rocksndiamonds-3.1.2
[rocksndiamonds.git] / src / game.c
index 7949da60c770145cb4d447fd1329c6b36e6a98b9..b0d7ec6bfd1a670820bce99d0111fd67b8c7db58 100644 (file)
@@ -21,6 +21,9 @@
 #include "tape.h"
 #include "network.h"
 
+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR     FALSE
+
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
@@ -38,6 +41,9 @@
 #define USE_PREVIOUS_MOVE_DIR          (TRUE   * USE_NEW_STUFF         * 1)
 
 #define USE_PUSH_BUGFIX                        (TRUE   * USE_NEW_STUFF         * 1)
+#if 0
+#define USE_BLOCK_DELAY_BUGFIX         (TRUE   * USE_NEW_STUFF         * 1)
+#endif
 #define USE_GRAVITY_BUGFIX_NEW         (TRUE   * USE_NEW_STUFF         * 1)
 #define USE_GRAVITY_BUGFIX_OLD         (TRUE   * USE_NEW_STUFF         * 0)
 
@@ -52,8 +58,6 @@
 
 #define USE_CHANGE_TO_TRIGGERED                (TRUE   * USE_NEW_STUFF         * 1)
 
-#define USE_BACK_WALKABLE_BUGFIX       (TRUE   * USE_NEW_STUFF         * 1)
-
 
 /* for DigField() */
 #define DF_NO_PUSH             0
                                 RND(element_info[e].move_delay_random))
 #define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                    (element_info[e].move_delay_random))
-#define GET_CHANGE_DELAY(c)    (   ((c)->delay_fixed  * (c)->delay_frames) + \
-                                RND((c)->delay_random * (c)->delay_frames))
 
 #define GET_TARGET_ELEMENT(e, ch)                                      \
        ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
                                         IS_PLAYER(x, y) &&             \
                                         !PLAYER_ENEMY_PROTECTED(x, y))))
 
+#if 0
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition)            \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition) ||                  \
+                                       (DONT_COLLIDE_WITH(e) &&        \
+                                        IS_PLAYER(x, y) &&             \
+                                        !PLAYER_ENEMY_PROTECTED(x, y))))
+#endif
+
 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
        ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
 
+#if 1
 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+#else
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
+#endif
+
+#if 0
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#endif
 
 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 
+#if 1
+
 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
 
 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 
+#else
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_FOOD_PENGUIN(Feld[x][y]) ||  \
+                                       Feld[x][y] == EL_EXIT_OPEN))
+
+#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID)))
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID)))
+
+#endif
+
 #define GROUP_NR(e)            ((e) - EL_GROUP_START)
 #define MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
 #define IS_IN_GROUP(e, nr)     (element_info[e].in_group[nr] == TRUE)
 #define IS_EQUAL_OR_IN_GROUP(e, ge)                                    \
        (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
 
+#if 0
+#define CE_ENTER_FIELD_COND(e, x, y)                                   \
+               (!IS_PLAYER(x, y) &&                                    \
+                (Feld[x][y] == EL_ACID ||                              \
+                 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
+#else
 #define CE_ENTER_FIELD_COND(e, x, y)                                   \
                (!IS_PLAYER(x, y) &&                                    \
                 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
+#endif
 
 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
        ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
@@ -285,9 +365,9 @@ static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
 #define CheckElementChange(x, y, e, te, ev)                            \
        CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                  \
-       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, -1)
+       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
 #define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
-       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, -1)
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
 #define CheckElementChangeByPage(x, y, e, te, ev, p)                   \
        CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
 
@@ -715,6 +795,8 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
                                level.block_last_field);
 
 #if USE_NEW_BLOCK_STYLE
+#if 1
+
     /* ---------- initialize player's last field block delay --------------- */
 
     /* always start with reliable default value (no adjustment needed) */
@@ -727,6 +809,48 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     /* special case 2: in game engines before 3.1.1, blocking was different */
     if (game.use_block_last_field_bug)
       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+
+#if 0
+    /* blocking the last field when moving was corrected in version 3.1.1 */
+    if (game.use_block_last_field_bug)
+    {
+      /* even "not blocking" was blocking the last field for one frame */
+      level.block_delay    = (level.block_last_field    ? 7 : 1);
+      level.sp_block_delay = (level.sp_block_last_field ? 7 : 1);
+
+      level.block_last_field = TRUE;
+      level.sp_block_last_field = TRUE;
+    }
+#endif
+
+#if 0  /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */
+    level.block_delay = 8;             /* when blocking, block 8 frames */
+    level.sp_block_delay = 9;          /* SP indeed blocks 9 frames, not 8 */
+#endif
+
+#if 0
+    printf("::: %d, %d\n", level.block_delay, level.sp_block_delay);
+#endif
+
+#else
+
+#if 1
+    player->block_delay = (player->block_last_field ?
+                          (element == EL_SP_MURPHY ?
+                           level.sp_block_delay :
+                           level.block_delay) : 0);
+#else
+    player->block_delay = (element == EL_SP_MURPHY ?
+                          (player->block_last_field ? 7 : 1) :
+                          (player->block_last_field ? 7 : 1));
+#endif
+
+#endif
+
+#if 0
+    printf("::: block_last_field == %d, block_delay = %d\n",
+          player->block_last_field, player->block_delay);
+#endif
 #endif
 
     if (!options.network || player->connected)
@@ -867,6 +991,27 @@ static void InitField(int x, int y, boolean init_game)
       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
       break;
 
+#if 0
+    case EL_SP_EMPTY:
+      Feld[x][y] = EL_EMPTY;
+      break;
+#endif
+
+#if 0
+    case EL_EM_KEY_1_FILE:
+      Feld[x][y] = EL_EM_KEY_1;
+      break;
+    case EL_EM_KEY_2_FILE:
+      Feld[x][y] = EL_EM_KEY_2;
+      break;
+    case EL_EM_KEY_3_FILE:
+      Feld[x][y] = EL_EM_KEY_3;
+      break;
+    case EL_EM_KEY_4_FILE:
+      Feld[x][y] = EL_EM_KEY_4;
+      break;
+#endif
+
     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
@@ -983,15 +1128,9 @@ inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
 
   /* currently only 4 of 8 possible keys are displayed */
   for (i = 0; i < STD_NUM_KEYS; i++)
-  {
     if (key[i])
       DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
                         el2edimg(EL_KEY_1 + i));
-    else
-      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
-                DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
-                MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
-  }
 }
 
 inline void DrawGameValue_Score(int value)
@@ -1114,6 +1253,17 @@ static void resolve_group_element(int group_element, int recursion_depth)
       element_info[element].in_group[group_nr] = TRUE;
     }
   }
+
+#if 0
+  if (recursion_depth == 0 && group_element <= EL_GROUP_4)
+  {
+    printf("::: group %d: %d resolved elements\n",
+          group_element - EL_GROUP_START, group->num_elements_resolved);
+    for (i = 0; i < group->num_elements_resolved; i++)
+      printf("::: - %d ['%s']\n", group->element_resolved[i],
+            element_info[group->element_resolved[i]].token_name);
+  }
+#endif
 }
 
 
@@ -1290,10 +1440,12 @@ static void InitGameEngine()
 
     ei->has_change_event[CE_DELAY] = TRUE;
 
+#if 1
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+#endif
   }
 
+#if 1
   /* add change events from custom element configuration */
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
@@ -1318,19 +1470,18 @@ static void InitGameEngine()
     }
   }
 
-  /* ---------- initialize internal run-time variables ------------- */
+#else
 
+  /* add change events from custom element configuration */
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+    int element = EL_CUSTOM_START + i;
 
-    for (j = 0; j < ei->num_change_pages; j++)
-    {
-      ei->change_page[j].can_change_or_has_action =
-       (ei->change_page[j].can_change |
-        ei->change_page[j].has_action);
-    }
+    /* only add custom elements that change after fixed/random frame delay */
+    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+      element_info[element].has_change_event[CE_DELAY] = TRUE;
   }
+#endif
 
   /* ---------- initialize run-time trigger player and element ------------- */
 
@@ -1352,6 +1503,7 @@ static void InitGameEngine()
     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
       trigger_events[i][j] = FALSE;
 
+#if 1
   /* add trigger events from element change event properties */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1385,6 +1537,14 @@ static void InitGameEngine()
       }
     }
   }
+#else
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
+      for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+       if (element_info[i].change->has_event[j])
+         trigger_events[element_info[i].change->trigger_element][j] = TRUE;
+#endif
 
   /* ---------- initialize push delay -------------------------------------- */
 
@@ -1443,6 +1603,16 @@ static void InitGameEngine()
     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
 
+#if 0
+  /* ---------- initialize move dig/leave ---------------------------------- */
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    element_info[i].can_leave_element = FALSE;
+    element_info[i].can_leave_element_last = FALSE;
+  }
+#endif
+
   /* ---------- initialize gem count --------------------------------------- */
 
   /* initialize gem count values for each element */
@@ -1486,6 +1656,16 @@ void InitGame()
 
   InitGameEngine();
 
+#if 0
+#if DEBUG
+#if USE_NEW_AMOEBA_CODE
+  printf("Using new amoeba code.\n");
+#else
+  printf("Using old amoeba code.\n");
+#endif
+#endif
+#endif
+
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
 
@@ -1753,8 +1933,13 @@ void InitGame()
       element_info[i].explosion_delay = last_phase - 1;
       element_info[i].ignition_delay = half_phase;
 
+#if 0
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 0;
+#else
       if (i == EL_BLACK_ORB)
        element_info[i].ignition_delay = 1;
+#endif
     }
 
 #if 0
@@ -1979,6 +2164,7 @@ void InitGame()
   }
   else
   {
+#if 1
     scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
                local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
                local_player->jx - MIDPOSX);
@@ -1986,10 +2172,21 @@ void InitGame()
     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
                local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
                local_player->jy - MIDPOSY);
+#else
+    scroll_x = SBX_Left;
+    scroll_y = SBY_Upper;
+    if (local_player->jx >= SBX_Left + MIDPOSX)
+      scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+                 local_player->jx - MIDPOSX :
+                 SBX_Right);
+    if (local_player->jy >= SBY_Upper + MIDPOSY)
+      scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+                 local_player->jy - MIDPOSY :
+                 SBY_Lower);
+#endif
   }
 
-  if (!game.restart_level)
-    CloseDoor(DOOR_CLOSE_1);
+  CloseDoor(DOOR_CLOSE_1);
 
   /* !!! FIX THIS (START) !!! */
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
@@ -2013,47 +2210,43 @@ void InitGame()
   }
   /* !!! FIX THIS (END) !!! */
 
-  if (!game.restart_level)
-  {
-    /* 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);
-  }
+  /* 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);
 
   DrawGameDoorValues();
 
-  if (!game.restart_level)
-  {
-    UnmapGameButtons();
-    UnmapTapeButtons();
-    game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
-    game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
-    game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
-    MapGameButtons();
-    MapTapeButtons();
+  UnmapGameButtons();
+  UnmapTapeButtons();
+  game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
+  game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
+  game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
+  MapGameButtons();
+  MapTapeButtons();
 
-    /* copy actual game door content to door double buffer for OpenDoor() */
-    BlitBitmap(drawto, bitmap_db_door,
-              DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+  /* copy actual game door content to door double buffer for OpenDoor() */
+  BlitBitmap(drawto, bitmap_db_door,
+            DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
 
-    OpenDoor(DOOR_OPEN_ALL);
+  OpenDoor(DOOR_OPEN_ALL);
 
-    PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
 
-    if (setup.sound_music)
-      PlayLevelMusic();
+  if (setup.sound_music)
+    PlayLevelMusic();
 
-    KeyboardAutoRepeatOffUnlessAutoplay();
+  KeyboardAutoRepeatOffUnlessAutoplay();
 
-    if (options.debug)
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       printf("Player %d %sactive.\n",
-              i + 1, (stored_player[i].active ? "" : "not "));
-    }
+  if (options.debug)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf("Player %d %sactive.\n",
+            i + 1, (stored_player[i].active ? "" : "not "));
   }
 
-  game.restart_level = FALSE;
+#if 0
+  printf("::: starting game [%d]\n", FrameCounter);
+#endif
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
@@ -2175,9 +2368,11 @@ void InitMovDir(int x, int y)
        else if (move_pattern == MV_ALONG_LEFT_SIDE ||
                 move_pattern == MV_ALONG_RIGHT_SIDE)
        {
+#if 1
          /* use random direction as default start direction */
          if (game.engine_version >= VERSION_IDENT(3,1,0,0))
            MovDir[x][y] = 1 << RND(4);
+#endif
 
          for (i = 0; i < NUM_DIRECTIONS; i++)
          {
@@ -2263,8 +2458,13 @@ void GameWon()
   if (local_player->MovPos)
     return;
 
+#if 1
   if (tape.auto_play)          /* tape might already be stopped here */
     tape.auto_play_level_solved = TRUE;
+#else
+  if (tape.playing && tape.auto_play)
+    tape.auto_play_level_solved = TRUE;
+#endif
 
   local_player->LevelSolved = FALSE;
 
@@ -2661,7 +2861,10 @@ void RemoveMovingField(int x, int y)
   if (IS_MOVING(x, y))
   {
     Moving2Blocked(x, y, &newx, &newy);
-
+#if 0
+    if (Feld[newx][newy] != EL_BLOCKED)
+      return;
+#else
     if (Feld[newx][newy] != EL_BLOCKED)
     {
       /* element is moving, but target field is not free (blocked), but
@@ -2676,6 +2879,7 @@ void RemoveMovingField(int x, int y)
 
       return;
     }
+#endif
   }
   else if (element == EL_BLOCKED)
   {
@@ -2722,10 +2926,19 @@ void DrawDynamite(int x, int y)
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
+#if 1
   if (Back[x][y] || Store[x][y])
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
+#else
+  if (game.emulation == EMU_SUPAPLEX)
+    DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
+  else if (Store[x][y])
+    DrawGraphicThruMask(sx, sy, graphic, frame);
+  else
+    DrawGraphic(sx, sy, graphic, frame);
+#endif
 }
 
 void CheckDynamite(int x, int y)
@@ -2743,7 +2956,15 @@ void CheckDynamite(int x, int y)
     }
   }
 
+#if 1
   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+#else
+  if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
+      Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
+    StopSound(SND_DYNAMITE_ACTIVE);
+  else
+    StopSound(SND_DYNABOMB_ACTIVE);
+#endif
 
