rnd-20071030-1-src
[rocksndiamonds.git] / src / game.c
index 00a1a090a49a416ea2ea6000fc26b54052611157..76a9952991770243f7d206eb143d2a11d11adea9 100644 (file)
@@ -59,6 +59,8 @@
 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF          * 1)
 #define USE_FIX_IMPACT_COLLISION       (USE_NEW_STUFF          * 1)
 
+#define USE_GFX_RESET_WHEN_NOT_MOVING  (USE_NEW_STUFF          * 1)
+
 
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define EX_TYPE_DYNA           (1 << 4)
 #define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
-#define        PANEL_DEACTIVATED(p)    ((p).x < 0 || (p).y < 0)
+#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
 
 /* special positions in the game control window (relative to control window) */
-#define XX_LEVEL1              (game.panel.level.x)
-#define XX_LEVEL2              (game.panel.level.x - 1)
-#define YY_LEVEL               (game.panel.level.y)
-#define XX_EMERALDS            (game.panel.gems.x)
-#define YY_EMERALDS            (game.panel.gems.y)
-#define XX_DYNAMITE            (game.panel.inventory.x)
-#define YY_DYNAMITE            (game.panel.inventory.y)
-#define XX_KEYS                        (game.panel.keys.x)
-#define YY_KEYS                        (game.panel.keys.y)
-#define XX_SCORE               (game.panel.score.x)
-#define YY_SCORE               (game.panel.score.y)
-#define XX_TIME1               (game.panel.time.x)
-#define XX_TIME2               (game.panel.time.x + 1)
-#define YY_TIME                        (game.panel.time.y)
+#define XX_LEVEL1              (PANEL_XPOS(game.panel.level))
+#define XX_LEVEL2              (PANEL_XPOS(game.panel.level) - 1)
+#define XX_LEVEL               (PANEL_XPOS(game.panel.level))
+#define YY_LEVEL               (PANEL_YPOS(game.panel.level))
+#define XX_EMERALDS            (PANEL_XPOS(game.panel.gems))
+#define YY_EMERALDS            (PANEL_YPOS(game.panel.gems))
+#define XX_DYNAMITE            (PANEL_XPOS(game.panel.inventory))
+#define YY_DYNAMITE            (PANEL_YPOS(game.panel.inventory))
+#define XX_KEYS                        (PANEL_XPOS(game.panel.keys))
+#define YY_KEYS                        (PANEL_YPOS(game.panel.keys))
+#define XX_SCORE               (PANEL_XPOS(game.panel.score))
+#define YY_SCORE               (PANEL_YPOS(game.panel.score))
+#define XX_TIME1               (PANEL_XPOS(game.panel.time))
+#define XX_TIME2               (PANEL_XPOS(game.panel.time) + 1)
+#define XX_TIME                        (PANEL_XPOS(game.panel.time))
+#define YY_TIME                        (PANEL_YPOS(game.panel.time))
 
 /* special positions in the game control window (relative to main window) */
 #define DX_LEVEL1              (DX + XX_LEVEL1)
 #define DX_LEVEL2              (DX + XX_LEVEL2)
+#define DX_LEVEL               (DX + XX_LEVEL)
 #define DY_LEVEL               (DY + YY_LEVEL)
 #define DX_EMERALDS            (DX + XX_EMERALDS)
 #define DY_EMERALDS            (DY + YY_EMERALDS)
 #define DY_SCORE               (DY + YY_SCORE)
 #define DX_TIME1               (DX + XX_TIME1)
 #define DX_TIME2               (DX + XX_TIME2)
+#define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
+#if 1
+/* game panel display and control definitions */
+
+#define GAME_PANEL_LEVEL_NUMBER                        0
+#define GAME_PANEL_GEMS                                1
+#define GAME_PANEL_INVENTORY_COUNT             2
+#define GAME_PANEL_INVENTORY_FIRST_1           3
+#define GAME_PANEL_INVENTORY_FIRST_2           4
+#define GAME_PANEL_INVENTORY_FIRST_3           5
+#define GAME_PANEL_INVENTORY_FIRST_4           6
+#define GAME_PANEL_INVENTORY_FIRST_5           7
+#define GAME_PANEL_INVENTORY_FIRST_6           8
+#define GAME_PANEL_INVENTORY_FIRST_7           9
+#define GAME_PANEL_INVENTORY_FIRST_8           10
+#define GAME_PANEL_INVENTORY_LAST_1            11
+#define GAME_PANEL_INVENTORY_LAST_2            12
+#define GAME_PANEL_INVENTORY_LAST_3            13
+#define GAME_PANEL_INVENTORY_LAST_4            14
+#define GAME_PANEL_INVENTORY_LAST_5            15
+#define GAME_PANEL_INVENTORY_LAST_6            16
+#define GAME_PANEL_INVENTORY_LAST_7            17
+#define GAME_PANEL_INVENTORY_LAST_8            18
+#define GAME_PANEL_KEY_1                       19
+#define GAME_PANEL_KEY_2                       20
+#define GAME_PANEL_KEY_3                       21
+#define GAME_PANEL_KEY_4                       22
+#define GAME_PANEL_KEY_5                       23
+#define GAME_PANEL_KEY_6                       24
+#define GAME_PANEL_KEY_7                       25
+#define GAME_PANEL_KEY_8                       26
+#define GAME_PANEL_KEY_WHITE                   27
+#define GAME_PANEL_KEY_WHITE_COUNT             28
+#define GAME_PANEL_SCORE                       29
+#define GAME_PANEL_HIGHSCORE                   30
+#define GAME_PANEL_TIME                                31
+#define GAME_PANEL_TIME_HH                     32
+#define GAME_PANEL_TIME_MM                     33
+#define GAME_PANEL_TIME_SS                     34
+#define GAME_PANEL_SHIELD_NORMAL               35
+#define GAME_PANEL_SHIELD_NORMAL_TIME          36
+#define GAME_PANEL_SHIELD_DEADLY               37
+#define GAME_PANEL_SHIELD_DEADLY_TIME          38
+#define GAME_PANEL_EXIT                                39
+#define GAME_PANEL_EMC_MAGIC_BALL              40
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       41
+#define GAME_PANEL_LIGHT_SWITCH                        42
+#define GAME_PANEL_LIGHT_SWITCH_TIME           43
+#define GAME_PANEL_TIMEGATE_SWITCH             44
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                45
+#define GAME_PANEL_SWITCHGATE_SWITCH           46
+#define GAME_PANEL_EMC_LENSES                  47
+#define GAME_PANEL_EMC_LENSES_TIME             48
+#define GAME_PANEL_EMC_MAGNIFIER               49
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          50
+#define GAME_PANEL_BALLOON_SWITCH              51
+#define GAME_PANEL_DYNABOMB_NUMBER             52
+#define GAME_PANEL_DYNABOMB_SIZE               53
+#define GAME_PANEL_DYNABOMB_POWER              54
+#define GAME_PANEL_PENGUINS                    55
+#define GAME_PANEL_SOKOBAN_OBJECTS             56
+#define GAME_PANEL_SOKOBAN_FIELDS              57
+#define GAME_PANEL_ROBOT_WHEEL                 58
+#define GAME_PANEL_CONVEYOR_BELT_1             59
+#define GAME_PANEL_CONVEYOR_BELT_2             60
+#define GAME_PANEL_CONVEYOR_BELT_3             61
+#define GAME_PANEL_CONVEYOR_BELT_4             62
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      63
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      64
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      65
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      66
+#define GAME_PANEL_MAGIC_WALL                  67
+#define GAME_PANEL_MAGIC_WALL_TIME             68
+#define GAME_PANEL_GRAVITY_STATE               69
+#define GAME_PANEL_GRAPHIC_1                   70
+#define GAME_PANEL_GRAPHIC_2                   71
+#define GAME_PANEL_GRAPHIC_3                   72
+#define GAME_PANEL_GRAPHIC_4                   73
+#define GAME_PANEL_GRAPHIC_5                   74
+#define GAME_PANEL_GRAPHIC_6                   75
+#define GAME_PANEL_GRAPHIC_7                   76
+#define GAME_PANEL_GRAPHIC_8                   77
+#define GAME_PANEL_ELEMENT_1                   78
+#define GAME_PANEL_ELEMENT_2                   79
+#define GAME_PANEL_ELEMENT_3                   80
+#define GAME_PANEL_ELEMENT_4                   81
+#define GAME_PANEL_ELEMENT_5                   82
+#define GAME_PANEL_ELEMENT_6                   83
+#define GAME_PANEL_ELEMENT_7                   84
+#define GAME_PANEL_ELEMENT_8                   85
+#define GAME_PANEL_ELEMENT_COUNT_1             86
+#define GAME_PANEL_ELEMENT_COUNT_2             87
+#define GAME_PANEL_ELEMENT_COUNT_3             88
+#define GAME_PANEL_ELEMENT_COUNT_4             89
+#define GAME_PANEL_ELEMENT_COUNT_5             90
+#define GAME_PANEL_ELEMENT_COUNT_6             91
+#define GAME_PANEL_ELEMENT_COUNT_7             92
+#define GAME_PANEL_ELEMENT_COUNT_8             93
+#define GAME_PANEL_CE_SCORE_1                  94
+#define GAME_PANEL_CE_SCORE_2                  95
+#define GAME_PANEL_CE_SCORE_3                  96
+#define GAME_PANEL_CE_SCORE_4                  97
+#define GAME_PANEL_CE_SCORE_5                  98
+#define GAME_PANEL_CE_SCORE_6                  99
+#define GAME_PANEL_CE_SCORE_7                  100
+#define GAME_PANEL_CE_SCORE_8                  101
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          102
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          103
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          104
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          105
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          109
+#define GAME_PANEL_PLAYER_NAME                 110
+#define GAME_PANEL_LEVEL_NAME                  111
+#define GAME_PANEL_LEVEL_AUTHOR                        112
+
+#define NUM_GAME_PANEL_CONTROLS                        113
+
+struct GamePanelOrderInfo
+{
+  int nr;
+  int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
+
+struct GamePanelControlInfo
+{
+  int nr;
+
+  struct TextPosInfo *pos;
+  int type;
+
+  int value, last_value;
+  int frame, last_frame;
+  int gfx_frame;
+  int gfx_random;
+};
+
+static struct GamePanelControlInfo game_panel_controls[] =
+{
+  {
+    GAME_PANEL_LEVEL_NUMBER,
+    &game.panel.level_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GEMS,
+    &game.panel.gems,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_INVENTORY_COUNT,
+    &game.panel.inventory_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_1,
+    &game.panel.inventory_first[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_2,
+    &game.panel.inventory_first[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_3,
+    &game.panel.inventory_first[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_4,
+    &game.panel.inventory_first[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_5,
+    &game.panel.inventory_first[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_6,
+    &game.panel.inventory_first[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_7,
+    &game.panel.inventory_first[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_8,
+    &game.panel.inventory_first[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_1,
+    &game.panel.inventory_last[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_2,
+    &game.panel.inventory_last[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_3,
+    &game.panel.inventory_last[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_4,
+    &game.panel.inventory_last[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_5,
+    &game.panel.inventory_last[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_6,
+    &game.panel.inventory_last[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_7,
+    &game.panel.inventory_last[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_8,
+    &game.panel.inventory_last[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_1,
+    &game.panel.key[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_2,
+    &game.panel.key[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_3,
+    &game.panel.key[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_4,
+    &game.panel.key[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_5,
+    &game.panel.key[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_6,
+    &game.panel.key[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_7,
+    &game.panel.key[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_8,
+    &game.panel.key[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HIGHSCORE,
+    &game.panel.highscore,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EXIT,
+    &game.panel.exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+    &game.panel.emc_magic_ball_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_switch[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_switch[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_switch[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_switch[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GRAVITY_STATE,
+    &game.panel.gravity_state,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_GRAPHIC_1,
+    &game.panel.graphic[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_2,
+    &game.panel.graphic[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_3,
+    &game.panel.graphic[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_4,
+    &game.panel.graphic[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_5,
+    &game.panel.graphic[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_6,
+    &game.panel.graphic[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_7,
+    &game.panel.graphic[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_8,
+    &game.panel.graphic[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_1,
+    &game.panel.element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_2,
+    &game.panel.element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_3,
+    &game.panel.element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_4,
+    &game.panel.element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_5,
+    &game.panel.element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_6,
+    &game.panel.element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_7,
+    &game.panel.element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_8,
+    &game.panel.element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_1,
+    &game.panel.element_count[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_2,
+    &game.panel.element_count[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_3,
+    &game.panel.element_count[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_4,
+    &game.panel.element_count[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_5,
+    &game.panel.element_count[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_6,
+    &game.panel.element_count[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_7,
+    &game.panel.element_count[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_8,
+    &game.panel.element_count[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1,
+    &game.panel.ce_score[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2,
+    &game.panel.ce_score[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3,
+    &game.panel.ce_score[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4,
+    &game.panel.ce_score[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5,
+    &game.panel.ce_score[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6,
+    &game.panel.ce_score[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7,
+    &game.panel.ce_score[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8,
+    &game.panel.ce_score[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1_ELEMENT,
+    &game.panel.ce_score_element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2_ELEMENT,
+    &game.panel.ce_score_element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3_ELEMENT,
+    &game.panel.ce_score_element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4_ELEMENT,
+    &game.panel.ce_score_element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5_ELEMENT,
+    &game.panel.ce_score_element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6_ELEMENT,
+    &game.panel.ce_score_element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7_ELEMENT,
+    &game.panel.ce_score_element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8_ELEMENT,
+    &game.panel.ce_score_element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_STRING,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+  }
+};
+#endif
+
+
 /* values for delayed check of falling and moving elements and for collision */
 #define CHECK_DELAY_MOVING     3
 #define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
         (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
         (be) + (e) - EL_SELF)
 
