_GETS_SMASHED, i);
            break;
          }
        }
@@ -10020,7 +10317,7 @@ int DigField(struct PlayerInfo *player,
        PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
        CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
-                                         player->index_bit, CH_SIDE_ANY);
+                                         player->index_bit, dig_side);
 
 #if 1
        if (mode == DF_SNAP)
@@ -10120,7 +10417,7 @@ int DigField(struct PlayerInfo *player,
 
        CheckTriggeredElementChangePlayer(x, y, element,
                                          CE_OTHER_GETS_COLLECTED,
-                                         player->index_bit, CH_SIDE_ANY);
+                                         player->index_bit, dig_side);
 
 #if 1
        if (mode == DF_SNAP)
@@ -10485,15 +10782,25 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
 boolean DropElement(struct PlayerInfo *player)
 {
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_LEFT,      /* dropping left  */
+    CH_SIDE_RIGHT,     /* dropping right */
+    CH_SIDE_TOP,       /* dropping up    */
+    CH_SIDE_BOTTOM,    /* dropping down  */
+  };
   int jx = player->jx, jy = player->jy;
+  int drop_direction = player->MovDir;
+  int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
   int old_element = Feld[jx][jy];
-  int new_element = (player->inventory_size > 0 ?
-                    player->inventory_element[player->inventory_size - 1] :
-                    player->inventory_infinite_element != EL_UNDEFINED ?
-                    player->inventory_infinite_element :
-                    player->dynabombs_left > 0 ?
-                    EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
-                    EL_UNDEFINED);
+  int drop_element = (player->inventory_size > 0 ?
+                     player->inventory_element[player->inventory_size - 1] :
+                     player->inventory_infinite_element != EL_UNDEFINED ?
+                     player->inventory_infinite_element :
+                     player->dynabombs_left > 0 ?
+                     EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+                     EL_UNDEFINED);
+  int new_element = drop_element;      /* default: element does not change */
 
   /* check if player is active, not moving and ready to drop */
   if (!player->active || player->MovPos || player->drop_delay > 0)
@@ -10564,9 +10871,9 @@ boolean DropElement(struct PlayerInfo *player)
 
     CheckTriggeredElementChangePlayer(jx, jy, new_element,
                                      CE_OTHER_GETS_DROPPED,
-                                     player->index_bit, CH_SIDE_ANY);
+                                     player->index_bit, drop_side);
     CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
-                            player->index_bit, CH_SIDE_ANY);
+                            player->index_bit, drop_side);
 
     TestIfElementTouchesCustomElement(jx, jy);
   }
@@ -10601,12 +10908,14 @@ boolean DropElement(struct PlayerInfo *player)
 #endif
   }
 
-  new_element = Feld[jx][jy];
+  new_element = Feld[jx][jy];          /* element might have changed */
 
   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
   {
+#if 0
     int move_stepsize = element_info[new_element].move_stepsize;
+#endif
     int direction, dx, dy, nextx, nexty;
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
@@ -10634,18 +10943,24 @@ boolean DropElement(struct PlayerInfo *player)
 #if 1
       TestIfElementHitsCustomElement(jx, jy, direction);
 #else
-      CheckElementChangeSide(jx, jy, new_element, CE_HITTING_SOMETHING,
-                            direction);
+      CheckElementChangeSide(jx, jy, new_element, touched_element,
+                            CE_HITTING_SOMETHING, direction);
 #endif
     }
 
+#if 0
     player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
   }
 
 #if 0
   player->drop_delay = 8 + 8 + 8;
 #endif
 
+#if 1
+  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+#endif
+
 #endif
 
   player->is_dropping = TRUE;
@@ -10871,21 +11186,15 @@ void RequestQuitGame(boolean ask_if_really_quit)
   {
 
 #if 1
-    if (tape.playing && tape.index_search)
-    {
-      SetDrawDeactivationMask(REDRAW_NONE);
-      audio.sound_deactivated = FALSE;
-    }
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOff(TRUE);
 #endif
 
     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
 
 #if 1
-    if (tape.playing && tape.index_search)
-    {
-      SetDrawDeactivationMask(REDRAW_FIELD);
-      audio.sound_deactivated = TRUE;
-    }
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOn();
 #endif
 
   }