   Bang(x, y);
 }
@@ -2759,6 +2980,7 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
   if (level.instant_relocation)
   {
+#if 1
     int offset = (setup.scroll_delay ? 3 : 0);
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
@@ -2789,11 +3011,74 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
        scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
     }
+#else
+    scroll_x += (local_player->jx - old_jx);
+    scroll_y += (local_player->jy - old_jy);
+
+    /* don't scroll over playfield boundaries */
+    if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+      scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+    /* don't scroll over playfield boundaries */
+    if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+      scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+#endif
 
     RedrawPlayfield(TRUE, 0,0,0,0);
   }
   else
   {
+#if 1
+#if 0
+    int offset = (setup.scroll_delay ? 3 : 0);
+#endif
+    int scroll_xx = -999, scroll_yy = -999;
+
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                  local_player->jx - MIDPOSX);
+
+      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  local_player->jy - MIDPOSY);
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
+
+      scroll_x -= dx;
+      scroll_y -= dy;
+
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
+
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
+
+      /* scroll in two steps of half tile size to make things smoother */
+      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+      FlushDisplay();
+      Delay(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+#else
     int scroll_xx = -999, scroll_yy = -999;
 
     ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
@@ -2814,8 +3099,13 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
 
+#if 1
       if (dx == 0 && dy == 0)          /* no scrolling needed at all */
        break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
 
       scroll_x -= dx;
       scroll_y -= dy;
@@ -2835,6 +3125,7 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       BackToFront();
       Delay(wait_delay_value);
     }
+#endif
 
     DrawPlayer(player);
     BackToFront();
@@ -2844,7 +3135,11 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
+#if 1
   int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
+#else
+  int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
+#endif
   struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
@@ -2858,10 +3153,25 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
 
   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
+#if 1
   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
   int leave_side_horiz = move_dir_horiz;
   int leave_side_vert  = move_dir_vert;
+#else
+  static int trigger_sides[4][2] =
+  {
+    /* enter side               leave side */
+    { CH_SIDE_RIGHT,           CH_SIDE_LEFT    },      /* moving left  */
+    { CH_SIDE_LEFT,            CH_SIDE_RIGHT   },      /* moving right */
+    { CH_SIDE_BOTTOM,          CH_SIDE_TOP     },      /* moving up    */
+    { CH_SIDE_TOP,             CH_SIDE_BOTTOM  }       /* moving down  */
+  };
+  int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
+  int enter_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
+  int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
+  int leave_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
+#endif
   int enter_side = enter_side_horiz | enter_side_vert;
   int leave_side = leave_side_horiz | leave_side_vert;
 
@@ -2902,6 +3212,7 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     player->is_moving = FALSE;
   }
 
+#if 1
   if (IS_CUSTOM_ELEMENT(old_element))
     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                               CE_LEFT_BY_PLAYER,
@@ -2910,6 +3221,7 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
                                      CE_PLAYER_LEAVES_X,
                                      player->index_bit, leave_side);
+#endif
 
   Feld[jx][jy] = el_player;
   InitPlayerField(jx, jy, el_player, TRUE);
@@ -2920,12 +3232,40 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     InitField(jx, jy, FALSE);
   }
 
+#if 1
   if (player == local_player)  /* only visually relocate local player */
     DrawRelocatePlayer(player);
+#endif
 
+#if 1
   TestIfHeroTouchesBadThing(jx, jy);
   TestIfPlayerTouchesCustomElement(jx, jy);
+#endif
+
+#if 0
+  printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
+#endif
+
+#if 0
+#if 0
+  /* needed to allow change of walkable custom element by entering player */
+  if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
+    Changed[jx][jy] = 0;       /* allow another change (but prevent loop) */
+#else
+  /* needed to allow change of walkable custom element by entering player */
+  Changed[jx][jy] = 0;         /* allow another change */
+#endif
+#endif
+
+#if 0
+  printf("::: player entering %d, %d from %s ...\n", jx, jy,
+        enter_side == MV_LEFT  ? "left" :
+        enter_side == MV_RIGHT ? "right" :
+        enter_side == MV_UP    ? "top" :
+        enter_side == MV_DOWN  ? "bottom" : "oops! no idea!");
+#endif
 
+#if 1
   if (IS_CUSTOM_ELEMENT(element))
     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
                               player->index_bit, enter_side);
@@ -2933,17 +3273,28 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   CheckTriggeredElementChangeByPlayer(jx, jy, element,
                                      CE_PLAYER_ENTERS_X,
                                      player->index_bit, enter_side);
+#endif
 }
 
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
-  int last_phase;
-  int border_element;
+#if 0
+  int num_phase = 9;
+#endif
 
   /* !!! eliminate this variable !!! */
   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
 
+#if 1
+  int last_phase;
+#else
+  int last_phase = num_phase * delay;
+  int half_phase = (num_phase / 2) * delay;
+  int first_phase_after_start = EX_PHASE_START + 1;
+#endif
+  int border_element;
+
   if (game.explosions_delayed)
   {
     ExplodeField[ex][ey] = mode;
@@ -2954,6 +3305,10 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int center_element = Feld[ex][ey];
 
+#if 0
+    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
+#endif
+
 #if 0
     /* --- This is only really needed (and now handled) in "Impact()". --- */
     /* do not explode moving elements that left the explode field in time */
@@ -2963,10 +3318,15 @@ void Explode(int ex, int ey, int phase, int mode)
       return;
 #endif
 
+#if 1
     if (mode == EX_TYPE_NORMAL ||
        mode == EX_TYPE_CENTER ||
        mode == EX_TYPE_CROSS)
       PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+#else
+    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
+      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+#endif
 
     /* remove things displayed in background while burning dynamite */
     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
@@ -2980,7 +3340,18 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
+#if 1
+
+#if 1
     last_phase = element_info[center_element].explosion_delay + 1;
+#else
+    last_phase = element_info[center_element].explosion_delay;
+#endif
+
+#if 0
+    printf("::: %d -> %d\n", center_element, last_phase);
+#endif
+#endif
 
     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
     {
@@ -2988,10 +3359,24 @@ void Explode(int ex, int ey, int phase, int mode)
       int yy = y - ey + 1;
       int element;
 
+#if 1
+#if 1
       if (!IN_LEV_FIELD(x, y) ||
          (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
          (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
        continue;
+#else
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
+       continue;
+#endif
+#else
+      if (!IN_LEV_FIELD(x, y) ||
+         ((mode != EX_TYPE_NORMAL ||
+           center_element == EL_AMOEBA_TO_DIAMOND) &&
+          (x != ex || y != ey)))
+       continue;
+#endif
 
       element = Feld[x][y];
 
@@ -3003,11 +3388,32 @@ void Explode(int ex, int ey, int phase, int mode)
          RemoveMovingField(x, y);
       }
 
+#if 1
+
+#if 0
+      if (IS_EXPLOSION_PROOF(element))
+       continue;
+#else
       /* indestructible elements can only explode in center (but not flames) */
+#if 1
       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
                                           mode == EX_TYPE_BORDER)) ||
          element == EL_FLAMES)
        continue;
+#else
+      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+         element == EL_FLAMES)
+       continue;
+#endif
+#endif
+
+#else
+      if ((IS_INDESTRUCTIBLE(element) &&
+          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
+           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+         element == EL_FLAMES)
+       continue;
+#endif
 
       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
         behaviour, for example when touching a yamyam that explodes to rocks
@@ -3024,22 +3430,50 @@ void Explode(int ex, int ey, int phase, int mode)
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
+#if 1
          Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
          Back[x][y] = 0;
+#else
+         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
+         Store[x][y] = 0;
+#endif
+
+#if 0
+       printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
+              element_info[Feld[x][y]].token_name,
+              Store[x][y], Store2[x][y]);
+#endif
        }
 
        continue;
       }
 
       /* save walkable background elements while explosion on same tile */
+#if 0
+      if (IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+#else
+#if 1
+#if 1
       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
          (x != ex || y != ey || mode == EX_TYPE_BORDER))
        Back[x][y] = element;
+#else
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+         (x != ex || y != ey))
+       Back[x][y] = element;
+#endif
+#else
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+#endif
+#endif
 
       /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
+#if 1
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
@@ -3050,6 +3484,7 @@ void Explode(int ex, int ey, int phase, int mode)
       }
 
       RemoveField(x, y);
+#endif
 
       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
       {
@@ -3070,8 +3505,13 @@ void Explode(int ex, int ey, int phase, int mode)
            break;
        }
 
+#if 1
        if (PLAYERINFO(ex, ey)->use_murphy_graphic)
          Store[x][y] = EL_EMPTY;
+#else
+       if (game.emulation == EMU_SUPAPLEX)
+         Store[x][y] = EL_EMPTY;
+#endif
       }
       else if (center_element == EL_MOLE)
        Store[x][y] = EL_EMERALD_RED;
@@ -3115,11 +3555,49 @@ void Explode(int ex, int ey, int phase, int mode)
          center_element == EL_AMOEBA_TO_DIAMOND)
        Store2[x][y] = element;
 
+#if 0
+      printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
+            element_info[Store2[x][y]].token_name);
+#endif
+
+#if 0
+      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 1
+      RemoveField(x, y);
+#else
+      MovDir[x][y] = MovPos[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y];
+      AmoebaNr[x][y] = 0;
+#endif
+#endif
+
       Feld[x][y] = EL_EXPLOSION;
+#if 1
       GfxElement[x][y] = center_element;
+#else
+      GfxElement[x][y] = EL_UNDEFINED;
+#endif
 
       ExplodePhase[x][y] = 1;
+#if 1
       ExplodeDelay[x][y] = last_phase;
+#endif
+
+#if 0
+#if 1
+      GfxFrame[x][y] = 0;      /* animation does not start until next frame */
+#else
+      GfxFrame[x][y] = -1;     /* animation does not start until next frame */
+#endif
+#endif
 
       Stop[x][y] = TRUE;
     }
@@ -3128,6 +3606,11 @@ void Explode(int ex, int ey, int phase, int mode)
       game.yamyam_content_nr =
        (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
+#if 0
+  printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
+        element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
+#endif
+
     return;
   }
 
@@ -3137,10 +3620,18 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
+#if 1
   if (phase == 1)
     GfxFrame[x][y] = 0;                /* restart explosion animation */
+#endif
+
+#if 0
+  printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
 
+#if 1
   last_phase = ExplodeDelay[x][y];
+#endif
 
   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
@@ -3148,7 +3639,6 @@ void Explode(int ex, int ey, int phase, int mode)
 
   /* activate this even in non-DEBUG version until cause for crash in
      getGraphicAnimationFrame() (see below) is found and eliminated */
-
 #endif
 #if 1
 
@@ -3163,46 +3653,133 @@ void Explode(int ex, int ey, int phase, int mode)
   }
 #endif
 
+#if 1
+
   border_element = Store2[x][y];
+#if 1
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
     border_element = StorePlayer[x][y];
+#else
+  if (IS_PLAYER(x, y))
+    border_element = StorePlayer[x][y];
+#endif
+
+#if 0
+  printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
+        element_info[border_element].token_name, Store2[x][y]);
+#endif
+
+#if 0
+  printf("::: phase == %d\n", phase);
+#endif
 
   if (phase == element_info[border_element].ignition_delay ||
       phase == last_phase)
   {
     boolean border_explosion = FALSE;
 
+#if 1
+#if 1
     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
        !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#endif
+#else
+    if (IS_PLAYER(x, y))
+#endif
     {
       KillHeroUnlessExplosionProtected(x, y);
       border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: IS_PLAYER\n");
+#endif
     }
     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
     {
+#if 0
+      printf("::: %d,%d: %d %s\n", x, y, border_element,
+            element_info[border_element].token_name);
+#endif
+
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
       Bang(x, y);
       border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
+#endif
     }
     else if (border_element == EL_AMOEBA_TO_DIAMOND)
     {
       AmoebeUmwandeln(x, y);
       Store2[x][y] = 0;
       border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
+              element_info[border_element].explosion_delay,
+              element_info[border_element].ignition_delay,
+              phase);
+#endif
     }
 
+#if 1
     /* if an element just explodes due to another explosion (chain-reaction),
        do not immediately end the new explosion when it was the last frame of
        the explosion (as it would be done in the following "if"-statement!) */
     if (border_explosion && phase == last_phase)
       return;
+#endif
+  }
+
+#else
+
+  if (phase == first_phase_after_start)
+  {
+    int element = Store2[x][y];
+
+    if (element == EL_BLACK_ORB)
+    {
+      Feld[x][y] = Store2[x][y];
+      Store2[x][y] = 0;
+      Bang(x, y);
+    }
+  }
+  else if (phase == half_phase)
+  {
+    int element = Store2[x][y];
+
+    if (IS_PLAYER(x, y))
+      KillHeroUnlessExplosionProtected(x, y);
+    else if (CAN_EXPLODE_BY_EXPLOSION(element))
+    {
+      Feld[x][y] = Store2[x][y];
+      Store2[x][y] = 0;
+      Bang(x, y);
+    }
+    else if (element == EL_AMOEBA_TO_DIAMOND)
+      AmoebeUmwandeln(x, y);
   }
+#endif
 
   if (phase == last_phase)
   {
     int element;
 
+#if 0
+  printf("::: done: phase == %d\n", phase);
+#endif
+
+#if 0
+    printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
+#endif
+
     element = Feld[x][y] = Store[x][y];
     Store[x][y] = Store2[x][y] = 0;
     GfxElement[x][y] = EL_UNDEFINED;
@@ -3227,8 +3804,22 @@ void Explode(int ex, int ey, int phase, int mode)
     ChangeDelay[x][y] = 0;
     ChangePage[x][y] = -1;
 
+#if 1
     InitField_WithBug2(x, y, FALSE);
-
+#else
+    InitField(x, y, FALSE);
+#if 1
+    /* !!! not needed !!! */
+#if 1
+    if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+       CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
+      InitMovDir(x, y);
+#else
+    if (CAN_MOVE(element))
+      InitMovDir(x, y);
+#endif
+#endif
+#endif
     DrawLevelField(x, y);
 
     TestIfElementTouchesCustomElement(x, y);
@@ -3242,10 +3833,40 @@ void Explode(int ex, int ey, int phase, int mode)
     if (ELEM_IS_PLAYER(element))
       RelocatePlayer(x, y, element);
   }
+#if 1
   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#else
+  else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#endif
   {
+#if 1
     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
+    int stored = Store[x][y];
+    int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+                  stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+                  IMG_SP_EXPLOSION);
+#endif
+#if 1
     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+#else
+    int frame = getGraphicAnimationFrame(graphic, phase - delay);
+#endif
+
+#if 0
+  printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
+
+#if 0
+    printf("::: %d / %d [%d - %d]\n",
+          GfxFrame[x][y], phase - delay, phase, delay);
+#endif
+
+#if 0
+    printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
+          element_info[GfxElement[x][y]].token_name,
+          graphic);
+#endif
 
     if (phase == delay)
       DrawLevelFieldCrumbledSand(x, y);
@@ -3309,18 +3930,39 @@ void DynaExplode(int ex, int ey)
 