+#define GET_PLAYER_FROM_BITS(p)                                                \
+       (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                          \
        ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
         (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
 
 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
+                                                Feld[x][y] == EL_EM_EXIT_OPEN || \
+                                                Feld[x][y] == EL_STEEL_EXIT_OPEN || \
+                                                Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
                                                 IS_FOOD_PENGUIN(Feld[x][y])))
 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 
 static void CreateField(int, int, int);
 
+static void ResetGfxAnimation(int, int);
+
 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
 static void AdvanceFrameAndPlayerCounters(int);
 
@@ -299,7 +1033,10 @@ static boolean MovePlayer(struct PlayerInfo *, int, int);
 static void ScrollPlayer(struct PlayerInfo *, int);
 static void ScrollScreen(struct PlayerInfo *, int);
 
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
 
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
@@ -371,17 +1108,14 @@ void KillPlayer(struct PlayerInfo *);
 void BuryPlayer(struct PlayerInfo *);
 void RemovePlayer(struct PlayerInfo *);
 
-boolean SnapField(struct PlayerInfo *, int, int);
-boolean DropElement(struct PlayerInfo *);
-
 static int getInvisibleActiveFromInvisibleElement(int);
 static int getInvisibleFromInvisibleActiveElement(int);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
 /* for detection of endless loops, caused by custom element programming */
-/* (using "MAX_PLAYFIELD_WIDTH" here is just a rough approximation...) */
-#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH     (MAX_PLAYFIELD_WIDTH)
+/* (using maximal playfield width x 10 is just a rough approximation) */
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH     (MAX_PLAYFIELD_WIDTH * 10)
 
 #define RECURSION_LOOP_DETECTION_START(e, rc)                          \
 {                                                                      \
@@ -475,24 +1209,80 @@ static struct ChangingElementInfo change_delay_list[] =
     NULL
   },
   {
-    EL_SP_EXIT_OPENING,
-    EL_SP_EXIT_OPEN,
+    EL_STEEL_EXIT_OPENING,
+    EL_STEEL_EXIT_OPEN,
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_SP_EXIT_CLOSING,
-    EL_SP_EXIT_CLOSED,
+    EL_STEEL_EXIT_CLOSING,
+    EL_STEEL_EXIT_CLOSED,
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_SWITCHGATE_OPENING,
-    EL_SWITCHGATE_OPEN,
+    EL_EM_EXIT_OPENING,
+    EL_EM_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_EXIT_CLOSING,
+#if 1
+    EL_EMPTY,
+#else
+    EL_EM_EXIT_CLOSED,
+#endif
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_OPENING,
+    EL_EM_STEEL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_CLOSING,
+#if 1
+    EL_STEELWALL,
+#else
+    EL_EM_STEEL_EXIT_CLOSED,
+#endif
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_OPENING,
+    EL_SP_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_CLOSING,
+    EL_SP_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_OPENING,
+    EL_SWITCHGATE_OPEN,
     29,
     NULL,
     NULL,
@@ -595,6 +1385,14 @@ static struct ChangingElementInfo change_delay_list[] =
     RunTimegateWheel,
     NULL
   },
+  {
+    EL_DC_TIMEGATE_SWITCH_ACTIVE,
+    EL_DC_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
   {
     EL_EMC_MAGIC_BALL_ACTIVE,
     EL_EMC_MAGIC_BALL_ACTIVE,
@@ -667,10 +1465,14 @@ move_stepsize_list[] =
   { EL_AMOEBA_DROPPING,                2 },
   { EL_QUICKSAND_FILLING,      1 },
   { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_QUICKSAND_FAST_FILLING, 2 },
+  { EL_QUICKSAND_FAST_EMPTYING,        2 },
   { EL_MAGIC_WALL_FILLING,     2 },
-  { EL_BD_MAGIC_WALL_FILLING,  2 },
   { EL_MAGIC_WALL_EMPTYING,    2 },
+  { EL_BD_MAGIC_WALL_FILLING,  2 },
   { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+  { EL_DC_MAGIC_WALL_FILLING,  2 },
+  { EL_DC_MAGIC_WALL_EMPTYING, 2 },
 
   { EL_UNDEFINED,              0 },
 };
@@ -757,7 +1559,7 @@ static int playfield_scan_delta_y = 1;
                                     (y) += playfield_scan_delta_y)     \
                                for ((x) = playfield_scan_start_x;      \
                                     (x) >= 0 && (x) <= lev_fieldx - 1; \
-                                    (x) += playfield_scan_delta_x)     \
+                                    (x) += playfield_scan_delta_x)
 
 #ifdef DEBUG
 void DEBUG_SetMaximumDynamite()
@@ -836,6 +1638,8 @@ static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
 
 void GetPlayerConfig()
 {
+  GameFrameDelay = setup.game_frame_delay;
+
   if (!audio.sound_available)
     setup.sound_simple = FALSE;
 
@@ -854,58 +1658,7 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int getBeltNrFromBeltElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
-
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
-
-  return (belt_dir_nr % 3);
-}
-
-static int getBeltDirFromBeltSwitchElement(int element)
-{
-  static int belt_move_dir[3] =
-  {
-    MV_LEFT,
-    MV_NONE,
-    MV_RIGHT
-  };
-
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
-
-  return belt_move_dir[belt_dir_nr];
-}
-
-static int get_element_from_group_element(int element)
+int GetElementFromGroupElement(int element)
 {
   if (IS_GROUP_ELEMENT(element))
   {
@@ -1160,6 +1913,11 @@ static void InitField(int x, int y, boolean init_game)
       if (init_game)
        Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
       break;
+
+    case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
+      if (init_game)
+       Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
+      break;
 #endif
 
     case EL_LIGHT_SWITCH_ACTIVE:
@@ -1185,6 +1943,34 @@ static void InitField(int x, int y, boolean init_game)
        Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
       break;
 
+    case EL_TRIGGER_PLAYER:
+    case EL_TRIGGER_ELEMENT:
+    case EL_TRIGGER_CE_VALUE:
+    case EL_TRIGGER_CE_SCORE:
+    case EL_SELF:
+    case EL_ANY_ELEMENT:
+    case EL_CURRENT_CE_VALUE:
+    case EL_CURRENT_CE_SCORE:
+    case EL_PREV_CE_1:
+    case EL_PREV_CE_2:
+    case EL_PREV_CE_3:
+    case EL_PREV_CE_4:
+    case EL_PREV_CE_5:
+    case EL_PREV_CE_6:
+    case EL_PREV_CE_7:
+    case EL_PREV_CE_8:
+    case EL_NEXT_CE_1:
+    case EL_NEXT_CE_2:
+    case EL_NEXT_CE_3:
+    case EL_NEXT_CE_4:
+    case EL_NEXT_CE_5:
+    case EL_NEXT_CE_6:
+    case EL_NEXT_CE_7:
+    case EL_NEXT_CE_8:
+      /* reference elements should not be used on the playfield */
+      Feld[x][y] = EL_EMPTY;
+      break;
+
     default:
       if (IS_CUSTOM_ELEMENT(element))
       {
@@ -1198,7 +1984,7 @@ static void InitField(int x, int y, boolean init_game)
       }
       else if (IS_GROUP_ELEMENT(element))
       {
-       Feld[x][y] = get_element_from_group_element(element);
+       Feld[x][y] = GetElementFromGroupElement(element);
 
        InitField(x, y, init_game);
       }
@@ -1241,198 +2027,1162 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game)
   */
 }
 
-inline void DrawGameValue_Emeralds(int value)
-{
-  int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
+#if 1
 
-  if (PANEL_DEACTIVATED(game.panel.gems))
-    return;
+static int get_key_element_from_nr(int key_nr)
+{
+  int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+                         level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                         EL_EM_KEY_1 : EL_KEY_1);
 
-  DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+  return key_base_element + key_nr;
 }
 
-inline void DrawGameValue_Dynamite(int value)
+static int get_next_dropped_element(struct PlayerInfo *player)
 {
-  int xpos = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
-
-  if (PANEL_DEACTIVATED(game.panel.inventory))
-    return;
-
-  DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+  return (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);
 }
 
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
 {
-  int base_key_graphic = EL_KEY_1;
-  int i;
-
-  if (PANEL_DEACTIVATED(game.panel.keys))
-    return;
+  /* pos >= 0: get element from bottom of the stack;
+     pos <  0: get element from top of the stack */
 
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
-    base_key_graphic = EL_EM_KEY_1;
-
-  /* currently only 4 of 8 possible keys are displayed */
-  for (i = 0; i < STD_NUM_KEYS; i++)
+  if (pos < 0)
   {
-    int x = XX_KEYS + i * MINI_TILEX;
-    int y = YY_KEYS;
+    int min_inventory_size = -pos;
+    int inventory_pos = player->inventory_size - min_inventory_size;
+    int min_dynabombs_left = min_inventory_size - player->inventory_size;
 
-    if (key[i])
-      DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
-    else
-      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
-                DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
+    return (player->inventory_size >= min_inventory_size ?
+           player->inventory_element[inventory_pos] :
+           player->inventory_infinite_element != EL_UNDEFINED ?
+           player->inventory_infinite_element :
+           player->dynabombs_left >= min_dynabombs_left ?
+           EL_DYNABOMB_PLAYER_1 + player->index_nr :
+           EL_UNDEFINED);
   }
-}
-
-inline void DrawGameValue_Score(int value)
-{
-  int xpos = (5 * 14 - 5 * getFontWidth(FONT_TEXT_2)) / 2;
-
-  if (PANEL_DEACTIVATED(game.panel.score))
-    return;
+  else
+  {
+    int min_dynabombs_left = pos + 1;
+    int min_inventory_size = pos + 1 - player->dynabombs_left;
+    int inventory_pos = pos - player->dynabombs_left;
 
-  DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+    return (player->inventory_infinite_element != EL_UNDEFINED ?
+           player->inventory_infinite_element :
+           player->dynabombs_left >= min_dynabombs_left ?
+           EL_DYNABOMB_PLAYER_1 + player->index_nr :
+           player->inventory_size >= min_inventory_size ?
+           player->inventory_element[inventory_pos] :
+           EL_UNDEFINED);
+  }
 }
 
-inline void DrawGameValue_Time(int value)
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
 {
-  int xpos3 = (3 * 14 - 3 * getFontWidth(FONT_TEXT_2)) / 2;
-  int xpos4 = (4 * 10 - 4 * getFontWidth(FONT_LEVEL_NUMBER)) / 2;
-
-  if (PANEL_DEACTIVATED(game.panel.time))
-    return;
-
-  /* clear background if value just changed its size */
-  if (value == 999 || value == 1000)
-    ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
+  const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+  const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+  int compare_result;
 
-  if (value < 1000)
-    DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+  if (gpo1->sort_priority != gpo2->sort_priority)
+    compare_result = gpo1->sort_priority - gpo2->sort_priority;
   else
-    DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
-}
-
-inline void DrawGameValue_Level(int value)
-{
-  if (PANEL_DEACTIVATED(game.panel.level))
-    return;
+    compare_result = gpo1->nr - gpo2->nr;
 
-  if (level_nr < 100)
-    DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
-  else
-    DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), FONT_LEVEL_NUMBER);
+  return compare_result;
 }
 
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
-                      int key_bits)
+void InitGameControlValues()
 {
-  int key[MAX_NUM_KEYS];
   int i;
 
-  /* prevent EM engine from updating time/score values parallel to GameWon() */
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
-      local_player->LevelSolved)
-    return;
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+    struct TextPosInfo *pos = gpc->pos;
+    int nr = gpc->nr;
+    int type = gpc->type;
 
-  for (i = 0; i < MAX_NUM_KEYS; i++)
-    key[i] = key_bits & (1 << i);
+    if (nr != i)
+    {
+      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+      Error(ERR_EXIT, "this should not happen -- please debug");
+    }
 
-  DrawGameValue_Level(level_nr);
+    /* force update of game controls after initialization */
+    gpc->value = gpc->last_value = -1;
+    gpc->frame = gpc->last_frame = -1;
+    gpc->gfx_frame = -1;
 
-  DrawGameValue_Emeralds(emeralds);
-  DrawGameValue_Dynamite(dynamite);
-  DrawGameValue_Score(score);
-  DrawGameValue_Time(time);
+    /* determine panel value width for later calculation of alignment */
+    if (type == TYPE_INTEGER || type == TYPE_STRING)
+    {
+      pos->width = pos->size * getFontWidth(pos->font);
+      pos->height = getFontHeight(pos->font);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      pos->width = pos->size;
+      pos->height = pos->size;
+    }
 
-  DrawGameValue_Keys(key);
+    /* fill structure for game panel draw order */
+    gpo->nr = gpc->nr;
+    gpo->sort_priority = pos->sort_priority;
+  }
+
+  /* sort game panel controls according to sort_priority and control number */
+  qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+       sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
 }
 
-void DrawGameDoorValues()
+void UpdatePlayfieldElementCount()
 {
-  int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
-  int dynamite_value = 0;
-  int score_value = (local_player->LevelSolved ? local_player->score_final :
-                    local_player->score);
-  int gems_value = local_player->gems_still_needed;
-  int key_bits = 0;
-  int i, j;
+  boolean use_element_count = FALSE;
+  int i, j, x, y;
 
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
-  {
-    DrawGameDoorValues_EM();
+  /* first check if it is needed at all to calculate playfield element count */
+  for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+    if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+      use_element_count = TRUE;
 
+  if (!use_element_count)
     return;
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    element_info[i].element_count = 0;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element_info[Feld[x][y]].element_count++;
   }
 
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+      if (IS_IN_GROUP(j, i))
+       element_info[EL_GROUP_START + i].element_count +=
+         element_info[j].element_count;
+}
+
+void UpdateGameControlValues()
+{
+  int i, k;
+  int time = (local_player->LevelSolved ?
+             local_player->LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->time :
+             level.time == 0 ? TimePlayed : TimeLeft);
+  int score = (local_player->LevelSolved ?
+              local_player->LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+              level.native_em_level->lev->score :
+              local_player->score);
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->required :
+             local_player->gems_still_needed);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                    level.native_em_level->lev->required > 0 :
+                    local_player->gems_still_needed > 0 ||
+                    local_player->sokobanfields_still_needed > 0 ||
+                    local_player->lights_still_needed > 0);
+
+  UpdatePlayfieldElementCount();
+
+  /* update game panel control values */
+
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+  game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
+
   if (game.centered_player_nr == -1)
   {
     for (i = 0; i < MAX_PLAYERS; i++)
     {
-      for (j = 0; j < MAX_NUM_KEYS; j++)
-       if (stored_player[i].key[j])
-         key_bits |= (1 << j);
+      for (k = 0; k < MAX_NUM_KEYS; k++)
+      {
+       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       {
+         if (level.native_em_level->ply[i]->keys & (1 << k))
+           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+             get_key_element_from_nr(k);
+       }
+       else if (stored_player[i].key[k])
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
 
-      dynamite_value += stored_player[i].inventory_size;
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_em_level->ply[i]->dynamite;
+      else
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         stored_player[i].inventory_size;
+
+      if (stored_player[i].num_white_keys > 0)
+       game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+         EL_DC_KEY_WHITE;
+
+      game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+       stored_player[i].num_white_keys;
     }
   }
   else
   {
     int player_nr = game.centered_player_nr;
 
-    for (i = 0; i < MAX_NUM_KEYS; i++)
-      if (stored_player[player_nr].key[i])
-       key_bits |= (1 << i);
+    for (k = 0; k < MAX_NUM_KEYS; k++)
+    {
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      {
+       if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
+      else if (stored_player[player_nr].key[k])
+       game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+         get_key_element_from_nr(k);
+    }
 
-    dynamite_value = stored_player[player_nr].inventory_size;
+    if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_em_level->ply[player_nr]->dynamite;
+    else
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       stored_player[player_nr].inventory_size;
+
+    if (stored_player[player_nr].num_white_keys > 0)
+      game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
+
+    game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+      stored_player[player_nr].num_white_keys;
   }
 
-  DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
-                   key_bits);
-}
+  for (i = 0; i < NUM_PANEL_INVENTORY; i++)
+  {
+    game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+      get_inventory_element_from_pos(local_player, i);
+    game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+      get_inventory_element_from_pos(local_player, -i - 1);
+  }
 
+  game_panel_controls[GAME_PANEL_SCORE].value = score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+  game_panel_controls[GAME_PANEL_TIME].value = time;
 
-static void InitGameEngine()
-{
-  int i, j, k, l, x, y;
+  game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+  game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+  game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
 
-  /* set game engine from tape file when re-playing, else from level file */
-  game.engine_version = (tape.playing ? tape.engine_version :
-                        level.game_version);
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+    (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+    local_player->shield_normal_time_left;
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+    (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+    local_player->shield_deadly_time_left;
+
+  game_panel_controls[GAME_PANEL_EXIT].value =
+    (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
+
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+     EL_EMC_MAGIC_BALL_SWITCH);
+
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+    (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+    game.light_time_left;
+
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+    (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+    game.timegate_time_left;
+
+  game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+    EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+  game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+    (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+    game.lenses_time_left;
+
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+    (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+    game.magnify_time_left;
+
+  game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+    (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
+     game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+     game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
+     game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
+     EL_BALLOON_SWITCH_NONE);
+
+  game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+    local_player->dynabomb_count;
+  game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+    local_player->dynabomb_size;
+  game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+    (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+  game_panel_controls[GAME_PANEL_PENGUINS].value =
+    local_player->friends_still_needed;
+
+  game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+    local_player->sokobanfields_still_needed;
+  game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+    local_player->sokobanfields_still_needed;
+
+  game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+    (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
 
-  /* ---------------------------------------------------------------------- */
-  /* set flags for bugs and changes according to active game engine version */
-  /* ---------------------------------------------------------------------- */
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+      (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+       EL_CONVEYOR_BELT_1_MIDDLE) + i;
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+      getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+  }
 
-  /*
-    Summary of bugfix/change:
-    Fixed handling for custom elements that change when pushed by the player.
+  game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+    (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+  game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
+    game.magic_wall_time_left;
 
-    Fixed/changed in version:
-    3.1.0
+#if USE_PLAYER_GRAVITY
+  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+    local_player->gravity;
+#else
+  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
+#endif
 
-    Description:
-    Before 3.1.0, custom elements that "change when pushing" changed directly
-    after the player started pushing them (until then handled in "DigField()").
-    Since 3.1.0, these custom elements are not changed until the "pushing"
-    move of the element is finished (now handled in "ContinueMoving()").
+  for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+    game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
 