       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
+#if 1
+#if 1
       if (element != EL_EMPTY && element != EL_EXPLOSION &&
          !IS_DIGGABLE(element) && !dynabomb_xl)
        break;
+#else
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !CAN_GROW_INTO(element) && !dynabomb_xl)
+       break;
+#endif
+#else
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         element != EL_SAND && !dynabomb_xl)
+       break;
+#endif
     }
   }
 }
 
 void Bang(int x, int y)
 {
+#if 1
   int element = MovingOrBlocked2Element(x, y);
+#else
+  int element = Feld[x][y];
+#endif
 
+#if 1
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
+  if (IS_PLAYER(x, y))
+#endif
   {
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
@@ -3328,13 +3970,29 @@ void Bang(int x, int y)
                            player->element_nr);
   }
 
-  switch(element)
-  {
-    case EL_BUG:
-    case EL_SPACESHIP:
-    case EL_BD_BUTTERFLY:
-    case EL_BD_FIREFLY:
-    case EL_YAMYAM:
+#if 0
+#if 1
+  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
+#else
+  if (game.emulation == EMU_SUPAPLEX)
+    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
+  else
+    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
+
+#if 0
+  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
+    element = EL_EMPTY;
+#endif
+
+  switch(element)
+  {
+    case EL_BUG:
+    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
+    case EL_YAMYAM:
     case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
@@ -3354,16 +4012,30 @@ void Bang(int x, int y)
     case EL_PENGUIN:
     case EL_LAMP:
     case EL_LAMP_ACTIVE:
+#if 1
     case EL_AMOEBA_TO_DIAMOND:
+#endif
       if (IS_PLAYER(x, y))
        Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       else
        Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       break;
     default:
+#if 1
       if (element_info[element].explosion_type == EXPLODES_CROSS)
+#else
+      if (CAN_EXPLODE_CROSS(element))
+#endif
+#if 1
        Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+#else
+       DynaExplode(x, y);
+#endif
+#if 1
       else if (element_info[element].explosion_type == EXPLODES_1X1)
+#else
+      else if (CAN_EXPLODE_1X1(element))
+#endif
        Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       else
        Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
@@ -3375,6 +4047,7 @@ void Bang(int x, int y)
 
 void SplashAcid(int x, int y)
 {
+#if 1
   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
       (!IN_LEV_FIELD(x - 1, y - 2) ||
        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
@@ -3386,6 +4059,30 @@ void SplashAcid(int x, int y)
     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
 
   PlayLevelSound(x, y, SND_ACID_SPLASHING);
+#else
+  /* input: position of element entering acid (obsolete) */
+
+  int element = Feld[x][y];
+
+  if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
+    return;
+
+  if (element != EL_ACID_SPLASH_LEFT &&
+      element != EL_ACID_SPLASH_RIGHT)
+  {
+    PlayLevelSound(x, y, SND_ACID_SPLASHING);
+
+    if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
+       (!IN_LEV_FIELD(x - 1, y - 1) ||
+        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
+      Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
+
+    if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
+       (!IN_LEV_FIELD(x + 1, y - 1) ||
+        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
+      Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
+  }
+#endif
 }
 
 static void InitBeltMovement()
@@ -3573,15 +4270,21 @@ static void ToggleSwitchgateSwitch(int x, int y)
               element == EL_SWITCHGATE_OPENING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-
+#if 1
        PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+#else
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
+#endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
               element == EL_SWITCHGATE_CLOSING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-
+#if 1
        PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+#else
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
+#endif
       }
     }
   }
@@ -3707,6 +4410,10 @@ void Impact(int x, int y)
   int element = Feld[x][y];
   int smashed = EL_STEELWALL;
 
+#if 0
+  printf("IMPACT!\n");
+#endif
+
   if (!last_line)      /* check if element below was hit */
   {
     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
@@ -3716,6 +4423,10 @@ void Impact(int x, int y)
                                         MovDir[x][y + 1] != MV_DOWN ||
                                         MovPos[x][y + 1] <= TILEY / 2));
 
+#if 0
+    object_hit = !IS_FREE(x, y + 1);
+#endif
+
     /* do not smash moving elements that left the smashed field in time */
     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
        ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
@@ -3838,6 +4549,13 @@ void Impact(int x, int y)
       Bang(x, y + 1);
       return;
     }
+#if 0
+    else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+    {
+      Bang(x, y + 1);
+      return;
+    }
+#endif
     else if (CAN_SMASH_EVERYTHING(element))
     {
       if (IS_CLASSIC_ENEMY(smashed) ||
@@ -3897,10 +4615,18 @@ void Impact(int x, int y)
 
          CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
 
+#if 1
+         /* !!! TEST ONLY !!! */
          CheckElementChangeBySide(x, y + 1, smashed, element,
                                   CE_SWITCHED, CH_SIDE_TOP);
          CheckTriggeredElementChangeBySide(x, y + 1, smashed,
                                            CE_SWITCH_OF_X, CH_SIDE_TOP);
+#else
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
+                                           CE_SWITCH_OF_X, CH_SIDE_TOP);
+         CheckElementChangeBySide(x, y + 1, smashed, element,
+                                  CE_SWITCHED, CH_SIDE_TOP);
+#endif
        }
       }
       else
@@ -3992,6 +4718,26 @@ inline static void TurnRoundExt(int x, int y)
     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
+#if 0
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+          element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
+
+    if ((element == EL_SPACESHIP ||
+        element == EL_SP_SNIKSNAK ||
+        element == EL_SP_ELECTRON)
+       && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
+      MovDelay[x][y] = 1;
+  }
+#else
   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
@@ -4018,6 +4764,7 @@ inline static void TurnRoundExt(int x, int y)
     if (MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
   }
+#endif
   else if (element == EL_YAMYAM)
   {
     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
@@ -4126,9 +4873,15 @@ inline static void TurnRoundExt(int x, int y)
     xx = x + move_xy[MovDir[x][y]].x;
     yy = y + move_xy[MovDir[x][y]].y;
 
+#if 1
+    /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */
     if (!IN_LEV_FIELD(xx, yy) ||
         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
       MovDir[x][y] = old_move_dir;
+#else
+    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
+      MovDir[x][y] = old_move_dir;
+#endif
 
     MovDelay[x][y] = 0;
   }
@@ -4140,6 +4893,11 @@ inline static void TurnRoundExt(int x, int y)
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
     if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
@@ -4154,8 +4912,25 @@ inline static void TurnRoundExt(int x, int y)
     xx = x + move_xy[MovDir[x][y]].x;
     yy = y + move_xy[MovDir[x][y]].y;
 
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+            xx, yy, Feld[xx][yy],
+            FrameCounter);
+#endif
+
+#if 1
     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
+#else
+    if (!IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
     MovDelay[x][y] = 0;
   }
@@ -4193,10 +4968,16 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_SPRING)
   {
+#if 0
+    if (MovDir[x][y] & MV_HORIZONTAL &&
+       !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NO_MOVING;
+#else
     if (MovDir[x][y] & MV_HORIZONTAL &&
        (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
         SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
       MovDir[x][y] = MV_NO_MOVING;
+#endif
 
     MovDelay[x][y] = 0;
   }
@@ -4232,9 +5013,13 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
+#if 1
     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
        (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
         game.engine_version < VERSION_IDENT(3,1,0,0)))
+#else
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+#endif
     {
       attr_x = ZX;
       attr_y = ZY;
@@ -4577,7 +5362,13 @@ inline static void TurnRoundExt(int x, int y)
 
     MovDir[x][y] = new_move_dir;
     if (old_move_dir != new_move_dir)
+    {
+#if 1
       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+#else
+      MovDelay[x][y] = 9;
+#endif
+    }
   }
 }
 
@@ -4585,15 +5376,26 @@ static void TurnRound(int x, int y)
 {
   int direction = MovDir[x][y];
 
+#if 0
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
   TurnRoundExt(x, y);
 
+#if 1
   GfxDir[x][y] = MovDir[x][y];
+#endif
 
   if (direction != MovDir[x][y])
     GfxFrame[x][y] = 0;
 
+#if 1
   if (MovDelay[x][y])
     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_WAITING;
+#endif
 }
 
 static boolean JustBeingPushed(int x, int y)
@@ -4619,14 +5421,23 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
+#if 0
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+#endif
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
   if (Stop[x][y])
     return;
 
+#if 1
   if (MovDelay[x][y] == 0)
     GfxAction[x][y] = ACTION_DEFAULT;
+#else
+  /* !!! this should be handled more generic (not only for mole) !!! */
+  if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+    GfxAction[x][y] = ACTION_DEFAULT;
+#endif
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
@@ -4644,8 +5455,11 @@ void StartMoving(int x, int y)
 
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_ROCK;
-
+#if 1
        PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+#else
+       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
+#endif
       }
       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
@@ -4663,8 +5477,11 @@ void StartMoving(int x, int y)
        Feld[x][y + 1] = EL_QUICKSAND_FULL;
        Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
-
+#if 1
        PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
@@ -4675,8 +5492,11 @@ void StartMoving(int x, int y)
 
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
-
+#if 1
       PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
@@ -4746,7 +5566,11 @@ void StartMoving(int x, int y)
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
+#if 0
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
+#else
     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+#endif
     {
       SplashAcid(x, y + 1);
 
@@ -4754,7 +5578,12 @@ void StartMoving(int x, int y)
       started_moving = TRUE;
 
       Store[x][y] = EL_ACID;
+#if 0
+      /* !!! TEST !!! better use "_FALLING" etc. !!! */
+      GfxAction[x][y + 1] = ACTION_ACTIVE;
+#endif
     }
+#if 1
     else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
              CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
 
@@ -4775,6 +5604,18 @@ void StartMoving(int x, int y)
              CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
              (Feld[x][y + 1] == EL_BLOCKED)))
 #endif
+
+#else
+#if 1
+    else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+            CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+            WasJustMoving[x][y] && !Pushed[x][y + 1])
+#else
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+            WasJustMoving[x][y])
+#endif
+#endif
+
     {
       /* this is needed for a special case not covered by calling "Impact()"
         from "ContinueMoving()": if an element moves to a tile directly below
@@ -4786,8 +5627,18 @@ void StartMoving(int x, int y)
         element; also, the case of the player being the element to smash was
         simply not covered here... :-/ ) */
 
+#if 0
+      WasJustMoving[x][y] = 0;
+      WasJustFalling[x][y] = 0;
+#endif
+
       CheckCollision[x][y] = 0;
 
+#if 0
+      if (IS_PLAYER(x, y + 1))
+       printf("::: we ARE now killing the player [%d]\n", FrameCounter);
+#endif
+
       Impact(x, y);
     }
     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
@@ -4811,10 +5662,23 @@ void StartMoving(int x, int y)
       Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
     }
+    /* Store[x][y + 1] must be zero, because:
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
+    */
+#if 0
+#if OLD_GAME_BEHAVIOUR
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
+#else
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
+            element != EL_DX_SUPABOMB)
+#endif
+#else
     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
              (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
             !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+#endif
     {
       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
                                (IS_FREE(x - 1, y + 1) ||
@@ -4852,6 +5716,7 @@ void StartMoving(int x, int y)
       }
 #endif
 
+#if 1
       if (can_fall_both)
       {
        if (game.emulation == EMU_BOULDERDASH ||
@@ -4862,9 +5727,17 @@ void StartMoving(int x, int y)
 
        can_fall_both = FALSE;
       }
+#endif
 
       if (can_fall_any)
       {
+#if 0
+       if (can_fall_both &&
+           (game.emulation != EMU_BOULDERDASH &&
+            element != EL_BD_ROCK && element != EL_BD_DIAMOND))
+         can_fall_left = !(can_fall_right = RND(2));
+#endif
+
        /* if not determined otherwise, prefer left side for slipping down */
        InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
        started_moving = TRUE;
@@ -4884,13 +5757,17 @@ void StartMoving(int x, int y)
       if ((belt_dir == MV_LEFT  && left_is_free) ||
          (belt_dir == MV_RIGHT && right_is_free))
       {
+#if 1
        int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+#endif
 
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
+#if 1
        Pushed[x][y] = TRUE;
        Pushed[nextx][y] = TRUE;
+#endif
 
        GfxAction[x][y] = ACTION_DEFAULT;
       }
@@ -4924,20 +5801,80 @@ void StartMoving(int x, int y)
 
     Moving2Blocked(x, y, &newx, &newy);
 
+#if 1
     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
       return;
+#else
+    if ((element == EL_SATELLITE ||
+        element == EL_BALLOON ||
+        element == EL_SPRING)
+       && JustBeingPushed(x, y))
+      return;
+#endif
+
+#if 1
 
+#if 1
     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
        CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+#else
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+       WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
+       (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
+#endif
     {
+#if 0
+      printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
+            element, element_info[element].token_name,
+            WasJustMoving[x][y],
+            HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
+            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
+            HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X),
+            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X));
+#endif
+
+#if 1
       WasJustMoving[x][y] = 0;
+#endif
+
       CheckCollision[x][y] = 0;
 
       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
 
+#if 0
+      if (Feld[x][y] != element)       /* element has changed */
+      {
+       element = Feld[x][y];
+       move_pattern = element_info[element].move_pattern;
+
+       if (!CAN_MOVE(element))
+         return;
+      }
+#else
       if (Feld[x][y] != element)       /* element has changed */
        return;
+#endif
+    }
+#endif
+
+#if 0
+#if 0
+    if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+      Feld[x][y + 1] = EL_EMPTY;       /* was set to EL_BLOCKED above */
+#else
+    if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+    {
+      Moving2Blocked(x, y, &newx, &newy);
+      if (Feld[newx][newy] == EL_BLOCKED)
+       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
     }
+#endif
+#endif
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
     if (!MovDelay[x][y])       /* start new movement phase */
     {
@@ -4956,6 +5893,11 @@ void StartMoving(int x, int y)
       {
        TurnRound(x, y);
 
+#if 0
+       if (FrameCounter < 1 && x == 0 && y == 29)
+         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
        if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
@@ -4969,11 +5911,42 @@ void StartMoving(int x, int y)
     {
       MovDelay[x][y]--;
 