-    Affected levels/tapes:
-    The first condition is generally needed for all levels/tapes before version
-    3.1.0, which might use the old behaviour before it was changed; known tapes
-    that are affected are some tapes from the level set "Walpurgis Gardens" by
-    Jamie Cullen.
-    The second condition is an exception from the above case and is needed for
-    the special case of tapes recorded with game (not engine!) version 3.1.0 or
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+      (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+       game.panel.element[i].id : EL_UNDEFINED);
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+      (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+       element_info[game.panel.element_count[i].id].element_count : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+       element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+       element_info[game.panel.ce_score_element[i].id].collect_score :
+       EL_UNDEFINED);
+
+  game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+  /* update game panel control frames */
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (gpc->type == TYPE_ELEMENT)
+    {
+      int last_anim_random_frame = gfx.anim_random_frame;
+      int element = gpc->value;
+      int graphic = el2panelimg(element);
+
+      if (gpc->value != gpc->last_value)
+      {
+       gpc->gfx_frame = 0;
+       gpc->gfx_random = INIT_GFX_RANDOM();
+      }
+      else
+      {
+       gpc->gfx_frame++;
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+           IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+         gpc->gfx_random = INIT_GFX_RANDOM();
+      }
+
+      if (ANIM_MODE(graphic) == ANIM_RANDOM)
+       gfx.anim_random_frame = gpc->gfx_random;
+
+      if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+       gpc->gfx_frame = element_info[element].collect_score;
+
+      gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+                                           gpc->gfx_frame);
+
+      if (ANIM_MODE(graphic) == ANIM_RANDOM)
+       gfx.anim_random_frame = last_anim_random_frame;
+    }
+  }
+}
+
+void DisplayGameControlValues()
+{
+  boolean redraw_panel = FALSE;
+  int i;
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (PANEL_DEACTIVATED(gpc->pos))
+      continue;
+
+    if (gpc->value == gpc->last_value &&
+       gpc->frame == gpc->last_frame)
+      continue;
+
+    redraw_panel = TRUE;
+  }
+
+  if (!redraw_panel)
+    return;
+
+  /* copy default game door content to main double buffer */
+  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+            DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+  /* redraw game control buttons */
+#if 1
+  RedrawGameButtons();
+#else
+  UnmapGameButtons();
+  MapGameButtons();
+#endif
+
+  game_status = GAME_MODE_PSEUDO_PANEL;
+
+#if 1
+  for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+#else
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+#endif
+  {
+#if 1
+    int nr = game_panel_order[i].nr;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+#else
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    int nr = gpc->nr;
+#endif
+    struct TextPosInfo *pos = gpc->pos;
+    int type = gpc->type;
+    int value = gpc->value;
+    int frame = gpc->frame;
+#if 0
+    int last_value = gpc->last_value;
+    int last_frame = gpc->last_frame;
+#endif
+    int size = pos->size;
+    int font = pos->font;
+    boolean draw_masked = pos->draw_masked;
+    int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+
+#if 0
+    if (value == last_value && frame == last_frame)
+      continue;
+#endif
+
+    gpc->last_value = value;
+    gpc->last_frame = frame;
+
+#if 0
+    printf("::: value %d changed from %d to %d\n", nr, last_value, value);
+#endif
+
+    if (type == TYPE_INTEGER)
+    {
+      if (nr == GAME_PANEL_LEVEL_NUMBER ||
+         nr == GAME_PANEL_TIME)
+      {
+       boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
+
+       if (use_dynamic_size)           /* use dynamic number of digits */
+       {
+         int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
+         int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
+         int size2 = size1 + 1;
+         int font1 = pos->font;
+         int font2 = pos->font_alt;
+
+         size = (value < value_change ? size1 : size2);
+         font = (value < value_change ? font1 : font2);
+
+#if 0
+         /* clear background if value just changed its size (dynamic digits) */
+         if ((last_value < value_change) != (value < value_change))
+         {
+           int width1 = size1 * getFontWidth(font1);
+           int width2 = size2 * getFontWidth(font2);
+           int max_width = MAX(width1, width2);
+           int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
+
+           pos->width = max_width;
+
+           ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                      max_width, max_height);
+         }
+#endif
+       }
+      }
+
+#if 1
+      /* correct text size if "digits" is zero or less */
+      if (size <= 0)
+       size = strlen(int2str(value, size));
+
+      /* dynamically correct text alignment */
+      pos->width = size * getFontWidth(font);
+#endif
+
+      DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                 int2str(value, size), font, mask_mode);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      int element, graphic;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
+
+#if 1
+      if (value != EL_UNDEFINED && value != EL_EMPTY)
+      {
+       element = value;
+       graphic = el2panelimg(value);
+
+       // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+#if 1
+       if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+         size = TILESIZE;
+#endif
+
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+                             &src_x, &src_y);
+
+       width  = graphic_info[graphic].width  * size / TILESIZE;
+       height = graphic_info[graphic].height * size / TILESIZE;
+
+       if (draw_masked)
+       {
+         SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                       dst_x - src_x, dst_y - src_y);
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       }
+       else
+       {
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+       }
+      }
+#else
+      if (value == EL_UNDEFINED || value == EL_EMPTY)
+      {
+       element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
+       graphic = el2panelimg(element);
+
+       src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+       src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
+       src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
+      }
+      else
+      {
+       element = value;
+       graphic = el2panelimg(value);
+
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
+      }
+
+      width  = graphic_info[graphic].width  * size / TILESIZE;
+      height = graphic_info[graphic].height * size / TILESIZE;
+
+      BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
+#endif
+    }
+    else if (type == TYPE_STRING)
+    {
+      boolean active = (value != 0);
+      char *state_normal = "off";
+      char *state_active = "on";
+      char *state = (active ? state_active : state_normal);
+      char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+                nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
+                nr == GAME_PANEL_LEVEL_NAME    ? level.name :
+                nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
+
+      if (nr == GAME_PANEL_GRAVITY_STATE)
+      {
+       int font1 = pos->font;          /* (used for normal state) */
+       int font2 = pos->font_alt;      /* (used for active state) */
+#if 0
+       int size1 = strlen(state_normal);
+       int size2 = strlen(state_active);
+       int width1 = size1 * getFontWidth(font1);
+       int width2 = size2 * getFontWidth(font2);
+       int max_width = MAX(width1, width2);
+       int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
+
+       pos->width = max_width;
+
+       /* clear background for values that may have changed its size */
+       ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                  max_width, max_height);
+#endif
+
+       font = (active ? font2 : font1);
+      }
+
+      if (s != NULL)
+      {
+       char *s_cut;
+
+#if 1
+       if (size <= 0)
+       {
+         /* don't truncate output if "chars" is zero or less */
+         size = strlen(s);
+
+         /* dynamically correct text alignment */
+         pos->width = size * getFontWidth(font);
+       }
+#endif
+
+       s_cut = getStringCopyN(s, size);
+
+       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                   s_cut, font, mask_mode);
+
+       free(s_cut);
+      }
+    }
+
+    redraw_mask |= REDRAW_DOOR_1;
+  }
+
+  game_status = GAME_MODE_PLAYING;
+}
+
+void UpdateAndDisplayGameControlValues()
+{
+  if (tape.warp_forward)
+    return;
+
+  UpdateGameControlValues();
+  DisplayGameControlValues();
+}
+
+void DrawGameValue_Emeralds(int value)
+{
+  struct TextPosInfo *pos = &game.panel.gems;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  pos->width = chars * font_width;
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Dynamite(int value)
+{
+  struct TextPosInfo *pos = &game.panel.inventory_count;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  pos->width = chars * font_width;
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Score(int value)
+{
+  struct TextPosInfo *pos = &game.panel.score;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  pos->width = chars * font_width;
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Time(int value)
+{
+  struct TextPosInfo *pos = &game.panel.time;
+  static int last_value = -1;
+  int chars1 = 3;
+  int chars2 = 4;
+  int chars = pos->size;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
+  int font1_nr = FONT_TEXT_2;
+  int font2_nr = FONT_TEXT_1;
+#endif
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  if (use_dynamic_chars)               /* use dynamic number of chars */
+  {
+    chars   = (value < 1000 ? chars1   : chars2);
+    font_nr = (value < 1000 ? font1_nr : font2_nr);
+  }
+
+  /* clear background if value just changed its size (dynamic chars only) */
+  if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
+  {
+    int width1 = chars1 * getFontWidth(font1_nr);
+    int width2 = chars2 * getFontWidth(font2_nr);
+    int max_width = MAX(width1, width2);
+    int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
+
+    pos->width = max_width;
+
+    ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                              max_width, max_height);
+  }
+
+  pos->width = chars * getFontWidth(font_nr);
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+
+  last_value = value;
+}
+
+void DrawGameValue_Level(int value)
+{
+  struct TextPosInfo *pos = &game.panel.level_number;
+  int chars1 = 2;
+  int chars2 = 3;
+  int chars = pos->size;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
+  int font1_nr = FONT_TEXT_2;
+  int font2_nr = FONT_TEXT_1;
+#endif
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  if (use_dynamic_chars)               /* use dynamic number of chars */
+  {
+    chars   = (level_nr < 100 ? chars1   : chars2);
+    font_nr = (level_nr < 100 ? font1_nr : font2_nr);
+  }
+
+  pos->width = chars * getFontWidth(font_nr);
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+#if 0
+  struct TextPosInfo *pos = &game.panel.keys;
+#endif
+#if 0
+  int base_key_graphic = EL_KEY_1;
+#endif
+  int i;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+#if 0
+  if (PANEL_DEACTIVATED(pos))
+    return;
+#endif
+
+#if 0
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    base_key_graphic = EL_EM_KEY_1;
+#endif
+
+#if 0
+  pos->width = 4 * MINI_TILEX;
+#endif
+
+#if 1
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+#else
+  /* currently only 4 of 8 possible keys are displayed */
+  for (i = 0; i < STD_NUM_KEYS; i++)
+#endif
+  {
+#if 1
+    struct TextPosInfo *pos = &game.panel.key[i];
+#endif
+    int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
+    int src_y = DOOR_GFX_PAGEY1 + 123;
+#if 1
+    int dst_x = PANEL_XPOS(pos);
+    int dst_y = PANEL_YPOS(pos);
+#else
+    int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
+    int dst_y = PANEL_YPOS(pos);
+#endif
+
+#if 1
+    int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
+                  level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
+                  EL_KEY_1) + i;
+    int graphic = el2edimg(element);
+#endif
+
+#if 1
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+#endif
+
+#if 0
+    /* masked blit with tiles from half-size scaled bitmap does not work yet
+       (no mask bitmap created for these sizes after loading and scaling) --
+       solution: load without creating mask, scale, then create final mask */
+
+    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+              MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+
+    if (key[i])
+    {
+#if 0
+      int graphic = el2edimg(base_key_graphic + i);
+#endif
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+
+      getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
+
+      SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                   dst_x - src_x, dst_y - src_y);
+      BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
+                      dst_x, dst_y);
+    }
+#else
+#if 1
+    if (key[i])
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#else
+    if (key[i])
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#endif
+#endif
+  }
+}
+
+#else
+
+void DrawGameValue_Emeralds(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.gems))
+    return;
+
+  DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
+}
+
+void DrawGameValue_Dynamite(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.inventory_count))
+    return;
+
+  DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
+}
+
+void DrawGameValue_Score(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.score))
+    return;
+
+  DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
+}
+
+void DrawGameValue_Time(int value)
+{
+  int font1_nr = FONT_TEXT_2;
+#if 1
+  int font2_nr = FONT_TEXT_1;
+#else
+  int font2_nr = FONT_LEVEL_NUMBER;
+#endif
+  int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
+  int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.time))
+    return;
+
+  /* clear background if value just changed its size */
+  if (value == 999 || value == 1000)
+    ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
+
+  if (value < 1000)
+    DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
+  else
+    DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
+}
+
+void DrawGameValue_Level(int value)
+{
+  int font1_nr = FONT_TEXT_2;
+#if 1
+  int font2_nr = FONT_TEXT_1;
+#else
+  int font2_nr = FONT_LEVEL_NUMBER;
+#endif
+
+  if (PANEL_DEACTIVATED(game.panel.level))
+    return;
+
+  if (level_nr < 100)
+    DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
+  else
+    DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
+}
+
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+  int base_key_graphic = EL_KEY_1;
+  int i;
+
+  if (PANEL_DEACTIVATED(game.panel.keys))
+    return;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    base_key_graphic = EL_EM_KEY_1;
+
+  /* currently only 4 of 8 possible keys are displayed */
+  for (i = 0; i < STD_NUM_KEYS; i++)
+  {
+    int x = XX_KEYS + i * MINI_TILEX;
+    int y = YY_KEYS;
+
+    if (key[i])
+      DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+                DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
+  }
+}
+
+#endif
+
+void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
+                      int key_bits)
+{
+  int key[MAX_NUM_KEYS];
+  int i;
+
+  /* prevent EM engine from updating time/score values parallel to GameWon() */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+      local_player->LevelSolved)
+    return;
+
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    key[i] = key_bits & (1 << i);
+
+  DrawGameValue_Level(level_nr);
+
+  DrawGameValue_Emeralds(emeralds);
+  DrawGameValue_Dynamite(dynamite);
+  DrawGameValue_Score(score);
+  DrawGameValue_Time(time);
+
+  DrawGameValue_Keys(key);
+}
+
+void UpdateGameDoorValues()
+{
+  UpdateGameControlValues();
+}
+
+void DrawGameDoorValues()
+{
+  DisplayGameControlValues();
+}
+
+void DrawGameDoorValues_OLD()
+{
+  int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
+  int dynamite_value = 0;
+  int score_value = (local_player->LevelSolved ? local_player->score_final :
+                    local_player->score);
+  int gems_value = local_player->gems_still_needed;
+  int key_bits = 0;
+  int i, j;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    DrawGameDoorValues_EM();
+
+    return;
+  }
+
+  if (game.centered_player_nr == -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      for (j = 0; j < MAX_NUM_KEYS; j++)
+       if (stored_player[i].key[j])
+         key_bits |= (1 << j);
+
+      dynamite_value += stored_player[i].inventory_size;
+    }
+  }
+  else
+  {
+    int player_nr = game.centered_player_nr;
+
+    for (i = 0; i < MAX_NUM_KEYS; i++)
+      if (stored_player[player_nr].key[i])
+       key_bits |= (1 << i);
+
+    dynamite_value = stored_player[player_nr].inventory_size;
+  }
+
+  DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
+                   key_bits);
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i, j, k, l, x, y;
+
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+  /* ---------------------------------------------------------------------- */
+  /* set flags for bugs and changes according to active game engine version */
+  /* ---------------------------------------------------------------------- */
+
+  /*
+    Summary of bugfix/change:
+    Fixed handling for custom elements that change when pushed by the player.
+
+    Fixed/changed in version:
+    3.1.0
+
+    Description:
+    Before 3.1.0, custom elements that "change when pushing" changed directly
+    after the player started pushing them (until then handled in "DigField()").
+    Since 3.1.0, these custom elements are not changed until the "pushing"
+    move of the element is finished (now handled in "ContinueMoving()").
+
+    Affected levels/tapes:
+    The first condition is generally needed for all levels/tapes before version
+    3.1.0, which might use the old behaviour before it was changed; known tapes
+    that are affected are some tapes from the level set "Walpurgis Gardens" by
+    Jamie Cullen.
+    The second condition is an exception from the above case and is needed for
+    the special case of tapes recorded with game (not engine!) version 3.1.0 or
     above (including some development versions of 3.1.0), but before it was
     known that this change would break tapes like the above and was fixed in
     3.1.1, so that the changed behaviour was active although the engine version
@@ -1591,7 +3341,7 @@ static void InitGameEngine()
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
   }
 
-  /* ---------- initialize internal run-time variables ------------- */
+  /* ---------- initialize internal run-time variables --------------------- */
 
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
@@ -1622,12 +3372,33 @@ static void InitGameEngine()
        {
          ei->has_change_event[k] = TRUE;
 
-         ei->event_page_nr[k] = j;
-         ei->event_page[k] = &ei->change_page[j];
-       }
-      }
+         ei->event_page_nr[k] = j;
+         ei->event_page[k] = &ei->change_page[j];
+       }
+      }
+    }
+  }
+
+#if 1
+  /* ---------- initialize reference elements in change conditions --------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+    struct ElementInfo *ei = &element_info[element];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      int trigger_element = ei->change_page[j].initial_trigger_element;
+
+      if (trigger_element >= EL_PREV_CE_8 &&
+         trigger_element <= EL_NEXT_CE_8)
+       trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+      ei->change_page[j].trigger_element = trigger_element;
     }
   }
+#endif
 
   /* ---------- initialize run-time trigger player and element ------------- */
 
@@ -1639,6 +3410,7 @@ static void InitGameEngine()
     {
       ei->change_page[j].actual_trigger_element = EL_EMPTY;
       ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
       ei->change_page[j].actual_trigger_ce_value = 0;
       ei->change_page[j].actual_trigger_ce_score = 0;
@@ -1818,6 +3590,13 @@ static void InitGameEngine()
   recursion_loop_depth = 0;
   recursion_loop_detected = FALSE;
   recursion_loop_element = EL_UNDEFINED;
+
+  /* ---------- initialize graphics engine ---------------------------------- */
+  game.scroll_delay_value =
+    (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+     setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
+  game.scroll_delay_value =
+    MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
 }
 
 int get_num_special_action(int element, int action_first, int action_last)
@@ -1857,12 +3636,15 @@ void InitGame()
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
+#if 0
   boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
   int i, j, x, y;
 
   game_status = GAME_MODE_PLAYING;
 
   InitGameEngine();
+  InitGameControlValues();
 
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
@@ -1894,6 +3676,8 @@ void InitGame()
     for (j = 0; j < MAX_NUM_KEYS; j++)
       player->key[j] = FALSE;
 
+    player->num_white_keys = 0;
+
     player->dynabomb_count = 0;
     player->dynabomb_size = 1;
     player->dynabombs_left = 0;
@@ -1986,9 +3770,13 @@ void InitGame()
     player->LevelSolved = FALSE;
     player->GameOver = FALSE;
 
+    player->LevelSolved_GameWon = FALSE;
     player->LevelSolved_GameEnd = FALSE;
+    player->LevelSolved_PanelOff = FALSE;
     player->LevelSolved_SaveTape = FALSE;
     player->LevelSolved_SaveScore = FALSE;
+    player->LevelSolved_CountingTime = 0;
+    player->LevelSolved_CountingScore = 0;
   }
 
   network_player_action_received = FALSE;
@@ -2017,6 +3805,7 @@ void InitGame()
   AllPlayersGone = FALSE;
 
   game.yamyam_content_nr = 0;
+  game.robot_wheel_active = FALSE;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
   game.light_time_left = 0;
@@ -2103,6 +3892,8 @@ void InitGame()
       emulate_sp = FALSE;
 
     InitField(x, y, TRUE);
+
+    ResetGfxAnimation(x, y);
   }
 
   InitBeltMovement();
@@ -2339,7 +4130,8 @@ void InitGame()
          content = element_info[element].change_page[i].target_element;
          is_player = ELEM_IS_PLAYER(content);
 