+#if 0
+      if (element == EL_YAMYAM)
+      {
+       printf("::: %d\n",
+              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+       DrawLevelElementAnimation(x, y, element);
+      }
+#endif
+
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+#if 0
+       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+       ResetGfxAnimation(x, y);
+#endif
+
+#if 0
+       if (GfxAction[x][y] != ACTION_WAITING)
+         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
+       GfxAction[x][y] = ACTION_WAITING;
+#endif
+      }
+
       if (element == EL_ROBOT ||
+#if 0
+         element == EL_PACMAN ||
+#endif
          element == EL_YAMYAM ||
          element == EL_DARK_YAMYAM)
       {
+#if 0
+       DrawLevelElementAnimation(x, y, element);
+#else
        DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
        PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
@@ -4990,6 +5963,10 @@ void StartMoving(int x, int y)
                       dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
        int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
+#if 0
+       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
        GfxAction[x][y] = ACTION_ATTACKING;
 
        if (IS_PLAYER(x, y))
@@ -5029,10 +6006,16 @@ void StartMoving(int x, int y)
              RemoveMovingField(xx, yy);
 #endif
 
-           ChangeDelay[xx][yy] = 0;
+#if 0
+           if (ChangeDelay[xx][yy])
+             printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
+                                       Feld[xx][yy] == EL_BLOCKED));
+#endif
 
+#if 1
+           ChangeDelay[xx][yy] = 0;
+#endif
            Feld[xx][yy] = EL_FLAMES;
-
            if (IN_SCR_FIELD(sx, sy))
            {
              DrawLevelFieldCrumbledSand(xx, yy);
@@ -5054,6 +6037,13 @@ void StartMoving(int x, int y)
 
        return;
       }
+
+#if 0
+      /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+        for all other elements GfxAction will be set by InitMovingField() */
+      if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+       GfxAction[x][y] = ACTION_MOVING;
+#endif
     }
 
     /* now make next step */
@@ -5064,15 +6054,38 @@ void StartMoving(int x, int y)
        IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
        !PLAYER_ENEMY_PROTECTED(newx, newy))
     {
+#if 1
       TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
 
       return;
-    }
+#else
+      /* player killed by element which is deadly when colliding with */
+      MovDir[x][y] = 0;
+      KillHero(PLAYERINFO(newx, newy));
+      return;
+#endif
 
+    }
+#if 1
+#if 1
     else if (CAN_MOVE_INTO_ACID(element) &&
             IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
             (MovDir[x][y] == MV_DOWN ||
              game.engine_version >= VERSION_IDENT(3,1,0,0)))
+#else
+    else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
+            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
+#endif
+#else
+
+    else if ((element == EL_PENGUIN ||
+             element == EL_ROBOT ||
+             element == EL_SATELLITE ||
+             element == EL_BALLOON ||
+             IS_CUSTOM_ELEMENT(element)) &&
+            IN_LEV_FIELD(newx, newy) &&
+            MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+#endif
     {
       SplashAcid(newx, newy);
       Store[x][y] = EL_ACID;
@@ -5081,8 +6094,13 @@ void StartMoving(int x, int y)
     {
       if (Feld[newx][newy] == EL_EXIT_OPEN)
       {
+#if 1
        RemoveField(x, y);
        DrawLevelField(x, y);
+#else
+       Feld[x][y] = EL_EMPTY;
+       DrawLevelField(x, y);
+#endif
 
        PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
@@ -5138,11 +6156,32 @@ void StartMoving(int x, int y)
        return;
       }
     }
+
+#if 1
+
+    /*
+    else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
+    */
+
     else if (IS_CUSTOM_ELEMENT(element) &&
-            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+
+#if 0
+ &&
+            !IS_FREE(newx, newy)
+#endif
+
+)
     {
       int new_element = Feld[newx][newy];
 
+#if 0
+      printf("::: '%s' digs '%s' [%d]\n",
+            element_info[element].token_name,
+            element_info[Feld[newx][newy]].token_name,
+            StorePlayer[newx][newy]);
+#endif
+
       if (!IS_FREE(newx, newy))
       {
        int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
@@ -5178,6 +6217,8 @@ void StartMoving(int x, int y)
        PlayLevelSoundAction(x, y, action);
       }
 
+#if 1
+#if 1
       Store[newx][newy] = EL_EMPTY;
       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
       {
@@ -5190,6 +6231,16 @@ void StartMoving(int x, int y)
        Store[newx][newy] = element_info[element].move_leave_element;
 #endif
       }
+#else
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
+         element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
+       Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+#else
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       element_info[element].can_leave_element = TRUE;
+#endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
       {
@@ -5197,6 +6248,9 @@ void StartMoving(int x, int y)
        PlayerVisit[x][y] /= 8;         /* expire player visit path */
       }
     }
+
+#endif
+
     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
       if (!IS_FREE(newx, newy))
@@ -5225,8 +6279,10 @@ void StartMoving(int x, int y)
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
+#if 1
          ResetGfxAnimation(x, y);
          GfxAction[x][y] = ACTION_ATTACKING;
+#endif
 
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
@@ -5288,15 +6344,12 @@ void StartMoving(int x, int y)
 #if 0
       /* !!! test !!! */
       if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
-      {
-       RemoveMovingField(newx, newy);
-      }
 #else
       if (IS_MOVING(newx, newy))
+#endif
       {
        RemoveMovingField(newx, newy);
       }
-#endif
       else
       {
        Feld[newx][newy] = EL_EMPTY;
@@ -5350,13 +6403,19 @@ void StartMoving(int x, int y)
       TurnRound(x, y);
 
 #if 0
-      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
       if (move_pattern & MV_ANY_DIRECTION &&
          move_pattern == MovDir[x][y])
       {
        int blocking_element =
          (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
 
+#if 0
+       printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
+              element_info[element].token_name,
+              element_info[blocking_element].token_name,
+              x, y, newx, newy);
+#endif
+
        CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
                                 MovDir[x][y]);
 
@@ -5364,12 +6423,32 @@ void StartMoving(int x, int y)
       }
 #endif
 
+#if 1
       if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
        DrawLevelElementAnimation(x, y, element);
+#else
+      if (element == EL_BUG ||
+         element == EL_SPACESHIP ||
+         element == EL_SP_SNIKSNAK)
+       DrawLevelField(x, y);
+      else if (element == EL_MOLE)
+       DrawLevelField(x, y);
+      else if (element == EL_BD_BUTTERFLY ||
+              element == EL_BD_FIREFLY)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+      else if (element == EL_SATELLITE)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+      else if (element == EL_SP_ELECTRON)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
+#if 0
+      PlayLevelSoundAction(x, y, ACTION_WAITING);
+#endif
+
       return;
     }
 
@@ -5382,7 +6461,6 @@ void StartMoving(int x, int y)
     ContinueMoving(x, y);
 }
 
-/* (emacs is confused here for some reason; this makes it happy again ;-) ) */
 void dummy()
 {
 }
@@ -5396,14 +6474,29 @@ void ContinueMoving(int x, int y)
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int newx = x + dx, newy = y + dy;
+#if 0
+  int nextx = newx + dx, nexty = newy + dy;
+#endif
+#if 1
   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+#else
+  boolean pushed_by_player = Pushed[x][y];
+#endif
   boolean last_line = (newy == lev_fieldy - 1);
 
   MovPos[x][y] += getElementMoveStepsize(x, y);
 
+#if 0
+  if (pushed_by_player && IS_PLAYER(x, y))
+  {
+    /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+  }
+#else
   if (pushed_by_player)        /* special case: moving object pushed by player */
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+#endif
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
@@ -5418,10 +6511,12 @@ void ContinueMoving(int x, int y)
   Feld[newx][newy] = element;
   MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
+#if 1
   if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
   {
     element = Feld[newx][newy] = EL_ACID;
   }
+#endif
   else if (element == EL_MOLE)
   {
     Feld[x][y] = EL_SAND;
@@ -5481,6 +6576,27 @@ void ContinueMoving(int x, int y)
 
     Back[x][y] = Back[newx][newy] = 0;
   }
+#if 0
+  else if (Store[x][y] == EL_ACID)
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+#endif
+#if 0
+  else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+          ei->move_leave_element != EL_EMPTY &&
+          (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+           Store[x][y] != EL_EMPTY))
+  {
+    /* some elements can leave other elements behind after moving */
+
+    Feld[x][y] = ei->move_leave_element;
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+#endif
 
   Store[x][y] = EL_EMPTY;
   MovPos[x][y] = 0;
@@ -5510,10 +6626,22 @@ void ContinueMoving(int x, int y)
 
   Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
+#if 0
+  /* do this after checking for left-behind element */
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+#endif
+
+#if 1
   /* some elements can leave other elements behind after moving */
+#if 1
   if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#else
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      !IS_PLAYER(x, y))
+#endif
   {
     int move_leave_element = ei->move_leave_element;
 
@@ -5538,16 +6666,63 @@ void ContinueMoving(int x, int y)
     if (ELEM_IS_PLAYER(move_leave_element))
       RelocatePlayer(x, y, move_leave_element);
   }
+#endif
+
+#if 0
+  /* some elements can leave other elements behind after moving */
+  if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+      ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+       ei->can_leave_element_last))
+  {
+    Feld[x][y] = ei->move_leave_element;
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
 
+  ei->can_leave_element_last = ei->can_leave_element;
+  ei->can_leave_element = FALSE;
+#endif
+
+#if 1
   /* do this after checking for left-behind element */
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
+#endif
+
+#if 0
+  /* 2.1.1 (does not work correctly for spring) */
+  if (!CAN_MOVE(element))
+    MovDir[newx][newy] = 0;
+#else
+
+#if 0
+  /* (does not work for falling objects that slide horizontally) */
+  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+    MovDir[newx][newy] = 0;
+#else
+  /*
+  if (!CAN_MOVE(element) ||
+      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+    MovDir[newx][newy] = 0;
+  */
 
+#if 0
+  if (!CAN_MOVE(element) ||
+      (CAN_FALL(element) && direction == MV_DOWN))
+    GfxDir[x][y] = MovDir[newx][newy] = 0;
+#else
   if (!CAN_MOVE(element) ||
       (CAN_FALL(element) && direction == MV_DOWN &&
        (element == EL_SPRING ||
        element_info[element].move_pattern == MV_WHEN_PUSHED ||
        element_info[element].move_pattern == MV_WHEN_DROPPED)))
     GfxDir[x][y] = MovDir[newx][newy] = 0;
+#endif
+
+#endif
+#endif
 
   DrawLevelField(x, y);
   DrawLevelField(newx, newy);
@@ -5560,10 +6735,21 @@ void ContinueMoving(int x, int y)
       !(element_info[element].move_pattern & direction))
     TurnRound(newx, newy);
 
+#if 1
   /* prevent elements on conveyor belt from moving on in last direction */
   if (pushed_by_conveyor && CAN_FALL(element) &&
       direction & MV_HORIZONTAL)
+  {
+#if 0
+    if (CAN_MOVE(element))
+      InitMovDir(newx, newy);
+    else
+      MovDir[newx][newy] = 0;
+#else
     MovDir[newx][newy] = 0;
+#endif
+  }
+#endif
 
   if (!pushed_by_player)
   {
@@ -5591,6 +6777,12 @@ void ContinueMoving(int x, int y)
     TestIfFriendTouchesBadThing(newx, newy);
 
 #if USE_NEW_MOVE_STYLE
+#if 0
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      !last_line && IS_PLAYER(x, newy + 1))
+    printf("::: we would now kill the player [%d]\n", FrameCounter);
+#endif
+
   /* give the player one last chance (one more frame) to move away */
   if (CAN_FALL(element) && direction == MV_DOWN &&
       (last_line || (!IS_FREE(x, newy + 1) &&
@@ -5603,14 +6795,31 @@ void ContinueMoving(int x, int y)
     Impact(x, newy);
 #endif
 
+#if 1
+
 #if USE_PUSH_BUGFIX
+#if 1
   if (pushed_by_player && !game.use_change_when_pushing_bug)
+#else
+  if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
 #else
   if (pushed_by_player)
 #endif
 
   {
+#if 1
     int dig_side = MV_DIR_OPPOSITE(direction);
+#else
+    static int trigger_sides[4] =
+    {
+      CH_SIDE_RIGHT,   /* moving left  */
+      CH_SIDE_LEFT,    /* moving right */
+      CH_SIDE_BOTTOM,  /* moving up    */
+      CH_SIDE_TOP,     /* moving down  */
+    };
+    int dig_side = trigger_sides[MV_DIR_BIT(direction)];
+#endif
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
@@ -5618,10 +6827,94 @@ void ContinueMoving(int x, int y)
     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
                                        player->index_bit, dig_side);
   }
+#endif
 
+#if 1
   TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
+#endif
+
+#if 0
+  if (ChangePage[newx][newy] != -1)                    /* delayed change */
+    ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+#if 1
 
   TestIfElementHitsCustomElement(newx, newy, direction);
+
+#else
+
+  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+  {
+    int hitting_element = Feld[newx][newy];
+
+    /* !!! fix side (direction) orientation here and elsewhere !!! */
+    CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
+                            direction);
+
+#if 0
+    if (IN_LEV_FIELD(nextx, nexty))
+    {
+      int opposite_direction = MV_DIR_OPPOSITE(direction);
+      int hitting_side = direction;
+      int touched_side = opposite_direction;
+      int touched_element = MovingOrBlocked2Element(nextx, nexty);
+      boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+                           MovDir[nextx][nexty] != direction ||
+                           ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+      if (object_hit)
+      {
+       int i;
+
+       CheckElementChangeBySide(nextx, nexty, touched_element,
+                                CE_HIT_BY_SOMETHING, opposite_direction);
+
+       if (IS_CUSTOM_ELEMENT(hitting_element) &&
+           HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
+       {
+         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[hitting_element].change_page[i];
+
+           if (change->can_change &&
+               change->has_event[CE_HITTING_X] &&
+               change->trigger_side & touched_side &&
+               change->trigger_element == touched_element)
+           {
+             CheckElementChangeByPage(newx, newy, hitting_element,
+                                      touched_element, CE_HITTING_X, i);
+             break;
+           }
+         }
+       }
+
+       if (IS_CUSTOM_ELEMENT(touched_element) &&
+           HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
+       {
+         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[touched_element].change_page[i];
+
+           if (change->can_change &&
+               change->has_event[CE_HIT_BY_X] &&
+               change->trigger_side & hitting_side &&
+               change->trigger_element == hitting_element)
+           {
+             CheckElementChangeByPage(nextx, nexty, touched_element,
+                                      hitting_element, CE_HIT_BY_X,i);
+             break;
+           }
+         }
+       }
+      }
+    }
+#endif
+  }
+#endif
+
   TestIfPlayerTouchesCustomElement(newx, newy);
   TestIfElementTouchesCustomElement(newx, newy);
 }
@@ -5816,7 +7109,14 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
+#if 1
       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+#else
+      if (Store[x][y] == EL_BD_AMOEBA)
+       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
+      else
+       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
+#endif
       sound_delay_value = 30;
     }
   }
@@ -5920,6 +7220,7 @@ void AmoebeAbleger(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       return;
 
+#if 1
     if (IS_FREE(x, y) ||
        CAN_GROW_INTO(Feld[x][y]) ||
        Feld[x][y] == EL_QUICKSAND_EMPTY)
@@ -5927,6 +7228,15 @@ void AmoebeAbleger(int ax, int ay)
       newax = x;
       neway = y;
     }
+#else
+    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+    if (IS_FREE(x, y) ||
+       Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+    {
+      newax = x;
+      neway = y;
+    }
+#endif
 
     if (newax == ax && neway == ay)
       return;
@@ -5945,6 +7255,7 @@ void AmoebeAbleger(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
+#if 1
       if (IS_FREE(x, y) ||
          CAN_GROW_INTO(Feld[x][y]) ||
          Feld[x][y] == EL_QUICKSAND_EMPTY)
@@ -5953,13 +7264,27 @@ void AmoebeAbleger(int ax, int ay)
        neway = y;
        break;
       }
+#else
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+      if (IS_FREE(x, y) ||
+         Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+      {
+       newax = x;
+       neway = y;
+       break;
+      }
+#endif
       else if (IS_PLAYER(x, y))
        waiting_for_player = TRUE;
     }
 
     if (newax == ax && neway == ay)            /* amoeba cannot grow */
     {
+#if 1
       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+#else
+      if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+#endif
       {
        Feld[ax][ay] = EL_AMOEBA_DEAD;
        DrawLevelField(ax, ay);
@@ -6014,8 +7339,11 @@ void AmoebeAbleger(int ax, int ay)
   else if (neway == ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-
+#if 1
     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+#else
+    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
+#endif
   }
   else
   {
@@ -6087,6 +7415,7 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
+#if 1
     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
     {                                  /* free border field */
       if (nachbarn >= life[2] && nachbarn <= life[3])
@@ -6099,6 +7428,21 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
+#else
+    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+    else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
+    {                                  /* free border field */
+      if (nachbarn >= life[2] && nachbarn <= life[3])
+      {
+       Feld[xx][yy] = element;
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+       if (!Stop[xx][yy])
+         DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
+      }
+    }
+#endif
   }
 
   if (changed)
@@ -6124,7 +7468,12 @@ static void StopRobotWheel(int x, int y)
 
 static void InitTimegateWheel(int x, int y)
 {
+#if 1
   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+#else
+  /* another brainless, "type style" bug ... :-( */
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+#endif
 }
 
 static void RunTimegateWheel(int x, int y)
@@ -6189,8 +7538,11 @@ static void CloseAllOpenTimegates()
       if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
-
+#if 1
        PlayLevelSoundAction(x, y, ACTION_CLOSING);
+#else
+       PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
+#endif
       }
     }
   }
@@ -6392,7 +7744,11 @@ void MauerAbleger(int ax, int ay)
     Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
+#if 1
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+#else
+    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#endif
 }
 
 void CheckForDragon(int x, int y)
@@ -6501,331 +7857,47 @@ static void ChangeActiveTrap(int x, int y)
     DrawLevelFieldCrumbledSand(x, y);
 }
 
-static int getSpecialActionElement(int element, int number, int base_element)
-{
-  return (element != EL_EMPTY ? element :
-         number != -1 ? base_element + number - 1 :
-         EL_EMPTY);
-}
-
-static int getModifiedActionNumber(int value_old, int value_min, int value_max,
-                                  int operator, int operand)
-{
-  int value_new = (operator == CA_MODE_ADD      ? value_old + operand :
-                  operator == CA_MODE_SUBTRACT ? value_old - operand :
-                  operator == CA_MODE_MULTIPLY ? value_old * operand :
-                  operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
-                  operator == CA_MODE_SET      ? operand :
-                  value_old);
-
-  return (value_new < value_min ? value_min :
-         value_new > value_max ? value_max :
-         value_new);
-}
-
-static void ExecuteCustomElementAction(int element, int page)
-{
-  struct ElementInfo *ei = &element_info[element];
-  struct ElementChangeInfo *change = &ei->change_page[page];
-  int action_type = change->action_type;
-  int action_mode = change->action_mode;
-  int action_arg = change->action_arg;
-  int i;
-
-  if (!change->has_action)
-    return;
-
-  /* ---------- determine action paramater values ---------- */
-
-  int action_arg_element =
-    (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
-     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
-     action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
-     EL_EMPTY);
-
-  int action_arg_number =
-    (action_arg <= CA_ARG_MAX ? action_arg :
-     action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
-     action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
-     action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
-     action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count :
-     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
-     -1);
-
-  /* (for explicit player choice, set invalid value to "no player") */
-  int action_arg_player_bits =
-    (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_PLAYER_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
-     action_arg_element >= EL_PLAYER_1 &&
-     action_arg_element <= EL_PLAYER_4 ?
-     (1 << (action_arg_element - EL_PLAYER_1)) :
-     0);
-
-  /* (for implicit player choice, set invalid value to "all players") */
-  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);
-
-  /* ---------- execute action  ---------- */
-
-  switch(action_type)
-  {
-    case CA_NO_ACTION:
-    {
-      return;
-    }
-
-    case CA_EXIT_PLAYER:
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
-
-      break;
-    }
-
-    case CA_KILL_PLAYER:
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         KillHero(&stored_player[i]);
-
-      break;
-    }
-
-    case CA_RESTART_LEVEL:
-    {
-      game.restart_level = TRUE;
-
-      break;
-    }
-
-    case CA_SHOW_ENVELOPE:
-    {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_ENVELOPE_1);
-
-      if (IS_ENVELOPE(element))
-       local_player->show_envelope = element;
-
-      break;
-    }
-
-    case CA_ADD_KEY:
-    {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_KEY_1);
-
-      if (IS_KEY(element))
-      {
-       for (i = 0; i < MAX_PLAYERS; i++)
-       {
-         if (trigger_player_bits & (1 << i))
-         {
-           stored_player[i].key[KEY_NR(element)] = TRUE;
-
-           DrawGameValue_Keys(stored_player[i].key);
-
-           redraw_mask |= REDRAW_DOOR_1;
-         }
-       }
-      }
-
-      break;
-    }
-
-    case CA_DEL_KEY:
-    {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_KEY_1);
-
-      if (IS_KEY(element))
-      {
-       for (i = 0; i < MAX_PLAYERS; i++)
-       {
-         if (trigger_player_bits & (1 << i))
-         {
-           stored_player[i].key[KEY_NR(element)] = FALSE;
-
-           DrawGameValue_Keys(stored_player[i].key);
-
-           redraw_mask |= REDRAW_DOOR_1;
-         }
-       }
-      }
-
-      break;
-    }
-
-    case CA_SET_PLAYER_SPEED:
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       if (trigger_player_bits & (1 << i))
-       {
-         if (action_arg == CA_ARG_NUMBER_RESET)
-           stored_player[i].move_delay_value = game.initial_move_delay_value;
-         else if (action_arg == CA_ARG_NUMBER_NORMAL)
-           stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
-         else if (action_arg == CA_ARG_NUMBER_MIN)
-           stored_player[i].move_delay_value = 16;
-         else if (action_arg == CA_ARG_NUMBER_MAX)
-           stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
-         else
-         {
-#if 0
-           if (action_mode == CA_MODE_ADD)
-           {
-             action_mode = CA_MODE_DIVIDE;
-             action_arg_number = (1 << action_arg_number);
-           }
-           else if (action_mode == CA_MODE_SUBTRACT)
-           {
-             action_mode = CA_MODE_MULTIPLY;
-             action_arg_number = (1 << action_arg_number);
-           }
-
-           int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
-                       action_mode == CA_MODE_DIVIDE   ? CA_MODE_MULTIPLY :
-                       action_mode);
-
-           stored_player[i].move_delay_value =
-             getModifiedActionNumber(stored_player[i].move_delay_value,
-                                     1, 16,
-                                     action_mode, action_arg_number);
-#endif
-         }
-       }
-      }
-
-      break;
-    }
-
-    case CA_SET_GEMS:
-    {
-      local_player->gems_still_needed =
-       getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
-                               action_mode, action_arg_number);
-
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
-
-      break;
-    }
-
-    case CA_SET_TIME:
-    {
-      if (level.time > 0)      /* only modify limited time value */
-      {
-       TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
-                                          action_mode, action_arg_number);
-
-       DrawGameValue_Time(TimeLeft);
-      }
-
-      break;
-    }
-
-    case CA_SET_SCORE:
-    {
-      local_player->score =
-       getModifiedActionNumber(local_player->score, 0, 99999,
-                               action_mode, action_arg_number);
-
-      DrawGameValue_Score(local_player->score);
-
-      break;
-    }
-
-    case CA_SET_CE_SCORE:
-    {
-      printf("::: CA_SET_CE_SCORE -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_CE_COUNT:
-    {
-      printf("::: CA_SET_CE_COUNT -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_DYNABOMB_NUMBER:
-    {
-      printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_DYNABOMB_SIZE:
-    {
-      printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_DYNABOMB_POWER:
-    {
-      printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_TOGGLE_PLAYER_GRAVITY:
-    {
-      game.gravity = !game.gravity;
-
-      break;
-    }
-
-    case CA_ENABLE_PLAYER_GRAVITY:
-    {
-      game.gravity = TRUE;
-
-      break;
-    }
-
-    case CA_DISABLE_PLAYER_GRAVITY:
-    {
-      game.gravity = FALSE;
-
-      break;
-    }
-
-    default:
-      break;
-  }
-}
-
-static void ChangeElementNowExt(struct ElementChangeInfo *change,
-                               int x, int y, int target_element)
+static void ChangeElementNowExt(int x, int y, int target_element)
 {
   int previous_move_direction = MovDir[x][y];
+#if 1
   boolean add_player = (ELEM_IS_PLAYER(target_element) &&
                        IS_WALKABLE(Feld[x][y]));
+#else
+  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+                       IS_WALKABLE(Feld[x][y]) &&
+                       !IS_MOVING(x, y));
+#endif
 
   /* check if element under player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
       IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
   {
+#if 0
+    printf("::: BOOOM! [%d, '%s']\n", target_element,
+          element_info[target_element].token_name);
+#endif
+
     Bang(x, y);
     return;
   }
 
+#if 1
   if (!add_player)
+#endif
   {
+#if 1
     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       RemoveMovingField(x, y);
     else
       RemoveField(x, y);
 
     Feld[x][y] = target_element;
+#else
+    RemoveField(x, y);
+    Feld[x][y] = target_element;
+#endif
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -6833,7 +7905,13 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
       MovDir[x][y] = previous_move_direction;
 
+#if 1
     InitField_WithBug1(x, y, FALSE);
+#else
+    InitField(x, y, FALSE);
+    if (CAN_MOVE(Feld[x][y]))
+      InitMovDir(x, y);
+#endif
 
     DrawLevelField(x, y);
 
@@ -6841,6 +7919,16 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
       DrawLevelFieldCrumbledSandNeighbours(x, y);
   }
 
+#if 0
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+#endif
+
+#if 0
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+#endif
+
   /* "Changed[][]" not set yet to allow "entered by player" change one time */
   if (ELEM_IS_PLAYER(target_element))
     RelocatePlayer(x, y, target_element);
@@ -6851,9 +7939,11 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
   Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 #endif
 
+#if 1
   TestIfBadThingTouchesHero(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
+#endif
 }
 
 static boolean ChangeElementNow(int x, int y, int element, int page)
@@ -6868,7 +7958,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
   if (ChangeEvent[x][y] == CE_DELAY)
   {
-    /* reset actual trigger element, trigger player and action element */
+    /* reset actual trigger element and player */
     change->actual_trigger_element = EL_EMPTY;
     change->actual_trigger_player = EL_PLAYER_1;
   }
@@ -6889,6 +7979,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 #endif
 
+#if 0
+  /* !!! indirect change before direct change !!! */
+  CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page);
+#endif
+
   if (change->explode)
   {
     Bang(x, y);
@@ -6935,13 +8030,39 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
        continue;
       }
 
+#if 0
+      if (Changed[ex][ey])     /* do not change already changed elements */
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+
+       continue;
+      }
+#endif
+
       e = Feld[ex][ey];
 
       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
        e = MovingOrBlocked2Element(ex, ey);
 
+#if 1
+
+#if 0
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
+                 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
+                  !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
+#else
+
+#if 0
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+#else
       is_empty = (IS_FREE(ex, ey) ||
                  (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+#endif
+
+#endif
 
       is_walkable     = (is_empty || IS_WALKABLE(e));
       is_diggable     = (is_empty || IS_DIGGABLE(e));
@@ -6960,6 +8081,23 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
       if (!can_replace[xx][yy])
        complete_replace = FALSE;
+#else
+      empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
+                                              IS_WALKABLE(content_element)));
+#if 1
+      half_destructible = (empty_for_element || IS_DIGGABLE(e));
+#else
+      half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+#endif
+
+      if ((change->replace_when <= CP_WHEN_EMPTY  && !empty_for_element) ||
+         (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
+         (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+      }
+#endif
     }
 
     if (!change->only_if_complete || complete_replace)
@@ -6987,7 +8125,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
          content_element = change->target_content[xx][yy];
          target_element = GET_TARGET_ELEMENT(content_element, change);
 
-         ChangeElementNowExt(change, ex, ey, target_element);
+         ChangeElementNowExt(ex, ey, target_element);
 
          something_has_changed = TRUE;
 
@@ -7005,13 +8143,15 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   {
     target_element = GET_TARGET_ELEMENT(change->target_element, change);
 
-    ChangeElementNowExt(change, x, y, target_element);
+    ChangeElementNowExt(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
   }
 
+#if 1
   /* this uses direct change before indirect change */
   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+#endif
 
   return TRUE;
 }
@@ -7046,7 +8186,8 @@ static void ChangeElement(int x, int y, int page)
 
   if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
+                        RND(change->delay_random * change->delay_frames)) + 1;
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -7077,7 +8218,11 @@ static void ChangeElement(int x, int y, int page)
       change = &ei->change_page[page];
     }
 
+#if 0
+    if (IS_MOVING(x, y) && !change->explode)
+#else
     if (IS_MOVING(x, y))               /* never change a running system ;-) */
+#endif
     {
       ChangeDelay[x][y] = 1;           /* try change after next move step */
       ChangePage[x][y] = page;         /* remember page to use for change */
@@ -7109,43 +8254,55 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
-    boolean change_found = FALSE;
 
-    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
-       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    boolean change_element = FALSE;
+    int page = 0;
+
+    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
       continue;
 
     for (j = 0; j < element_info[element].num_change_pages; j++)
     {
       struct ElementChangeInfo *change = &element_info[element].change_page[j];
 