-         if (is_player && (found_rating < 3 || element < found_element))
+         if (is_player && (found_rating < 3 ||
+                           (found_rating == 3 && element < found_element)))
          {
            start_x = x;
            start_y = y;
@@ -2356,7 +4148,8 @@ void InitGame()
        content = element_info[element].content.e[xx][yy];
        is_player = ELEM_IS_PLAYER(content);
 
-       if (is_player && (found_rating < 2 || element < found_element))
+       if (is_player && (found_rating < 2 ||
+                         (found_rating == 2 && element < found_element)))
        {
          start_x = x + xx - 1;
          start_y = y + yy - 1;
@@ -2376,7 +4169,8 @@ void InitGame()
 
          is_player = ELEM_IS_PLAYER(content);
 
-         if (is_player && (found_rating < 1 || element < found_element))
+         if (is_player && (found_rating < 1 ||
+                           (found_rating == 1 && element < found_element)))
          {
            start_x = x + xx - 1;
            start_y = y + yy - 1;
@@ -2407,13 +4201,38 @@ void InitGame()
                local_player->jy - MIDPOSY);
   }
 
+#if 0
+  /* do not use PLAYING mask for fading out from main screen */
+  game_status = GAME_MODE_MAIN;
+#endif
+
   StopAnimation();
 
   if (!game.restart_level)
     CloseDoor(DOOR_CLOSE_1);
 
+#if 1
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetEnterScreen();
+#else
+  if (level_editor_test_game)
+    fading = fading_none;
+  else
+    fading = menu.destination;
+#endif
+
+#if 1
+  FadeOut(REDRAW_FIELD);
+#else
   if (do_fading)
     FadeOut(REDRAW_FIELD);
+#endif
+
+#if 0
+  game_status = GAME_MODE_PLAYING;
+#endif
 
   /* !!! FIX THIS (START) !!! */
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
@@ -2440,10 +4259,14 @@ void InitGame()
   }
   /* !!! FIX THIS (END) !!! */
 
+#if 1
+  FadeIn(REDRAW_FIELD);
+#else
   if (do_fading)
     FadeIn(REDRAW_FIELD);
 
   BackToFront();
+#endif
 
   if (!game.restart_level)
   {
@@ -2455,7 +4278,12 @@ void InitGame()
   SetPanelBackground();
   SetDrawBackgroundMask(REDRAW_DOOR_1);
 
+#if 1
+  UpdateAndDisplayGameControlValues();
+#else
+  UpdateGameDoorValues();
   DrawGameDoorValues();
+#endif
 
   if (!game.restart_level)
   {
@@ -2712,16 +4540,21 @@ static void PlayerWins(struct PlayerInfo *player)
 
   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
                         level.native_em_level->lev->score : player->score);
+
+  player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
+  player->LevelSolved_CountingScore = player->score_final;
 }
 
 void GameWon()
 {
   static int time, time_final;
   static int score, score_final;
-  static int game_over_delay = 0;
-  int game_over_delay_value = 50;
+  static int game_over_delay_1 = 0;
+  static int game_over_delay_2 = 0;
+  int game_over_delay_value_1 = 50;
+  int game_over_delay_value_2 = 50;
 
-  if (!local_player->LevelSolved_GameEnd)
+  if (!local_player->LevelSolved_GameWon)
   {
     int i;
 
@@ -2729,7 +4562,7 @@ void GameWon()
     if (local_player->MovPos)
       return;
 
-    local_player->LevelSolved_GameEnd = TRUE;
+    local_player->LevelSolved_GameWon = TRUE;
     local_player->LevelSolved_SaveTape = tape.recording;
     local_player->LevelSolved_SaveScore = !tape.playing;
 
@@ -2740,7 +4573,8 @@ void GameWon()
     TapeStop();
 #endif
 
-    game_over_delay = game_over_delay_value;
+    game_over_delay_1 = game_over_delay_value_1;
+    game_over_delay_2 = game_over_delay_value_2;
 
     time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
     score = score_final = local_player->score_final;
@@ -2763,8 +4597,18 @@ void GameWon()
       time = time_final;
       score = score_final;
 
+#if 1
+      local_player->LevelSolved_CountingTime = time;
+      local_player->LevelSolved_CountingScore = score;
+
+      game_panel_controls[GAME_PANEL_TIME].value = time;
+      game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+      DisplayGameControlValues();
+#else
       DrawGameValue_Time(time);
       DrawGameValue_Score(score);
+#endif
     }
 
     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
@@ -2772,16 +4616,33 @@ void GameWon()
       if (ExitX >= 0 && ExitY >= 0)    /* local player has left the level */
       {
        /* close exit door after last player */
-       if (AllPlayersGone &&
-           (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
-            Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
+       if ((AllPlayersGone &&
+            (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+             Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
+             Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
+           Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
+           Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
        {
          int element = Feld[ExitX][ExitY];
 
-         Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
-                               EL_SP_EXIT_CLOSING);
-
-         PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+#if 0
+         if (element == EL_EM_EXIT_OPEN ||
+             element == EL_EM_STEEL_EXIT_OPEN)
+         {
+           Bang(ExitX, ExitY);
+         }
+         else
+#endif
+         {
+           Feld[ExitX][ExitY] =
+             (element == EL_EXIT_OPEN          ? EL_EXIT_CLOSING :
+              element == EL_EM_EXIT_OPEN       ? EL_EM_EXIT_CLOSING :
+              element == EL_SP_EXIT_OPEN       ? EL_SP_EXIT_CLOSING:
+              element == EL_STEEL_EXIT_OPEN    ? EL_STEEL_EXIT_CLOSING:
+              EL_EM_STEEL_EXIT_CLOSING);
+
+           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+         }
        }
 
        /* player disappears */
@@ -2805,9 +4666,9 @@ void GameWon()
     PlaySound(SND_GAME_WINNING);
   }
 
-  if (game_over_delay > 0)
+  if (game_over_delay_1 > 0)
   {
-    game_over_delay--;
+    game_over_delay_1--;
 
     return;
   }
@@ -2821,8 +4682,18 @@ void GameWon()
     time  += time_count_steps * time_count_dir;
     score += time_count_steps * level.score[SC_TIME_BONUS];
 
+#if 1
+    local_player->LevelSolved_CountingTime = time;
+    local_player->LevelSolved_CountingScore = score;
+
+    game_panel_controls[GAME_PANEL_TIME].value = time;
+    game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+    DisplayGameControlValues();
+#else
     DrawGameValue_Time(time);
     DrawGameValue_Score(score);
+#endif
 
     if (time == time_final)
       StopSound(SND_GAME_LEVELTIME_BONUS);
@@ -2830,7 +4701,22 @@ void GameWon()
       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
     else
       PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+    return;
+  }
+
+  local_player->LevelSolved_PanelOff = TRUE;
+
+  if (game_over_delay_2 > 0)
+  {
+    game_over_delay_2--;
+
+    return;
   }
+
+#if 1
+  GameEnd();
+#endif
 }
 
 void GameEnd()
@@ -2838,6 +4724,8 @@ void GameEnd()
   int hi_pos;
   boolean raise_level = FALSE;
 
+  local_player->LevelSolved_GameEnd = TRUE;
+
   CloseDoor(DOOR_CLOSE_1);
 
   if (local_player->LevelSolved_SaveTape)
@@ -2857,14 +4745,20 @@ void GameEnd()
   {
     game_status = GAME_MODE_MAIN;
 
+#if 1
+    DrawAndFadeInMainMenu(REDRAW_FIELD);
+#else
     DrawMainMenu();
+#endif
 
     return;
   }
 
   if (!local_player->LevelSolved_SaveScore)
   {
+#if 1
     FadeOut(REDRAW_FIELD);
+#endif
 
     game_status = GAME_MODE_MAIN;
 
@@ -2896,7 +4790,9 @@ void GameEnd()
   }
   else
   {
+#if 1
     FadeOut(REDRAW_FIELD);
+#endif
 
     game_status = GAME_MODE_MAIN;
 
@@ -3064,7 +4960,12 @@ void InitMovingField(int x, int y, int direction)
 
   /* check if element was/is moving or being moved before/after mode change */
 #if 1
+#if 1
+  is_moving_before = (WasJustMoving[x][y] != 0);
+#else
+  /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
   is_moving_before = WasJustMoving[x][y];
+#endif
 #else
   is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
 #endif
@@ -3248,8 +5149,10 @@ void RemoveMovingField(int x, int y)
 
   if (element == EL_BLOCKED &&
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+       Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+       Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
     next_element = get_next_element(Feld[oldx][oldy]);
 
@@ -3370,12 +5273,14 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
 
   if (quick_relocation)
   {
-    int offset = (setup.scroll_delay ? 3 : 0);
+    int offset = game.scroll_delay_value;
 
     if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
     {
-      if (center_screen)
+      if (!level.shifted_relocation || center_screen)
       {
+       /* quick relocation (without scrolling), with centering of screen */
+
        scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
                    x > SBX_Right + MIDPOSX ? SBX_Right :
                    x - MIDPOSX);
@@ -3410,6 +5315,8 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
     }
     else
     {
+      /* quick relocation (without scrolling), inside visible screen area */
+
       if ((move_dir == MV_LEFT  && scroll_x > x - MIDPOSX + offset) ||
          (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
        scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
@@ -3431,6 +5338,49 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
   }
   else
   {
+#if 1
+    int scroll_xx, scroll_yy;
+
+    if (!level.shifted_relocation || center_screen)
+    {
+      /* visible relocation (with scrolling), with centering of screen */
+
+      scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                  x > SBX_Right + MIDPOSX ? SBX_Right :
+                  x - MIDPOSX);
+
+      scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  y - MIDPOSY);
+    }
+    else
+    {
+      /* visible relocation (with scrolling), but do not center screen */
+
+      int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                            old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                            old_x - MIDPOSX);
+
+      int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                            old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                            old_y - MIDPOSY);
+
+      int offset_x = x + (scroll_x - center_scroll_x);
+      int offset_y = y + (scroll_y - center_scroll_y);
+
+      scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                  offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                  offset_x - MIDPOSX);
+
+      scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  offset_y - MIDPOSY);
+    }
+
+#else
+
+    /* visible relocation (with scrolling), with centering of screen */
+
     int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
                     x > SBX_Right + MIDPOSX ? SBX_Right :
                     x - MIDPOSX);
@@ -3438,6 +5388,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
     int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
                     y - MIDPOSY);
+#endif
 
     ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
 
@@ -4011,6 +5962,14 @@ void Bang(int x, int y)
       explosion_type = EX_TYPE_DYNA;
       break;
 
+    case EL_DC_LANDMINE:
+#if 0
+    case EL_EM_EXIT_OPEN:
+    case EL_EM_STEEL_EXIT_OPEN:
+#endif
+      explosion_type = EX_TYPE_CENTER;
+      break;
+
     case EL_PENGUIN:
     case EL_LAMP:
     case EL_LAMP_ACTIVE:
@@ -4077,12 +6036,19 @@ static void InitBeltMovement()
     for (j = 0; j < NUM_BELT_PARTS; j++)
     {
       int element = belt_base_active_element[belt_nr] + j;
-      int graphic = el2img(element);
+      int graphic_1 = el2img(element);
+      int graphic_2 = el2panelimg(element);
 
       if (game.belt_dir[i] == MV_LEFT)
-       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      {
+       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+      }
       else
-       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+      {
+       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+      }
     }
   }
 
@@ -4158,12 +6124,19 @@ static void ToggleBeltSwitch(int x, int y)
   for (i = 0; i < NUM_BELT_PARTS; i++)
   {
     int element = belt_base_active_element[belt_nr] + i;
-    int graphic = el2img(element);
+    int graphic_1 = el2img(element);
+    int graphic_2 = el2panelimg(element);
 
     if (belt_dir == MV_LEFT)
-      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    {
+      graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+    }
     else
-      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    {
+      graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+    }
   }
 
   SCAN_PLAYFIELD(xx, yy)
@@ -4224,6 +6197,12 @@ static void ToggleSwitchgateSwitch(int x, int y)
       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
       DrawLevelField(xx, yy);
     }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
+            element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+      DrawLevelField(xx, yy);
+    }
 #else
     if (element == EL_SWITCHGATE_SWITCH_UP)
     {
@@ -4235,6 +6214,16 @@ static void ToggleSwitchgateSwitch(int x, int y)
       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
       DrawLevelField(xx, yy);
     }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+      DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+      DrawLevelField(xx, yy);
+    }
 #endif
     else if (element == EL_SWITCHGATE_OPEN ||
             element == EL_SWITCHGATE_OPENING)
@@ -4451,7 +6440,7 @@ static void ActivateTimegateSwitch(int x, int y)
        element == EL_TIMEGATE_CLOSING)
     {
       Feld[xx][yy] = EL_TIMEGATE_OPENING;
-      PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+      PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
     }
 
     /*
@@ -4464,7 +6453,12 @@ static void ActivateTimegateSwitch(int x, int y)
 