-      if (change->can_change_or_has_action &&
+      if (change->can_change &&
          change->has_event[trigger_event] &&
          change->trigger_side & trigger_side &&
          change->trigger_player & trigger_player &&
          change->trigger_page & trigger_page_bits &&
          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
+#if 0
+       if (!(change->has_event[trigger_event]))
+         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
+       change_element = TRUE;
+       page = j;
+
        change->actual_trigger_element = trigger_element;
        change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
 
-       if (change->can_change && !change_found)
-       {
-         change_found = TRUE;
+       break;
+      }
+    }
 
-         for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-         {
-           if (Feld[x][y] == element)
-           {
-             ChangeDelay[x][y] = 1;
-             ChangeEvent[x][y] = trigger_event;
-             ChangeElement(x, y, j);
-           }
-         }
-       }
+    if (!change_element)
+      continue;
+
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    {
+#if 0
+      if (x == lx && y == ly)  /* do not change trigger element itself */
+       continue;
+#endif
 
-       if (change->has_action)
-         ExecuteCustomElementAction(element, j);
+      if (Feld[x][y] == element)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = trigger_event;
+       ChangeElement(x, y, page);
       }
     }
   }
@@ -7170,29 +8327,34 @@ static boolean CheckElementChangeExt(int x, int y,
     element = Feld[x][y];
   }
 
+#if 1
   if (Feld[x][y] != element)   /* check if element has already changed */
-    return FALSE;
-
-  if (trigger_page < 0)
   {
-    boolean change_element = FALSE;
+#if 0
+    printf("::: %d ('%s') != %d ('%s') [%d]\n",
+          Feld[x][y], element_info[Feld[x][y]].token_name,
+          element, element_info[element].token_name,
+          trigger_event);
+#endif
+
+    return FALSE;
+  }
+#endif
+
+#if 1
+  if (trigger_page < 0)
+  {
+    boolean change_element = FALSE;
     int i;
 
     for (i = 0; i < element_info[element].num_change_pages; i++)
     {
       struct ElementChangeInfo *change = &element_info[element].change_page[i];
 
-      boolean check_trigger_element =
-       (trigger_event == CE_TOUCHING_X ||
-        trigger_event == CE_HITTING_X ||
-        trigger_event == CE_HIT_BY_X);
-
       if (change->can_change &&
          change->has_event[trigger_event] &&
          change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player &&
-         (!check_trigger_element ||
-          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
+         change->trigger_player & trigger_player)
       {
        change_element = TRUE;
        trigger_page = i;
@@ -7216,6 +8378,17 @@ static boolean CheckElementChangeExt(int x, int y,
     change->actual_trigger_player = EL_PLAYER_1;       /* unused */
   }
 
+#else
+
+  /* !!! this check misses pages with same event, but different side !!! */
+
+  if (trigger_page < 0)
+    trigger_page = element_info[element].event_page_nr[trigger_event];
+
+  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
+    return FALSE;
+#endif
+
   ChangeDelay[x][y] = 1;
   ChangeEvent[x][y] = trigger_event;
   ChangeElement(x, y, trigger_page);
@@ -7385,8 +8558,13 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   }
 }
 
+#if 1
 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 {
+#if 0
+  static byte stored_player_action[MAX_PLAYERS];
+  static int num_stored_actions = 0;
+#endif
   boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
@@ -7397,11 +8575,34 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
   int dx       = (left ? -1    : right ? 1     : 0);
   int dy       = (up   ? -1    : down  ? 1     : 0);
 
+#if 0
+  stored_player_action[player->index_nr] = 0;
+  num_stored_actions++;
+#endif
+
+#if 0
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
+
   if (!player->active || tape.pausing)
     return 0;
 
+#if 0
+  printf("::: [%d %d %d %d] [%d %d]\n",
+        left, right, up, down, button1, button2);
+#endif
+
   if (player_action)
   {
+#if 0
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+#if 0
+    /* !!! TEST !!! */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+#endif
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -7423,10 +8624,18 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     SetPlayerWaiting(player, FALSE);
 
+#if 1
     return player_action;
+#else
+    stored_player_action[player->index_nr] = player_action;
+#endif
   }
   else
   {
+#if 0
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
     /* no actions for this player (no input at player's configured device) */
 
     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
@@ -7443,7 +8652,93 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     return 0;
   }
+
+#if 0
+  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
+  }
+#endif
+}
+
+#else
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+  static byte stored_player_action[MAX_PLAYERS];
+  static int num_stored_actions = 0;
+  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+  int left     = player_action & JOY_LEFT;
+  int right    = player_action & JOY_RIGHT;
+  int up       = player_action & JOY_UP;
+  int down     = player_action & JOY_DOWN;
+  int button1  = player_action & JOY_BUTTON_1;
+  int button2  = player_action & JOY_BUTTON_2;
+  int dx       = (left ? -1    : right ? 1     : 0);
+  int dy       = (up   ? -1    : down  ? 1     : 0);
+
+  stored_player_action[player->index_nr] = 0;
+  num_stored_actions++;
+
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
+  if (!player->active || tape.pausing)
+    return;
+
+  if (player_action)
+  {
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
+    if (button1)
+      snapped = SnapField(player, dx, dy);
+    else
+    {
+      if (button2)
+       dropped = DropElement(player);
+
+      moved = MovePlayer(player, dx, dy);
+    }
+
+    if (tape.single_step && tape.recording && !tape.pausing)
+    {
+      if (button1 || (dropped && !moved))
+      {
+       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+       SnapField(player, 0, 0);                /* stop snapping */
+      }
+    }
+
+    stored_player_action[player->index_nr] = player_action;
+  }
+  else
+  {
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
+    /* no actions for this player (no input at player's configured device) */
+
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
+
+    if (player->MovPos == 0)
+      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+  }
+
+  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
+  }
 }
+#endif
 
 void AdvanceFrameAndPlayerCounters(int player_nr)
 {
@@ -7492,7 +8787,9 @@ void GameActions()
   int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
+#if 1
   byte tape_action[MAX_PLAYERS];
+#endif
 
   if (game_status != GAME_MODE_PLAYING)
     return;
@@ -7509,24 +8806,38 @@ void GameActions()
 
   if (network_playing && !network_player_action_received)
   {
-    /* try to get network player actions in time */
+    /*
+#ifdef DEBUG
+    printf("DEBUG: try to get network player actions in time\n");
+#endif
+    */
 
 #if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
 #endif
 
-    /* game was quit by network peer */
     if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
-      return;          /* failed to get network player actions in time */
+    {
+      /*
+#ifdef DEBUG
+      printf("DEBUG: failed to get network player actions in time\n");
+#endif
+      */
+      return;
+    }
   }
 
   if (tape.pausing)
     return;
 
+#if 0
+  printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
 #if 1
@@ -7535,6 +8846,16 @@ void GameActions()
     return;
 #endif
 
+#if 0
+  printf("::: %d\n", stored_player[0].action);
+#endif
+
+#if 0
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].action = recorded_player_action[i];
+#endif
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     summarized_player_action |= stored_player[i].action;
@@ -7551,10 +8872,13 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
+#if 1
   if (recorded_player_action != NULL)
     for (i = 0; i < MAX_PLAYERS; i++)
       stored_player[i].effective_action = recorded_player_action[i];
+#endif
 
+#if 1
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     tape_action[i] = stored_player[i].effective_action;
@@ -7566,6 +8890,7 @@ void GameActions()
   /* only save actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
+#endif
 
   for (i = 0; i < MAX_PLAYERS; i++)
   {
@@ -7582,9 +8907,42 @@ void GameActions()
       CheckGravityMovement(&stored_player[i]);
 #endif
 
+#if 1
     /* overwrite programmed action with tape action */
     if (stored_player[i].programmed_action)
       actual_player_action = stored_player[i].programmed_action;
+#endif
+
+#if 0
+    if (stored_player[i].programmed_action)
+      printf("::: %d\n", stored_player[i].programmed_action);
+#endif
+
+    if (recorded_player_action)
+    {
+#if 0
+      if (stored_player[i].programmed_action &&
+         stored_player[i].programmed_action != recorded_player_action[i])
+       printf("::: %d: %d <-> %d\n", i,
+              stored_player[i].programmed_action, recorded_player_action[i]);
+#endif
+
+#if 0
+      actual_player_action = recorded_player_action[i];
+#endif
+    }
+
+#if 0
+    /* overwrite tape action with programmed action */
+    if (stored_player[i].programmed_action)
+      actual_player_action = stored_player[i].programmed_action;
+#endif
+
+#if 0
+    if (i == 0)
+      printf("::: action: %d: %x [%d]\n",
+            stored_player[i].MovPos, actual_player_action, FrameCounter);
+#endif
 
 #if 1
     PlayerActions(&stored_player[i], actual_player_action);
@@ -7598,10 +8956,24 @@ void GameActions()
     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
+#if 0
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
   network_player_action_received = FALSE;
 
   ScrollScreen(NULL, SCROLL_GO_ON);
 
+#if 0
+  FrameCounter++;
+  TimeFrames++;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].Frame++;
+#endif
+
+#if 1
   /* for backwards compatibility, the following code emulates a fixed bug that
      occured when pushing elements (causing elements that just made their last
      pushing step to already (if possible) make their first falling step in the
@@ -7610,7 +8982,11 @@ void GameActions()
      used also in newer levels, but in this case the buggy pushing code is only
      affecting the "spring" element and no other elements */
 
+#if 1
   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
+#else
+  if (game.engine_version < VERSION_IDENT(2,2,0,7))
+#endif
   {
     for (i = 0; i < MAX_PLAYERS; i++)
     {
@@ -7618,10 +8994,15 @@ void GameActions()
       int x = player->jx;
       int y = player->jy;
 
+#if 1
       if (player->active && player->is_pushing && player->is_moving &&
          IS_MOVING(x, y) &&
          (game.engine_version < VERSION_IDENT(2,2,0,7) ||
           Feld[x][y] == EL_SPRING))
+#else
+      if (player->active && player->is_pushing && player->is_moving &&
+         IS_MOVING(x, y))
+#endif
       {
        ContinueMoving(x, y);
 
@@ -7633,6 +9014,7 @@ void GameActions()
       }
     }
   }
+#endif
 
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
@@ -7669,6 +9051,7 @@ void GameActions()
 
     GfxFrame[x][y]++;
 
+#if 1
     /* reset finished pushing action (not done in ContinueMoving() to allow
        continous pushing animation for elements with zero push delay) */
     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
@@ -7676,6 +9059,7 @@ void GameActions()
       ResetGfxAnimation(x, y);
       DrawLevelField(x, y);
     }
+#endif
 
 #if DEBUG
     if (IS_BLOCKED(x, y))
@@ -7697,7 +9081,20 @@ void GameActions()
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
     element = Feld[x][y];
+#if 1
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#else
+    graphic = el2img(element);
+#endif
+
+#if 0
+    if (element == -1)
+    {
+      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+      element = graphic = 0;
+    }
+#endif
 
     if (graphic_info[graphic].anim_global_sync)
       GfxFrame[x][y] = FrameCounter;
@@ -7708,7 +9105,9 @@ void GameActions()
 
     SetRandomAnimationValue(x, y);
 
+#if 1
     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
 
     if (IS_INACTIVE(element))
     {
@@ -7718,9 +9117,14 @@ void GameActions()
       continue;
     }
 
+#if 1
     /* this may take place after moving, so 'element' may have changed */
+#if 0
+    if (IS_CHANGING(x, y))
+#else
     if (IS_CHANGING(x, y) &&
        (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
     {
 #if 0
       ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
@@ -7732,19 +9136,45 @@ void GameActions()
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
+#endif
 
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
+#if 1
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#if 0
+      if (element == EL_MOLE)
+       printf("::: %d, %d, %d [%d]\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+              GfxAction[x][y]);
+#endif
+#if 0
+      if (element == EL_YAMYAM)
+       printf("::: %d, %d, %d\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#endif
 
       if (IS_ANIMATED(graphic) &&
          !IS_MOVING(x, y) &&
          !Stop[x][y])
+      {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+       if (element == EL_BUG)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
+#if 0
+       if (element == EL_MOLE)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+      }
+
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        EdelsteinFunkeln(x, y);
     }
@@ -7762,6 +9192,10 @@ void GameActions()
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
       CheckDynamite(x, y);
+#if 0
+    else if (element == EL_EXPLOSION && !game.explosions_delayed)
+      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
+#endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
@@ -7787,11 +9221,21 @@ void GameActions()
       MauerAbleger(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
+#if 0
+    else if (IS_AUTO_CHANGING(element))
+      ChangeElement(x, y);
+#endif
     else if (element == EL_EXPLOSION)
       ;        /* drawing of correct explosion animation is handled separately */
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(Feld[x][y]))
+      ChangeElement(x, y);
+#endif
+
     if (IS_BELT_ACTIVE(element))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
@@ -7816,16 +9260,24 @@ void GameActions()
 
 #if USE_NEW_AMOEBA_CODE
   /* new experimental amoeba growth stuff */
+#if 1
   if (!(FrameCounter % 8))
+#endif
   {
     static unsigned long random = 1684108901;
 
     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
+#if 0
+      x = (random >> 10) % lev_fieldx;
+      y = (random >> 20) % lev_fieldy;
+#else
       x = RND(lev_fieldx);
       y = RND(lev_fieldy);
+#endif
       element = Feld[x][y];
 
+#if 1
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
@@ -7839,6 +9291,22 @@ void GameActions()
            (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
          Feld[x][y] = EL_AMOEBA_DROP;
       }
+#else
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+      if (!IS_PLAYER(x,y) &&
+         (element == EL_EMPTY ||
+          element == EL_SAND ||
+          element == EL_QUICKSAND_EMPTY ||
+          element == EL_ACID_SPLASH_LEFT ||
+          element == EL_ACID_SPLASH_RIGHT))
+      {
+       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+         Feld[x][y] = EL_AMOEBA_DROP;
+      }
+#endif
 
       random = random * 129 + 1;
     }
@@ -8002,6 +9470,17 @@ void GameActions()
     redraw_mask |= REDRAW_FPS;
   }
 
+#if 0
+  if (stored_player[0].jx != stored_player[0].last_jx ||
+      stored_player[0].jy != stored_player[0].last_jy)
+    printf("::: %d, %d, %d, %d, %d\n",
+          stored_player[0].MovDir,
+          stored_player[0].MovPos,
+          stored_player[0].GfxPos,
+          stored_player[0].Frame,
+          stored_player[0].StepFrame);
+#endif
+
 #if USE_NEW_MOVE_DELAY
   AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
 #else
@@ -8028,12 +9507,14 @@ void GameActions()
   }
 #endif
 