   }
 
+#if 1
+  Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+               EL_DC_TIMEGATE_SWITCH_ACTIVE);
+#else
   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+#endif
 }
 
 void Impact(int x, int y)
@@ -4499,6 +6493,16 @@ void Impact(int x, int y)
 
       object_hit = TRUE;
     }
+
+    if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+    {
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      DrawLevelField(x, y + 2);
+
+      object_hit = TRUE;
+    }
 #endif
 
     if (object_hit)
@@ -4527,7 +6531,8 @@ void Impact(int x, int y)
     Bang(x, y);
     return;
   }
-  else if (impact && element == EL_PEARL)
+  else if (impact && element == EL_PEARL &&
+          smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
   {
     ResetGfxAnimation(x, y);
 
@@ -4560,26 +6565,33 @@ void Impact(int x, int y)
 
   if (object_hit)              /* check which object was hit */
   {
-    if (CAN_PASS_MAGIC_WALL(element) && 
-       (smashed == EL_MAGIC_WALL ||
-        smashed == EL_BD_MAGIC_WALL))
+    if ((CAN_PASS_MAGIC_WALL(element) && 
+        (smashed == EL_MAGIC_WALL ||
+         smashed == EL_BD_MAGIC_WALL)) ||
+       (CAN_PASS_DC_MAGIC_WALL(element) &&
+        smashed == EL_DC_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
        (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
-        EL_BD_MAGIC_WALL_ACTIVE);
+        smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+        EL_DC_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
       SCAN_PLAYFIELD(xx, yy)
+      {
        if (Feld[xx][yy] == smashed)
          Feld[xx][yy] = activated_magic_wall;
+      }
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
 
       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
-                           SND_BD_MAGIC_WALL_ACTIVATING));
+                           smashed == EL_BD_MAGIC_WALL ?
+                           SND_BD_MAGIC_WALL_ACTIVATING :
+                           SND_DC_MAGIC_WALL_ACTIVATING));
     }
 
     if (IS_PLAYER(x, y + 1))
@@ -4659,7 +6671,9 @@ void Impact(int x, int y)
          ToggleBeltSwitch(x, y + 1);
        }
        else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
-                smashed == EL_SWITCHGATE_SWITCH_DOWN)
+                smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
        {
          ToggleSwitchgateSwitch(x, y + 1);
        }
@@ -4692,12 +6706,15 @@ void Impact(int x, int y)
   /* play sound of magic wall / mill */
   if (!last_line &&
       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
   {
     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
 
     return;
   }
@@ -5054,7 +7071,10 @@ inline static void TurnRoundExt(int x, int y)
        int ex = x + xy[i][0];
        int ey = y + xy[i][1];
 
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+       if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_EM_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
        {
          attr_x = ex;
          attr_y = ey;
@@ -5594,16 +7614,123 @@ void StartMoving(int x, int y)
       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
          MovDelay[x][y] = TILEY + 1;
 
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
        if (MovDelay[x][y])
        {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
          MovDelay[x][y]--;
          if (MovDelay[x][y])
            return;
        }
 
        Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+    }
+    else if (element == EL_QUICKSAND_FAST_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
+#else
+       Store[x][y] = EL_ROCK;
+#endif
+
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
        Feld[x][y + 1] = EL_QUICKSAND_FULL;
        Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
@@ -5622,6 +7749,17 @@ void StartMoving(int x, int y)
 
       PlayLevelSoundAction(x, y, ACTION_FILLING);
     }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+      Store[x][y] = element;
+
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+    }
     else if (element == EL_MAGIC_WALL_FULL)
     {
       if (IS_FREE(x, y + 1))
@@ -5658,7 +7796,7 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
 
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
+       Store[x][y] = EL_CHANGED_BD(Store[x][y]);
       }
       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
@@ -5674,20 +7812,52 @@ void StartMoving(int x, int y)
 
        Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
        Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
+       Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+       Store[x][y] = 0;
+      }
+    }
+    else if (element == EL_DC_MAGIC_WALL_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED_DC(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY/4 + 1;
+
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (CAN_PASS_MAGIC_WALL(element) &&
-            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+    else if ((CAN_PASS_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+              Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+            (CAN_PASS_DC_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
+
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Feld[x][y] =
        (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
-        EL_BD_MAGIC_WALL_FILLING);
+        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+        EL_DC_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
@@ -6051,7 +8221,10 @@ void StartMoving(int x, int y)
     }
     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
     {
-      if (Feld[newx][newy] == EL_EXIT_OPEN)
+      if (Feld[newx][newy] == EL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_EXIT_OPEN ||
+         Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
       {
        RemoveField(x, y);
        DrawLevelField(x, y);
@@ -6204,6 +8377,10 @@ void StartMoving(int x, int y)
     else if (IS_CUSTOM_ELEMENT(element) &&
             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
     {
+#if 1
+      if (!DigFieldByCE(newx, newy, element))
+       return;
+#else
       int new_element = Feld[newx][newy];
 
       if (!IS_FREE(newx, newy))
@@ -6242,6 +8419,7 @@ void StartMoving(int x, int y)
       }
 
       Store[newx][newy] = EL_EMPTY;
+
 #if 1
       /* this makes it possible to leave the removed element again */
       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
@@ -6255,6 +8433,8 @@ void StartMoving(int x, int y)
        Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
                             new_element : move_leave_element);
       }
+#endif
+
 #endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
@@ -6469,6 +8649,17 @@ void ContinueMoving(int x, int y)
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
+#if 0
+    int ee = Feld[x][y];
+    int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
+
+    printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
+          x, y, ABS(MovPos[x][y]),
+          ee, gg, ff,
+          GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
+#endif
+
     DrawLevelField(x, y);
 
     return;    /* element is still moving */
@@ -6500,6 +8691,16 @@ void ContinueMoving(int x, int y)
     Feld[x][y] = get_next_element(element);
     element = Feld[newx][newy] = Store[x][y];
   }
+  else if (element == EL_QUICKSAND_FAST_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_FAST_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
   else if (element == EL_MAGIC_WALL_FILLING)
   {
     element = Feld[newx][newy] = get_next_element(element);
@@ -6532,6 +8733,24 @@ void ContinueMoving(int x, int y)
       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
     element = Feld[newx][newy] = Store[x][y];
 
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
+  }
+  else if (element == EL_DC_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+
 #if USE_NEW_CUSTOM_VALUE
     InitField(newx, newy, FALSE);
 #endif
@@ -6569,7 +8788,7 @@ void ContinueMoving(int x, int y)
   }
 
 #if USE_NEW_CUSTOM_VALUE
-    CustomValue[newx][newy] = CustomValue[x][y];
+  CustomValue[newx][newy] = CustomValue[x][y];
 #endif
 
   ChangeDelay[x][y] = 0;
@@ -7035,7 +9254,8 @@ void AmoebeAbleger(int ax, int ay)
 
     if (IS_FREE(x, y) ||
        CAN_GROW_INTO(Feld[x][y]) ||
-       Feld[x][y] == EL_QUICKSAND_EMPTY)
+       Feld[x][y] == EL_QUICKSAND_EMPTY ||
+       Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
     {
       newax = x;
       neway = y;
@@ -7060,7 +9280,8 @@ void AmoebeAbleger(int ax, int ay)
 
       if (IS_FREE(x, y) ||
          CAN_GROW_INTO(Feld[x][y]) ||
-         Feld[x][y] == EL_QUICKSAND_EMPTY)
+         Feld[x][y] == EL_QUICKSAND_EMPTY ||
+         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
       {
        newax = x;
        neway = y;
@@ -7235,7 +9456,11 @@ static void RunRobotWheel(int x, int y)
 static void StopRobotWheel(int x, int y)
 {
   if (ZX == x && ZY == y)
+  {
     ZX = ZY = -1;
+
+    game.robot_wheel_active = FALSE;
+  }
 }
 
 static void InitTimegateWheel(int x, int y)
@@ -7245,7 +9470,7 @@ static void InitTimegateWheel(int x, int y)
 
 static void RunTimegateWheel(int x, int y)
 {
-  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
 }
 
 static void InitMagicBallDelay(int x, int y)
@@ -7312,6 +9537,75 @@ void CheckExit(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
+void CheckExitEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EM_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
+
+void CheckExitSteel(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSteelEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
+
 void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
@@ -7365,9 +9659,6 @@ void DrawTwinkleOnField(int x, int y)
   {
     MovDelay[x][y]--;
 
-    if (setup.direct_draw && MovDelay[x][y])
-      SetDrawtoField(DRAW_BUFFERED);
-
     DrawLevelElementAnimation(x, y, Feld[x][y]);
 
     if (MovDelay[x][y] != 0)
@@ -7376,18 +9667,6 @@ void DrawTwinkleOnField(int x, int y)
                                           10 - MovDelay[x][y]);
 
       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
-      if (setup.direct_draw)
-      {
-       int dest_x, dest_y;
-
-       dest_x = FX + SCREENX(x) * TILEX;
-       dest_y = FY + SCREENY(y) * TILEY;
-
-       BlitBitmap(drawto_field, window,
-                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-       SetDrawtoField(DRAW_DIRECT);
-      }
     }
   }
 }
@@ -7550,6 +9829,108 @@ void MauerAbleger(int ax, int ay)
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
+void MauerAblegerStahl(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
+
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
+
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
+
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
+
+  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
+  {
+    if (oben_frei)
+    {
+      Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
+  }
+
+  if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
+  {
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
+    }
+
+    if (rechts_frei)
+    {
+      Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
+    }
+  }
+
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
+
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+    Feld[ax][ay] = EL_STEELWALL;
+
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
+
 void CheckForDragon(int x, int y)
 {
   int i, j;
@@ -7779,11 +10160,15 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
                            action_mode, action_arg_number,
                            action_arg_number_min, action_arg_number_max);
 
+#if 1
+  int trigger_player_bits = change->actual_trigger_player_bits;
+#else
   int trigger_player_bits =
     (change->actual_trigger_player >= EL_PLAYER_1 &&
      change->actual_trigger_player <= EL_PLAYER_4 ?
      (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
      PLAYER_BITS_ANY);
+#endif
 
   int action_arg_player_bits =
     (action_arg >= CA_ARG_PLAYER_1 &&
@@ -7826,7 +10211,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       {
        TimeLeft = action_arg_number_new;
 
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+#else
        DrawGameValue_Time(TimeLeft);
+#endif
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
@@ -7840,7 +10231,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     {
       local_player->score = action_arg_number_new;
 
+#if 1
+      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+      DisplayGameControlValues();
+#else
       DrawGameValue_Score(local_player->score);
+#endif
 
       break;
     }
@@ -7849,7 +10246,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     {
       local_player->gems_still_needed = action_arg_number_new;
 
+#if 1
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
+#else
       DrawGameValue_Emeralds(local_player->gems_still_needed);
+#endif
 
       break;
     }
@@ -8128,7 +10531,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
   int old_element = Feld[x][y];
-  int new_element = get_element_from_group_element(element);
+  int new_element = GetElementFromGroupElement(element);
   int previous_move_direction = MovDir[x][y];
 #if USE_NEW_CUSTOM_VALUE
   int last_ce_value = CustomValue[x][y];
@@ -8271,6 +10674,7 @@ static boolean ChangeElement(int x, int y, int element, int page)
     /* reset actual trigger element, trigger player and action element */
     change->actual_trigger_element = EL_EMPTY;
     change->actual_trigger_player = EL_PLAYER_1;
+    change->actual_trigger_player_bits = CH_PLAYER_1;
     change->actual_trigger_side = CH_SIDE_NONE;
     change->actual_trigger_ce_value = 0;
     change->actual_trigger_ce_score = 0;
@@ -8460,8 +10864,19 @@ static void HandleElementChange(int x, int y, int page)
 
     if (change->can_change)
     {
-      ResetGfxAnimation(x, y);
-      ResetRandomAnimationValue(x, y);
+#if 1
+      /* !!! not clear why graphic animation should be reset at all here !!! */
+      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+#if USE_GFX_RESET_WHEN_NOT_MOVING
+      /* when a custom element is about to change (for example by change delay),
+        do not reset graphic animation when the custom element is moving */
+      if (!IS_MOVING(x, y))
+#endif
+      {
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
+      }
+#endif
 
       if (change->pre_change_function)
        change->pre_change_function(x, y);
@@ -8640,7 +11055,8 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
        change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+       change->actual_trigger_player_bits = trigger_player;
        change->actual_trigger_side = trigger_side;
        change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
@@ -8759,7 +11175,8 @@ static boolean CheckElementChangeExt(int x, int y,
         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
     {
       change->actual_trigger_element = trigger_element;
-      change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+      change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+      change->actual_trigger_player_bits = trigger_player;
       change->actual_trigger_side = trigger_side;
       change->actual_trigger_ce_value = CustomValue[x][y];
       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
@@ -9113,7 +11530,13 @@ static void CheckLevelTime()
        if (TimeLeft <= 10 && setup.time_limit)
          PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+#else
        DrawGameValue_Time(TimeLeft);
+#endif
 
        if (!TimeLeft && setup.time_limit)
        {
@@ -9124,8 +11547,17 @@ static void CheckLevelTime()
              KillPlayer(&stored_player[i]);
        }
       }
+#if 1
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       DisplayGameControlValues();
+      }
+#else
       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
+#endif
 
       level.native_em_level->lev->time =
        (level.time == 0 ? TimePlayed : TimeLeft);
@@ -9134,6 +11566,13 @@ static void CheckLevelTime()
     if (tape.recording || tape.playing)
       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
+
+#if 1
+  UpdateAndDisplayGameControlValues();
+#else
+  UpdateGameDoorValues();
+  DrawGameDoorValues();
+#endif
 }
 
 void AdvanceFrameAndPlayerCounters(int player_nr)
@@ -9256,7 +11695,7 @@ void GameActions()
       AllPlayersGone = TRUE;
   }
 
-  if (local_player->LevelSolved)
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
     GameWon();
 
   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
@@ -9493,13 +11932,15 @@ void GameActions_RND()
 
        /* continue moving after pushing (this is actually a bug) */
        if (!IS_MOVING(x, y))
-       {
          Stop[x][y] = FALSE;
-       }
       }
     }
   }
 
+#if 0
+  debug_print_timestamp(0, "start main loop profiling");
+#endif
+
   SCAN_PLAYFIELD(x, y)
   {
     ChangeCount[x][y] = 0;
@@ -9574,6 +12015,63 @@ void GameActions_RND()
 #endif
   }
 
+#if 0
+  debug_print_timestamp(0, "- time for pre-main loop:");
+#endif
+
+#if 0  // -------------------- !!! TEST ONLY !!! --------------------
+  SCAN_PLAYFIELD(x, y)
+  {
+    element = Feld[x][y];
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+#if 1
+    {
+#if 1
+      int element2 = element;
+      int graphic2 = graphic;
+#else
+      int element2 = Feld[x][y];
+      int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
+#endif
+      int last_gfx_frame = GfxFrame[x][y];
+
+      if (graphic_info[graphic2].anim_global_sync)
+       GfxFrame[x][y] = FrameCounter;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
+       GfxFrame[x][y] = CustomValue[x][y];
+      else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
+       GfxFrame[x][y] = element_info[element2].collect_score;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
+       GfxFrame[x][y] = ChangeDelay[x][y];
+
+      if (redraw && GfxFrame[x][y] != last_gfx_frame)
+       DrawLevelGraphicAnimation(x, y, graphic2);
+    }
+#else
+    ResetGfxFrame(x, y, TRUE);
+#endif
+
+#if 1
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+    SetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+  }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
+
+#if 0
+  debug_print_timestamp(0, "- time for TEST loop:     -->");
+#endif
+
   SCAN_PLAYFIELD(x, y)
   {
     element = Feld[x][y];
@@ -9617,6 +12115,143 @@ void GameActions_RND()
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
 
+#if 0  // ---------------------------------------------------------------------
+
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+    {
+      StartMoving(x, y);
+
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+      if (IS_GEM(element) || element == EL_SP_INFOTRON)
+       DrawTwinkleOnField(x, y);
+    }
+    else if (IS_MOVING(x, y))
+      ContinueMoving(x, y);
+    else
+    {
+      switch (element)
+      {
+        case EL_ACID:
+        case EL_EXIT_OPEN:
+        case EL_EM_EXIT_OPEN:
+        case EL_SP_EXIT_OPEN:
+        case EL_STEEL_EXIT_OPEN:
+        case EL_EM_STEEL_EXIT_OPEN:
+        case EL_SP_TERMINAL:
+        case EL_SP_TERMINAL_ACTIVE:
+        case EL_EXTRA_TIME:
+        case EL_SHIELD_NORMAL:
+        case EL_SHIELD_DEADLY:
+         if (IS_ANIMATED(graphic))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+
+        case EL_DYNAMITE_ACTIVE:
+        case EL_EM_DYNAMITE_ACTIVE:
+        case EL_DYNABOMB_PLAYER_1_ACTIVE:
+        case EL_DYNABOMB_PLAYER_2_ACTIVE:
+        case EL_DYNABOMB_PLAYER_3_ACTIVE:
+        case EL_DYNABOMB_PLAYER_4_ACTIVE:
+        case EL_SP_DISK_RED_ACTIVE:
+         CheckDynamite(x, y);
+         break;
+
+        case EL_AMOEBA_GROWING:
+         AmoebeWaechst(x, y);
+         break;
+
+        case EL_AMOEBA_SHRINKING:
+         AmoebaDisappearing(x, y);
+         break;
+
+#if !USE_NEW_AMOEBA_CODE
+        case EL_AMOEBA_WET:
+        case EL_AMOEBA_DRY:
+        case EL_AMOEBA_FULL:
+        case EL_BD_AMOEBA:
+        case EL_EMC_DRIPPER:
+         AmoebeAbleger(x, y);
+         break;
+#endif
+
+        case EL_GAME_OF_LIFE:
+        case EL_BIOMAZE:
+         Life(x, y);
+         break;
+
+        case EL_EXIT_CLOSED:
+         CheckExit(x, y);
+         break;
+
+        case EL_EM_EXIT_CLOSED:
+         CheckExitEM(x, y);
+         break;
+
+        case EL_STEEL_EXIT_CLOSED:
+         CheckExitSteel(x, y);
+         break;
+
+        case EL_EM_STEEL_EXIT_CLOSED:
+         CheckExitSteelEM(x, y);
+         break;
+
+        case EL_SP_EXIT_CLOSED:
+         CheckExitSP(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL_GROWING:
+        case EL_EXPANDABLE_STEELWALL_GROWING:
+         MauerWaechst(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL:
+        case EL_EXPANDABLE_WALL_HORIZONTAL:
+        case EL_EXPANDABLE_WALL_VERTICAL:
+        case EL_EXPANDABLE_WALL_ANY:
+        case EL_BD_EXPANDABLE_WALL:
+         MauerAbleger(x, y);
+         break;
+
+        case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+        case EL_EXPANDABLE_STEELWALL_VERTICAL:
+        case EL_EXPANDABLE_STEELWALL_ANY:
+         MauerAblegerStahl(x, y);
+         break;
+
+        case EL_FLAMES:
+         CheckForDragon(x, y);
+         break;
+
+        case EL_EXPLOSION:
+         break;
+
+        case EL_ELEMENT_SNAPPING:
+        case EL_DIAGONAL_SHRINKING:
+        case EL_DIAGONAL_GROWING:
+       {
+         graphic =
+           el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+       }
+
+        default:
+         if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+      }
+    }
+
+#else  // ---------------------------------------------------------------------
+
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
@@ -9634,7 +12269,10 @@ void GameActions_RND()
     }
     else if ((element == EL_ACID ||
              element == EL_EXIT_OPEN ||
+             element == EL_EM_EXIT_OPEN ||
              element == EL_SP_EXIT_OPEN ||
+             element == EL_STEEL_EXIT_OPEN ||
+             element == EL_EM_STEEL_EXIT_OPEN ||
              element == EL_SP_TERMINAL ||
              element == EL_SP_TERMINAL_ACTIVE ||
              element == EL_EXTRA_TIME ||
@@ -9660,9 +12298,16 @@ void GameActions_RND()
       Life(x, y);
     else if (element == EL_EXIT_CLOSED)
       CheckExit(x, y);
+    else if (element == EL_EM_EXIT_CLOSED)
+      CheckExitEM(x, y);
+    else if (element == EL_STEEL_EXIT_CLOSED)
+      CheckExitSteel(x, y);
+    else if (element == EL_EM_STEEL_EXIT_CLOSED)
+      CheckExitSteelEM(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
       CheckExitSP(x, y);
-    else if (element == EL_EXPANDABLE_WALL_GROWING)
+    else if (element == EL_EXPANDABLE_WALL_GROWING ||
+            element == EL_EXPANDABLE_STEELWALL_GROWING)
       MauerWaechst(x, y);
     else if (element == EL_EXPANDABLE_WALL ||
             element == EL_EXPANDABLE_WALL_HORIZONTAL ||
@@ -9670,6 +12315,10 @@ void GameActions_RND()
             element == EL_EXPANDABLE_WALL_ANY ||
             element == EL_BD_EXPANDABLE_WALL)
       MauerAbleger(x, y);
+    else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+            element == EL_EXPANDABLE_STEELWALL_ANY)
+      MauerAblegerStahl(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
     else if (element == EL_EXPLOSION)
@@ -9685,6 +12334,8 @@ void GameActions_RND()
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#endif // ---------------------------------------------------------------------
+
     if (IS_BELT_ACTIVE(element))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
@@ -9698,7 +12349,10 @@ void GameActions_RND()
           element == EL_MAGIC_WALL_EMPTYING ||
           element == EL_BD_MAGIC_WALL_FULL ||
           element == EL_BD_MAGIC_WALL_ACTIVE ||
-          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+          element == EL_BD_MAGIC_WALL_EMPTYING ||
+          element == EL_DC_MAGIC_WALL_FULL ||
+          element == EL_DC_MAGIC_WALL_ACTIVE ||
+          element == EL_DC_MAGIC_WALL_EMPTYING) &&
          ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
        magic_wall_x = x;
@@ -9707,6 +12361,10 @@ void GameActions_RND()
     }
   }
 
+#if 0
+  debug_print_timestamp(0, "- time for MAIN loop:     -->");
+#endif
+
 #if USE_NEW_AMOEBA_CODE
   /* new experimental amoeba growth stuff */
   if (!(FrameCounter % 8))
@@ -9723,6 +12381,7 @@ void GameActions_RND()
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
           element == EL_QUICKSAND_EMPTY ||
+          element == EL_QUICKSAND_FAST_EMPTY ||
           element == EL_ACID_SPLASH_LEFT ||
           element == EL_ACID_SPLASH_RIGHT))
       {
@@ -9769,6 +12428,10 @@ void GameActions_RND()
          element == EL_BD_MAGIC_WALL_ACTIVE ||
          element == EL_BD_MAGIC_WALL_EMPTYING)
        PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+      else if (element == EL_DC_MAGIC_WALL_FULL ||
+              element == EL_DC_MAGIC_WALL_ACTIVE ||
+              element == EL_DC_MAGIC_WALL_EMPTYING)
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
       else
        PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
@@ -9776,6 +12439,7 @@ void GameActions_RND()
     if (game.magic_wall_time_left > 0)
     {
       game.magic_wall_time_left--;
+
       if (!game.magic_wall_time_left)
       {
        SCAN_PLAYFIELD(x, y)
@@ -9794,6 +12458,12 @@ void GameActions_RND()
            Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
            DrawLevelField(x, y);
          }
+         else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
+                  element == EL_DC_MAGIC_WALL_FULL)
+         {
+           Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+           DrawLevelField(x, y);
+         }
        }
 
        game.magic_wall_active = FALSE;
@@ -9879,6 +12549,11 @@ void GameActions_RND()
     local_player->show_envelope = 0;
   }
 
+#if 0
+  debug_print_timestamp(0, "stop main loop profiling ");
+  printf("----------------------------------------------------------\n");
+#endif
+
   /* use random number generator in every frame to make it less predictable */
   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
     RND(1);
@@ -9925,25 +12600,85 @@ static boolean AllPlayersInVisibleScreen()
 
 void ScrollLevel(int dx, int dy)
 {
+#if 1
+  static Bitmap *bitmap_db_field2 = NULL;
   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
   int x, y;
+#else
+  int i, x, y;
+#endif
+
+#if 0
+  /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
+  /* only horizontal XOR vertical scroll direction allowed */
+  if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
+    return;
+#endif
+
+#if 1
+  if (bitmap_db_field2 == NULL)
+    bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
+
+  /* needed when blitting directly to same bitmap -- should not be needed with
+     recent SDL libraries, but apparently does not work in 1.2.11 directly */
+  BlitBitmap(drawto_field, bitmap_db_field2,
+            FX + TILEX * (dx == -1) - softscroll_offset,
+            FY + TILEY * (dy == -1) - softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset);
+  BlitBitmap(bitmap_db_field2, drawto_field,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset);
+
+#else
+
+#if 0
+  /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
+  int xsize = (BX2 - BX1 + 1);
+  int ysize = (BY2 - BY1 + 1);
+  int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
+  int end   = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
+  int step  = (start < end ? +1 : -1);
+
+  for (i = start; i != end; i += step)
+  {
+    BlitBitmap(drawto_field, drawto_field,
+              FX + TILEX * (dx != 0 ? i + step : 0),
+              FY + TILEY * (dy != 0 ? i + step : 0),
+              TILEX * (dx != 0 ? 1 : xsize),
+              TILEY * (dy != 0 ? 1 : ysize),
+              FX + TILEX * (dx != 0 ? i : 0),
+              FY + TILEY * (dy != 0 ? i : 0));
+  }
+
+#else
+
+  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
 
   BlitBitmap(drawto_field, drawto_field,
             FX + TILEX * (dx == -1) - softscroll_offset,
             FY + TILEY * (dy == -1) - softscroll_offset,
-            SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
-            SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
             FX + TILEX * (dx == 1) - softscroll_offset,
             FY + TILEY * (dy == 1) - softscroll_offset);
+#endif
+#endif
 