+#if 1
   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
   {
     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
 
     local_player->show_envelope = 0;
   }
+#endif
 
 #if USE_NEW_RANDOMIZE
   /* use random number generator in every frame to make it less predictable */
@@ -8111,11 +9592,45 @@ void ScrollLevel(int dx, int dy)
   redraw_mask |= REDRAW_FIELD;
 }
 
-static boolean canFallDown(struct PlayerInfo *player)
+#if 0
+static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
 {
-  int jx = player->jx, jy = player->jy;
+  int nextx = x + dx, nexty = y + dy;
+  int element = Feld[x][y];
 
-  return (IN_LEV_FIELD(jx, jy + 1) &&
+  if ((dx == -1 &&
+       element != EL_SP_PORT_LEFT &&
+       element != EL_SP_GRAVITY_PORT_LEFT &&
+       element != EL_SP_PORT_HORIZONTAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dx == +1 &&
+       element != EL_SP_PORT_RIGHT &&
+       element != EL_SP_GRAVITY_PORT_RIGHT &&
+       element != EL_SP_PORT_HORIZONTAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dy == -1 &&
+       element != EL_SP_PORT_UP &&
+       element != EL_SP_GRAVITY_PORT_UP &&
+       element != EL_SP_PORT_VERTICAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dy == +1 &&
+       element != EL_SP_PORT_DOWN &&
+       element != EL_SP_GRAVITY_PORT_DOWN &&
+       element != EL_SP_PORT_VERTICAL &&
+       element != EL_SP_PORT_ANY) ||
+      !IN_LEV_FIELD(nextx, nexty) ||
+      !IS_FREE(nextx, nexty))
+    return FALSE;
+
+  return TRUE;
+}
+#endif
+
+static boolean canFallDown(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+
+  return (IN_LEV_FIELD(jx, jy + 1) &&
          (IS_FREE(jx, jy + 1) ||
 #if USE_NEW_BLOCK_STYLE
 #if USE_GRAVITY_BUGFIX_OLD
@@ -8150,37 +9665,166 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
   int newx = x + dx;
   int newy = y + dy;
+#if 0
+  int nextx = newx + dx;
+  int nexty = newy + dy;
+#endif
 
+#if 1
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+#if 0
+         (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
+#endif
+         (IS_DIGGABLE(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
+#else
+#if 1
   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
          IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
          (IS_DIGGABLE(Feld[newx][newy]) ||
           IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
           canPassField(newx, newy, move_dir)));
+#else
+#if 1
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
+#else
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         (IS_DIGGABLE(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
+           !CAN_MOVE(Feld[newx][newy]) &&
+           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
+#endif
+#endif
+#endif
 }
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
   if (game.gravity && !player->programmed_action)
   {
+#if 1
     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
+#else
+    int move_dir_horizontal = player->action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->action & MV_VERTICAL;
+#endif
+
+#if 1
     boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
+    boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
+
     int jx = player->jx, jy = player->jy;
+
     boolean player_is_moving_to_valid_field =
       (!player_is_snapping &&
        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
        canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+
+#if 0
+    int move_dir =
+      (player->last_move_dir & MV_HORIZONTAL ?
+       (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
+       (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
+#endif
+
+#if 0
+    int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+    int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+    int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
+    int new_jx = jx + dx, new_jy = jy + dy;
+    int nextx = new_jx + dx, nexty = new_jy + dy;
+#endif
+
+#if 1
+
+#if 1
     boolean player_can_fall_down = canFallDown(player);
+#else
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1) ||
+       (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
+#endif
+
+#else
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1)));
+#endif
+
+#if 0
+    boolean player_is_moving_to_valid_field =
+      (
+#if 1
+       !player_is_snapping &&
+#endif
+
+#if 1
+       IN_LEV_FIELD(new_jx, new_jy) &&
+       (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
+       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+        element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
+        IN_LEV_FIELD(nextx, nexty) &&
+        element_info[Feld[nextx][nexty]].access_direction & move_dir))
+#else
+       IN_LEV_FIELD(new_jx, new_jy) &&
+       (Feld[new_jx][new_jy] == EL_SP_BASE ||
+       Feld[new_jx][new_jy] == EL_SAND ||
+       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+        canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
+    /* !!! extend EL_SAND to anything diggable !!! */
+#endif
+       );
+#endif
+
+#if 0
+    boolean player_is_standing_on_valid_field =
+      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+       (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
+#endif
+
+#if 0
+    printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
+          player_can_fall_down,
+          player_is_standing_on_valid_field,
+          player_is_moving_to_valid_field,
+          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
+          player->effective_action,
+          player->can_fall_into_acid);
+#endif
 
     if (player_can_fall_down &&
+#if 0
+       !player_is_standing_on_valid_field &&
+#endif
        !player_is_moving_to_valid_field)
+    {
+#if 0
+      printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
+            jx, jy, FrameCounter);
+#endif
+
       player->programmed_action = MV_DOWN;
+    }
   }
 }
 
 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 {
+#if 1
   return CheckGravityMovement(player);
+#endif
 
   if (game.gravity && !player->programmed_action)
   {
@@ -8207,6 +9851,22 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
+#if 0
+  static int trigger_sides[4][2] =
+  {
+    /* enter side        leave side */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* moving left  */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* moving right */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     },      /* moving up    */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  }       /* moving down  */
+  };
+  int move_direction = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       dy == -1 ? MV_UP :
+                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+  int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+  int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
   int element;
@@ -8226,7 +9886,11 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
     return MF_NO_ACTION;
 
+#if 0
+  element = MovingOrBlocked2Element(new_jx, new_jy);
+#else
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+#endif
 
   if (DONT_RUN_INTO(element))
   {
@@ -8265,10 +9929,31 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   player->step_counter++;
 
+#if 0
+  player->drop_delay = 0;
+#endif
+
   PlayerVisit[jx][jy] = FrameCounter;
 
   ScrollPlayer(player, SCROLL_INIT);
 
+#if 0
+  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+  {
+    CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X,
+                                     leave_side);
+    CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
+  }
+
+  if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
+  {
+    CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+                                     CE_PLAYER_ENTERS_X, enter_side);
+    CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+                            CE_ENTERED_BY_PLAYER, enter_side);
+  }
+#endif
+
   return MF_MOVING;
 }
 
@@ -8278,6 +9963,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   int old_jx = jx, old_jy = jy;
   int moved = MF_NO_ACTION;
 
+#if 1
   if (!player->active)
     return FALSE;
 
@@ -8294,6 +9980,23 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     return FALSE;
   }
+#else
+  if (!player->active || (!dx && !dy))
+    return FALSE;
+#endif
+
+#if 0
+  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+      !tape.playing)
+    return FALSE;
+#else
+
+#if 1
+
+#if 0
+  printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
+        player->move_delay + player->move_delay_value);
+#endif
 
 #if USE_NEW_MOVE_DELAY
   if (player->move_delay > 0)
@@ -8301,8 +10004,23 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   if (!FrameReached(&player->move_delay, player->move_delay_value))
 #endif
   {
+#if 0
+    printf("::: can NOT move\n");
+#endif
+
     return FALSE;
   }
+#else
+  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+    return FALSE;
+#endif
+
+#endif
+
+#if 0
+  printf("::: COULD move now\n");
+#endif
 
 #if USE_NEW_MOVE_DELAY
   player->move_delay = -1;             /* set to "uninitialized" value */
@@ -8430,10 +10148,23 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     }
   }
 
+#if 0
+#if 1
+  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+#else
+  if (!(moved & MF_MOVING) && !player->is_pushing)
+    player->Frame = 0;
+#endif
+#endif
+
   player->StepFrame = 0;
 
   if (moved & MF_MOVING)
   {
+#if 0
+    printf("::: REALLY moves now\n");
+#endif
+
     if (old_jx != jx && old_jy == jy)
       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
     else if (old_jx == jx && old_jy != jy)
@@ -8443,9 +10174,67 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
+#if 1
     player->is_snapping = FALSE;
+#endif
+
+#if 1
     player->is_switching = FALSE;
+#endif
+
     player->is_dropping = FALSE;
+
+
+#if 0
+    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+
+#if 1
+    if (game.engine_version < VERSION_IDENT(3,1,0,0))
+#endif
+    {
+      int move_direction = player->MovDir;
+#if 1
+      int enter_side = MV_DIR_OPPOSITE(move_direction);
+      int leave_side = move_direction;
+#else
+      static int trigger_sides[4][2] =
+      {
+       /* enter side           leave side */
+       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
+       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
+       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
+       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
+      };
+      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
+
+#if 1
+      /* !!! TEST ONLY !!! */
+      if (IS_CUSTOM_ELEMENT(old_element))
+       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                                  CE_LEFT_BY_PLAYER,
+                                  player->index_bit, leave_side);
+
+      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                         CE_PLAYER_LEAVES_X,
+                                         player->index_bit, leave_side);
+
+      if (IS_CUSTOM_ELEMENT(new_element))
+       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                  player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                         CE_PLAYER_ENTERS_X,
+                                         player->index_bit, enter_side);
+#endif
+
+    }
+#endif
+
+
   }
   else
   {
@@ -8498,8 +10287,20 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
+#if 0
+    printf("::: %06d: %d,%d: %d (%d) [%d]\n",
+          FrameCounter,
+          last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
+          player->block_delay);
+#endif
+
 #if USE_NEW_BLOCK_STYLE
 
+#if 0
+    if (player->block_delay <= 0)
+      printf("::: ALERT! block_delay == %d\n", player->block_delay);
+#endif
+
     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
        Feld[last_jx][last_jy] == EL_EMPTY)
     {
@@ -8521,6 +10322,25 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       /* add block delay adjustment (also possible when not blocking) */
       last_field_block_delay += block_delay_adjustment;
 
+#if 0
+#if USE_BLOCK_DELAY_BUGFIX
+      /* when blocking enabled, correct block delay for fast movement */
+      if (player->block_last_field &&
+         player->move_delay_value < MOVE_DELAY_NORMAL_SPEED)
+       last_field_block_delay =
+         player->move_delay_value + player->block_delay_adjustment;
+#endif
+#endif
+
+#if 0
+#if USE_GRAVITY_BUGFIX_NEW
+      /* when blocking enabled, correct block delay for gravity movement */
+      if (player->block_last_field &&
+         game.gravity && player->MovDir == MV_UP)
+       last_field_block_delay = player->move_delay_value - 1;
+#endif
+#endif
+
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
     }
@@ -8536,6 +10356,10 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 #endif
 #endif
 
+#if 0
+    DrawPlayer(player);
+#endif
+
     return;
   }
   else if (!FrameReached(&player->actual_frame_counter, 1))
@@ -8548,16 +10372,24 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 #else
   if (!player->block_last_field &&
       Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-
+#if 1
     RemoveField(last_jx, last_jy);
+#else
+    Feld[last_jx][last_jy] = EL_EMPTY;
+#endif
 #endif
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
     CheckGravityMovement(player);
 
+#if 0
+  DrawPlayer(player);  /* needed here only to cleanup last field */
+#endif
+
   if (player->MovPos == 0)     /* player reached destination field */
   {
+#if 1
     if (player->move_delay_reset_counter > 0)
     {
       player->move_delay_reset_counter--;
@@ -8571,13 +10403,26 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->move_delay = 0;
       }
     }
+#else
+    if (IS_PASSABLE(Feld[last_jx][last_jy]))
+    {
+      /* continue with normal speed after quickly moving through gate */
+      HALVE_PLAYER_SPEED(player);
+
+      /* be able to make the next move without delay */
+      player->move_delay = 0;
+    }
+#endif
 
 #if USE_NEW_BLOCK_STYLE
 #else
     if (player->block_last_field &&
        Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-
+#if 1
       RemoveField(last_jx, last_jy);
+#else
+      Feld[last_jx][last_jy] = EL_EMPTY;
+#endif
 #endif
 
     player->last_jx = jx;
@@ -8595,16 +10440,36 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->LevelSolved = player->GameOver = TRUE;
     }
 
+#if 1
+    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
     /* this breaks one level: "machine", level 000 */
+#if 0
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
     {
       int move_direction = player->MovDir;
+#if 1
       int enter_side = MV_DIR_OPPOSITE(move_direction);
       int leave_side = move_direction;
+#else
+      static int trigger_sides[4][2] =
+      {
+       /* enter side           leave side */
+       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
+       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
+       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
+       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
+      };
+      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
       int old_jx = last_jx;
       int old_jy = last_jy;
       int old_element = Feld[old_jx][old_jy];
       int new_element = Feld[jx][jy];
 
+#if 1
+      /* !!! TEST ONLY !!! */
       if (IS_CUSTOM_ELEMENT(old_element))
        CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                                   CE_LEFT_BY_PLAYER,
@@ -8621,17 +10486,23 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_PLAYER_ENTERS_X,
                                          player->index_bit, enter_side);
+#endif
+
     }
+#endif
 
     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
     {
       TestIfHeroTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
-
+#if 1
+#if 1
       /* needed because pushed element has not yet reached its destination,
         so it would trigger a change event at its previous field location */
       if (!player->is_pushing)
+#endif
        TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
+#endif
 
       if (!player->active)
        RemoveHero(player);
@@ -8745,11 +10616,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       else
        continue;               /* center and border element do not touch */
 
+#if 1
+      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, border_side);
       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, border_side);
+#else
+      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                         CE_PLAYER_TOUCHES_X,
+                                         player->index_bit, border_side);
+      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, border_side);
+#endif
     }
     else if (IS_PLAYER(xx, yy))
     {
@@ -8761,13 +10641,23 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
          continue;             /* center and border element do not touch */
       }
 
+#if 1
+      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, center_side);
       CheckTriggeredElementChangeByPlayer(x, y, center_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, center_side);
-      break;
-    }
+#else
+      CheckTriggeredElementChangeByPlayer(x, y, center_element,
+                                         CE_PLAYER_TOUCHES_X,
+                                         player->index_bit, center_side);
+      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, center_side);
+#endif
+
+      break;
+    }
   }
 }
 
@@ -8796,8 +10686,10 @@ void TestIfElementTouchesCustomElement(int x, int y)
     MV_LEFT | MV_RIGHT
   };
   boolean change_center_element = FALSE;
+  int center_element_change_page = 0;
   int center_element = Feld[x][y];     /* should always be non-moving! */
-  int i;
+  int border_trigger_element = EL_UNDEFINED;
+  int i, j;
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
@@ -8820,14 +10712,73 @@ void TestIfElementTouchesCustomElement(int x, int y)
       continue;                        /* center and border element do not touch */
 