-  if (dx)
+  if (dx != 0)
   {
     x = (dx == 1 ? BX1 : BX2);
     for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
 
-  if (dy)
+  if (dy != 0)
   {
     y = (dy == 1 ? BY1 : BY2);
     for (x = BX1; x <= BX2; x++)
@@ -10254,7 +12989,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 #endif
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
-    int offset = (setup.scroll_delay ? 3 : 0);
+    int offset = game.scroll_delay_value;
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
     {
@@ -10482,6 +13217,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     player->last_jy = jy;
 
     if (Feld[jx][jy] == EL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+       Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
@@ -10551,14 +13289,29 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        if (TimeLeft <= 10 && setup.time_limit)
          PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+#else
        DrawGameValue_Time(TimeLeft);
+#endif
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
            KillPlayer(&stored_player[i]);
       }
+#if 1
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       DisplayGameControlValues();
+      }
+#else
       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
+#endif
     }
 
     if (tape.single_step && tape.recording && !tape.pausing &&
@@ -11294,9 +14047,9 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player,
   =============================================================================
 */
 
-int DigField(struct PlayerInfo *player,
-            int oldx, int oldy, int x, int y,
-            int real_dx, int real_dy, int mode)
+static int DigField(struct PlayerInfo *player,
+                   int oldx, int oldy, int x, int y,
+                   int real_dx, int real_dy, int mode)
 {
   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
   boolean player_was_pushing = player->is_pushing;
@@ -11407,6 +14160,9 @@ int DigField(struct PlayerInfo *player,
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
                                        player->index_bit, dig_side);
 
+    if (element == EL_DC_LANDMINE)
+      Bang(x, y);
+
     if (Feld[x][y] != element)         /* field changed by snapping */
       return MP_ACTION;
 
@@ -11447,6 +14203,9 @@ int DigField(struct PlayerInfo *player,
        return MP_NO_ACTION;
     }
     else if (element == EL_EXIT_OPEN ||
+            element == EL_EM_EXIT_OPEN ||
+            element == EL_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_EXIT_OPEN ||
             element == EL_SP_EXIT_OPEN ||
             element == EL_SP_EXIT_OPENING)
     {
@@ -11502,6 +14261,15 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
        return MP_NO_ACTION;
     }
+    else if (element == EL_DC_GATE_WHITE ||
+            element == EL_DC_GATE_WHITE_GRAY ||
+            element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+    {
+      if (player->num_white_keys == 0)
+       return MP_NO_ACTION;
+
+      player->num_white_keys--;
+    }
     else if (IS_SP_PORT(element))
     {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
@@ -11592,7 +14360,14 @@ int DigField(struct PlayerInfo *player,
     else if (element == EL_EXTRA_TIME && level.time > 0)
     {
       TimeLeft += level.extra_time;
+
+#if 1
+      game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+      DisplayGameControlValues();
+#else
       DrawGameValue_Time(TimeLeft);
+#endif
     }
     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
     {
@@ -11628,6 +14403,13 @@ int DigField(struct PlayerInfo *player,
 
       DrawGameDoorValues();
     }
+    else if (element == EL_DC_KEY_WHITE)
+    {
+      player->num_white_keys++;
+
+      /* display white keys? */
+      /* DrawGameDoorValues(); */
+    }
     else if (IS_ENVELOPE(element))
     {
       player->show_envelope = element;
@@ -11664,7 +14446,13 @@ int DigField(struct PlayerInfo *player,
       if (local_player->gems_still_needed < 0)
        local_player->gems_still_needed = 0;
 
+#if 1
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
+#else
       DrawGameValue_Emeralds(local_player->gems_still_needed);
+#endif
     }
 
     RaiseScoreElement(element);
@@ -11740,10 +14528,19 @@ int DigField(struct PlayerInfo *player,
 
     if (!(IN_LEV_FIELD(nextx, nexty) &&
          (IS_FREE(nextx, nexty) ||
-          (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
-           IS_SB_ELEMENT(element)))))
+          (IS_SB_ELEMENT(element) &&
+           Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+          (IS_CUSTOM_ELEMENT(element) &&
+           CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
       return MP_NO_ACTION;
 
+    if (IS_CUSTOM_ELEMENT(element) &&
+       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+    {
+      if (!DigFieldByCE(nextx, nexty, element))
+       return MP_NO_ACTION;
+    }
+
     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
       return MP_NO_ACTION;
 
@@ -11844,6 +14641,8 @@ int DigField(struct PlayerInfo *player,
       ZX = x;
       ZY = y;
 
+      game.robot_wheel_active = TRUE;
+
       DrawLevelField(x, y);
     }
     else if (element == EL_SP_TERMINAL)
@@ -11863,7 +14662,9 @@ int DigField(struct PlayerInfo *player,
       ToggleBeltSwitch(x, y);
     }
     else if (element == EL_SWITCHGATE_SWITCH_UP ||
-            element == EL_SWITCHGATE_SWITCH_DOWN)
+            element == EL_SWITCHGATE_SWITCH_DOWN ||
+            element == EL_DC_SWITCHGATE_SWITCH_UP ||
+            element == EL_DC_SWITCHGATE_SWITCH_DOWN)
     {
       ToggleSwitchgateSwitch(x, y);
     }
@@ -11872,7 +14673,8 @@ int DigField(struct PlayerInfo *player,
     {
       ToggleLightSwitch(x, y);
     }
-    else if (element == EL_TIMEGATE_SWITCH)
+    else if (element == EL_TIMEGATE_SWITCH ||
+            element == EL_DC_TIMEGATE_SWITCH)
     {
       ActivateTimegateSwitch(x, y);
     }
@@ -11905,7 +14707,14 @@ int DigField(struct PlayerInfo *player,
       if (level.time > 0 || level.use_time_orb_bug)
       {
        TimeLeft += level.time_orb_time;
+
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+#else
        DrawGameValue_Time(TimeLeft);
+#endif
       }
 
       ResetGfxAnimation(x, y);
@@ -11991,7 +14800,66 @@ int DigField(struct PlayerInfo *player,
   return MP_MOVING;
 }
 
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+  int element = Feld[x][y];
+
+  if (!IS_FREE(x, y))
+  {
+    int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+                 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+                 ACTION_BREAKING);
+
+    /* no element can dig solid indestructible elements */
+    if (IS_INDESTRUCTIBLE(element) &&
+       !IS_DIGGABLE(element) &&
+       !IS_COLLECTIBLE(element))
+      return FALSE;
+
+    if (AmoebaNr[x][y] &&
+       (element == EL_AMOEBA_FULL ||
+        element == EL_BD_AMOEBA ||
+        element == EL_AMOEBA_GROWING))
+    {
+      AmoebaCnt[AmoebaNr[x][y]]--;
+      AmoebaCnt2[AmoebaNr[x][y]]--;
+    }
+
+    if (IS_MOVING(x, y))
+      RemoveMovingField(x, y);
+    else
+    {
+      RemoveField(x, y);
+      DrawLevelField(x, y);
+    }
+
+    /* if digged element was about to explode, prevent the explosion */
+    ExplodeField[x][y] = EX_TYPE_NONE;
+
+    PlayLevelSoundAction(x, y, action);
+  }
+
+  Store[x][y] = EL_EMPTY;
+
+#if 1
+  /* this makes it possible to leave the removed element again */
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+    Store[x][y] = element;
+#else
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+  {
+    int move_leave_element = element_info[digging_element].move_leave_element;
+
+    /* this makes it possible to leave the removed element again */
+    Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+                  element : move_leave_element);
+  }
+#endif
+
+  return TRUE;
+}
+
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
@@ -12071,12 +14939,15 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   return TRUE;
 }
 
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
 {
   int old_element, new_element;
   int dropx = player->jx, dropy = player->jy;
   int drop_direction = player->MovDir;
   int drop_side = drop_direction;
+#if 1
+  int drop_element = get_next_dropped_element(player);
+#else
   int drop_element = (player->inventory_size > 0 ?
                      player->inventory_element[player->inventory_size - 1] :
                      player->inventory_infinite_element != EL_UNDEFINED ?
@@ -12084,6 +14955,7 @@ boolean DropElement(struct PlayerInfo *player)
                      player->dynabombs_left > 0 ?
                      EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
                      EL_UNDEFINED);
+#endif
 
   player->is_dropping_pressed = TRUE;
 
@@ -12527,7 +15399,13 @@ void RaiseScore(int value)
 {
   local_player->score += value;
 
+#if 1
+  game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+  DisplayGameControlValues();
+#else
   DrawGameValue_Score(local_player->score);
+#endif
 }
 
 void RaiseScoreElement(int element)
@@ -12601,6 +15479,7 @@ void RaiseScoreElement(int element)
     case EL_EMC_KEY_6:
     case EL_EMC_KEY_7:
     case EL_EMC_KEY_8:
+    case EL_DC_KEY_WHITE:
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
@@ -12621,13 +15500,31 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
     {
       if (quick_quit)
       {
+#if 1
+
+#if 1
+       FadeSkipNextFadeIn();
+#else
+       fading = fading_none;
+#endif
+
+#else
+       OpenDoor(DOOR_CLOSE_1);
+#endif
+
        game_status = GAME_MODE_MAIN;
 
+#if 1
+       DrawAndFadeInMainMenu(REDRAW_FIELD);
+#else
        DrawMainMenu();
+#endif
       }
       else
       {
+#if 0
        FadeOut(REDRAW_FIELD);
+#endif
 
        game_status = GAME_MODE_MAIN;
 
@@ -12811,9 +15708,9 @@ static void LoadEngineSnapshotValues_RND()
 
   if (game.num_random_calls != num_random_calls)
   {
-    Error(ERR_RETURN, "number of random calls out of sync");
-    Error(ERR_RETURN, "number of random calls should be %d", num_random_calls);
-    Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls);
+    Error(ERR_INFO, "number of random calls out of sync");
+    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
     Error(ERR_EXIT, "this should not happen -- please debug");
   }
 }
@@ -12986,11 +15883,50 @@ boolean CheckEngineSnapshot()
 
 static struct
 {
-  int x, y;
+  int *x, *y;
+  int gd_x, gd_y;
   int gadget_id;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
+#if 1
+  {
+    &game.button.stop.x,       &game.button.stop.y,
+    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_STOP,
+    "stop game"
+  },
+  {
+    &game.button.pause.x,      &game.button.pause.y,
+    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PAUSE,
+    "pause game"
+  },
+  {
+    &game.button.play.x,       &game.button.play.y,
+    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PLAY,
+    "play game"
+  },
+  {
+    &game.button.sound_music.x,        &game.button.sound_music.y,
+    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_MUSIC,
+    "background music on/off"
+  },
+  {
+    &game.button.sound_loops.x,        &game.button.sound_loops.y,
+    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_LOOPS,
+    "sound loops on/off"
+  },
+  {
+    &game.button.sound_simple.x,&game.button.sound_simple.y,
+    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_SIMPLE,
+    "normal sounds on/off"
+  }
+#else
   {
     GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
     GAME_CTRL_ID_STOP,
@@ -13021,6 +15957,7 @@ static struct
     SOUND_CTRL_ID_SIMPLE,
     "normal sounds on/off"
   }
+#endif
 };
 
 void CreateGameButtons()
@@ -13034,12 +15971,15 @@ void CreateGameButtons()
     int button_type;
     boolean checked;
     unsigned long event_mask;
+    int x, y;
     int gd_xoffset, gd_yoffset;
     int gd_x1, gd_x2, gd_y1, gd_y2;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
+    x = DX + *gamebutton_info[i].x;
+    y = DY + *gamebutton_info[i].y;
+    gd_xoffset = gamebutton_info[i].gd_x;
+    gd_yoffset = gamebutton_info[i].gd_y;
     gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
     gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
 
@@ -13067,8 +16007,13 @@ void CreateGameButtons()
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
+#if 1
+                     GDI_X, x,
+                     GDI_Y, y,
+#else
                      GDI_X, DX + gd_xoffset,
                      GDI_Y, DY + gd_yoffset,
+#endif
                      GDI_WIDTH, GAME_BUTTON_XSIZE,
                      GDI_HEIGHT, GAME_BUTTON_YSIZE,
                      GDI_TYPE, button_type,
@@ -13078,6 +16023,7 @@ void CreateGameButtons()
                      GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
                      GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
                      GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+                     GDI_DIRECT_DRAW, FALSE,
                      GDI_EVENT_MASK, event_mask,
                      GDI_CALLBACK_ACTION, HandleGameButtons,
                      GDI_END);
@@ -13113,6 +16059,14 @@ void UnmapGameButtons()
     UnmapGadget(game_gadget[i]);
 }
 
+void RedrawGameButtons()
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    RedrawGadget(game_gadget[i]);
+}
+
 static void HandleGameButtons(struct GadgetInfo *gi)
 {
   int id = gi->custom_id;