     /* check for change of center element (but change it only once) */
-    if (!change_center_element)
-      change_center_element =
-       CheckElementChangeBySide(x, y, center_element, border_element,
-                                CE_TOUCHING_X, border_side);
+    if (IS_CUSTOM_ELEMENT(center_element) &&
+       HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
+       !change_center_element)
+    {
+      for (j = 0; j < element_info[center_element].num_change_pages; j++)
+      {
+       struct ElementChangeInfo *change =
+         &element_info[center_element].change_page[j];
+
+       if (change->can_change &&
+           change->has_event[CE_TOUCHING_X] &&
+           change->trigger_side & border_side &&
+#if 1
+           IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
+#else
+           change->trigger_element == border_element
+#endif
+           )
+       {
+         change_center_element = TRUE;
+         center_element_change_page = j;
+         border_trigger_element = border_element;
+
+         break;
+       }
+      }
+    }
 
     /* check for change of border element */
-    CheckElementChangeBySide(xx, yy, border_element, center_element,
-                            CE_TOUCHING_X, center_side);
+    if (IS_CUSTOM_ELEMENT(border_element) &&
+       HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
+    {
+      for (j = 0; j < element_info[border_element].num_change_pages; j++)
+      {
+       struct ElementChangeInfo *change =
+         &element_info[border_element].change_page[j];
+
+       if (change->can_change &&
+           change->has_event[CE_TOUCHING_X] &&
+           change->trigger_side & center_side &&
+#if 1
+           IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
+#else
+           change->trigger_element == center_element
+#endif
+           )
+       {
+#if 0
+         printf("::: border_element %d, %d\n", x, y);
+#endif
+
+         CheckElementChangeByPage(xx, yy, border_element, center_element,
+                                  CE_TOUCHING_X, j);
+         break;
+       }
+      }
+    }
+  }
+
+  if (change_center_element)
+  {
+#if 0
+    printf("::: center_element %d, %d\n", x, y);
+#endif
+
+    CheckElementChangeByPage(x, y, center_element, border_trigger_element,
+                            CE_TOUCHING_X, center_element_change_page);
   }
 }
 
@@ -8838,10 +10789,22 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
   int touched_element;
+#if 0
+  boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
+                       !IS_FREE(hitx, hity) &&
+                       (!IS_MOVING(hitx, hity) ||
+                        MovDir[hitx][hity] != direction ||
+                        ABS(MovPos[hitx][hity]) <= TILEY / 2));
+#endif
 
   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
     return;
 
+#if 0
+  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
+    return;
+#endif
+
   touched_element = (IN_LEV_FIELD(hitx, hity) ?
                     MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
 
@@ -8856,24 +10819,76 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
+#if 0
+    int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
+#if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
                          ABS(MovPos[hitx][hity]) <= TILEY / 2);
 
     object_hit = TRUE;
+#endif
 
     if (object_hit)
     {
+      int i;
+
 #if !USE_HIT_BY_SOMETHING_BUGFIX
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_HIT_BY_SOMETHING, opposite_direction);
 #endif
 
-      CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                              CE_HITTING_X, touched_side);
+      if (IS_CUSTOM_ELEMENT(hitting_element) &&
+         HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
+      {
+       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[hitting_element].change_page[i];
+
+         if (change->can_change &&
+             change->has_event[CE_HITTING_X] &&
+             change->trigger_side & touched_side &&
+         
+#if 1
+             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+             change->trigger_element == touched_element
+#endif
+             )
+         {
+           CheckElementChangeByPage(x, y, hitting_element, touched_element,
+                                    CE_HITTING_X, i);
+           break;
+         }
+       }
+      }
+
+      if (IS_CUSTOM_ELEMENT(touched_element) &&
+         HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
+      {
+       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[touched_element].change_page[i];
 
-      CheckElementChangeBySide(hitx, hity, touched_element,
-                              hitting_element, CE_HIT_BY_X, hitting_side);
+         if (change->can_change &&
+             change->has_event[CE_HIT_BY_X] &&
+             change->trigger_side & hitting_side &&
+#if 1
+             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+             change->trigger_element == hitting_element
+#endif
+             )
+         {
+           CheckElementChangeByPage(hitx, hity, touched_element,
+                                    hitting_element, CE_HIT_BY_X, i);
+           break;
+         }
+       }
+      }
 
 #if USE_HIT_BY_SOMETHING_BUGFIX
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
@@ -8942,11 +10957,56 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_SMASHED_BY_SOMETHING, opposite_direction);
 
-      CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                              CE_OTHER_IS_SMASHING, touched_side);
+      if (IS_CUSTOM_ELEMENT(hitting_element) &&
+         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
+      {
+       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[hitting_element].change_page[i];
 
-      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
-                              CE_OTHER_GETS_SMASHED, hitting_side);
+         if (change->can_change &&
+             change->has_event[CE_OTHER_IS_SMASHING] &&
+             change->trigger_side & touched_side &&
+         
+#if 1
+             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+             change->trigger_element == touched_element
+#endif
+             )
+         {
+           CheckElementChangeByPage(x, y, hitting_element, touched_element,
+                                    CE_OTHER_IS_SMASHING, i);
+           break;
+         }
+       }
+      }
+
+      if (IS_CUSTOM_ELEMENT(touched_element) &&
+         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+      {
+       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[touched_element].change_page[i];
+
+         if (change->can_change &&
+             change->has_event[CE_OTHER_GETS_SMASHED] &&
+             change->trigger_side & hitting_side &&
+#if 1
+             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+             change->trigger_element == hitting_element
+#endif
+             )
+         {
+           CheckElementChangeByPage(hitx, hity, touched_element,
+                                    hitting_element, CE_OTHER_GETS_SMASHED,i);
+           break;
+         }
+       }
+      }
     }
   }
 }
@@ -8984,7 +11044,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     test_move_dir =
       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
 
+#if 0
+    test_element = Feld[test_x][test_y];
+#else
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
+#endif
 
     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
@@ -9006,11 +11070,18 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
+#if 1
       if (player->shield_deadly_time_left > 0 &&
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(kill_x, kill_y);
       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
        KillHero(player);
+#else
+      if (player->shield_deadly_time_left > 0)
+       Bang(kill_x, kill_y);
+      else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
+       KillHero(player);
+#endif
     }
     else
       Bang(good_x, good_y);
@@ -9099,11 +11170,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
+#if 1
       if (player->shield_deadly_time_left > 0 &&
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(bad_x, bad_y);
       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
        KillHero(player);
+#else
+      if (player->shield_deadly_time_left > 0)
+       Bang(bad_x, bad_y);
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+       KillHero(player);
+#endif
     }
     else
       Bang(kill_x, kill_y);
@@ -9211,7 +11289,11 @@ void BuryHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
+#if 1
   PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
   PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
@@ -9281,6 +11363,9 @@ int DigField(struct PlayerInfo *player,
             int oldx, int oldy, int x, int y,
             int real_dx, int real_dy, int mode)
 {
+#if 0
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+#endif
   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
   boolean player_was_pushing = player->is_pushing;
   int jx = oldx, jy = oldy;
@@ -9291,7 +11376,18 @@ int DigField(struct PlayerInfo *player,
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
+#if 1
   int dig_side = MV_DIR_OPPOSITE(move_direction);
+#else
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_RIGHT,     /* moving left  */
+    CH_SIDE_LEFT,      /* moving right */
+    CH_SIDE_BOTTOM,    /* moving up    */
+    CH_SIDE_TOP,       /* moving down  */
+  };
+  int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
+#endif
   int old_element = Feld[jx][jy];
   int element;
 
@@ -9322,14 +11418,49 @@ int DigField(struct PlayerInfo *player,
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
     return MF_NO_ACTION;
 
+#if 0
+
+#if 0
+  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+  if (IS_TUBE(Feld[jx][jy]) ||
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
+#endif
+  {
+    int i = 0;
+    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
+    int tube_leave_directions[][2] =
+    {
+      { EL_TUBE_ANY,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+      { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
+      { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
+      { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
+      { EL_TUBE_VERTICAL_RIGHT,                          MV_RIGHT | MV_UP | MV_DOWN },
+      { EL_TUBE_HORIZONTAL_UP,         MV_LEFT | MV_RIGHT | MV_UP           },
+      { EL_TUBE_HORIZONTAL_DOWN,       MV_LEFT | MV_RIGHT |         MV_DOWN },
+      { EL_TUBE_LEFT_UP,               MV_LEFT |            MV_UP           },
+      { EL_TUBE_LEFT_DOWN,             MV_LEFT |                    MV_DOWN },
+      { EL_TUBE_RIGHT_UP,                        MV_RIGHT | MV_UP           },
+      { EL_TUBE_RIGHT_DOWN,                      MV_RIGHT |         MV_DOWN },
+      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+    };
+
+    while (tube_leave_directions[i][0] != tube_element)
+    {
+      i++;
+      if (tube_leave_directions[i][0] == -1)   /* should not happen */
+       break;
+    }
+
+    if (!(tube_leave_directions[i][1] & move_direction))
+      return MF_NO_ACTION;     /* tube has no opening in this direction */
+  }
+
+#else
+
   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
 
-#if USE_BACK_WALKABLE_BUGFIX
-  /* in case of element dropped at player position, check background */
-  else if (Back[jx][jy] != EL_EMPTY &&
-          game.engine_version >= VERSION_IDENT(2,2,0,0))
-    old_element = Back[jx][jy];
 #endif
 
   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
@@ -9347,472 +11478,789 @@ int DigField(struct PlayerInfo *player,
       game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
+#if 1
   if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
     return MF_NO_ACTION;       /* player cannot walk here due to gravity */
+#endif
 
-  if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
-  {
-    int sound_element = SND_ELEMENT(element);
-    int sound_action = ACTION_WALKING;
-
-    if (IS_RND_GATE(element))
-    {
-      if (!player->key[RND_GATE_NR(element)])
-       return MF_NO_ACTION;
-    }
-    else if (IS_RND_GATE_GRAY(element))
-    {
-      if (!player->key[RND_GATE_GRAY_NR(element)])
-       return MF_NO_ACTION;
-    }
-    else if (element == EL_EXIT_OPEN ||
-            element == EL_SP_EXIT_OPEN ||
-            element == EL_SP_EXIT_OPENING)
-    {
-      sound_action = ACTION_PASSING;   /* player is passing exit */
-    }
-    else if (element == EL_EMPTY)
-    {
-      sound_action = ACTION_MOVING;            /* nothing to walk on */
-    }
+#if 0
+  if (element == EL_EMPTY_SPACE &&
+      game.gravity && !player->is_auto_moving &&
+      canFallDown(player) && move_direction != MV_DOWN)
+    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
+#endif
 
-    /* play sound from background or player, whatever is available */
-    if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
-      PlayLevelSoundElementAction(x, y, sound_element, sound_action);
-    else
-      PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
-  }
-  else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+  switch (element)
   {
-    if (!ACCESS_FROM(element, opposite_direction))
-      return MF_NO_ACTION;     /* field not accessible from this direction */
-
-    if (CAN_MOVE(element))     /* only fixed elements can be passed! */
-      return MF_NO_ACTION;
-
-    if (IS_EM_GATE(element))
-    {
-      if (!player->key[EM_GATE_NR(element)])
+#if 0
+    case EL_SP_PORT_LEFT:
+    case EL_SP_PORT_RIGHT:
+    case EL_SP_PORT_UP:
+    case EL_SP_PORT_DOWN:
+    case EL_SP_PORT_HORIZONTAL:
+    case EL_SP_PORT_VERTICAL:
+    case EL_SP_PORT_ANY:
+    case EL_SP_GRAVITY_PORT_LEFT:
+    case EL_SP_GRAVITY_PORT_RIGHT:
+    case EL_SP_GRAVITY_PORT_UP:
+    case EL_SP_GRAVITY_PORT_DOWN:
+#if 1
+      if (!canEnterSupaplexPort(x, y, dx, dy))
        return MF_NO_ACTION;
-    }
-    else if (IS_EM_GATE_GRAY(element))
-    {
-      if (!player->key[EM_GATE_GRAY_NR(element)])
+#else
+      if ((dx == -1 &&
+          element != EL_SP_PORT_LEFT &&
+          element != EL_SP_GRAVITY_PORT_LEFT &&
+          element != EL_SP_PORT_HORIZONTAL &&
+          element != EL_SP_PORT_ANY) ||
+         (dx == +1 &&
+          element != EL_SP_PORT_RIGHT &&
+          element != EL_SP_GRAVITY_PORT_RIGHT &&
+          element != EL_SP_PORT_HORIZONTAL &&
+          element != EL_SP_PORT_ANY) ||
+         (dy == -1 &&
+          element != EL_SP_PORT_UP &&
+          element != EL_SP_GRAVITY_PORT_UP &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
+         (dy == +1 &&
+          element != EL_SP_PORT_DOWN &&
+          element != EL_SP_GRAVITY_PORT_DOWN &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
+         !IN_LEV_FIELD(nextx, nexty) ||
+         !IS_FREE(nextx, nexty))
        return MF_NO_ACTION;
-    }
-    else if (IS_SP_PORT(element))
-    {
+#endif
+
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
        game.gravity = !game.gravity;
-      else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
-              element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
-              element == EL_SP_GRAVITY_ON_PORT_UP ||
-              element == EL_SP_GRAVITY_ON_PORT_DOWN)
-       game.gravity = TRUE;
-      else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
-              element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
-              element == EL_SP_GRAVITY_OFF_PORT_UP ||
-              element == EL_SP_GRAVITY_OFF_PORT_DOWN)
-       game.gravity = FALSE;
-    }
 
-    /* automatically move to the next field with double speed */
-    player->programmed_action = move_direction;
+      /* automatically move to the next field with double speed */
+      player->programmed_action = move_direction;
+#if 1
+      if (player->move_delay_reset_counter == 0)
+      {
+       player->move_delay_reset_counter = 2;   /* two double speed steps */
 
-    if (player->move_delay_reset_counter == 0)
-    {
-      player->move_delay_reset_counter = 2;    /* two double speed steps */
+       DOUBLE_PLAYER_SPEED(player);
+      }
+#else
+      player->move_delay_reset_counter = 2;
 
       DOUBLE_PLAYER_SPEED(player);
-    }
+#endif
 
-    PlayLevelSoundAction(x, y, ACTION_PASSING);
-  }
-  else if (IS_DIGGABLE(element))
-  {
-    RemoveField(x, y);
+#if 0
+      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+#endif
 
-    if (mode != DF_SNAP)
-    {
-      GfxElement[x][y] = GFX_ELEMENT(element);
-      player->is_digging = TRUE;
-    }
+      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
+      break;
+#endif
 
-    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+#if 0
+    case EL_TUBE_ANY:
+    case EL_TUBE_VERTICAL:
+    case EL_TUBE_HORIZONTAL:
+    case EL_TUBE_VERTICAL_LEFT:
+    case EL_TUBE_VERTICAL_RIGHT:
+    case EL_TUBE_HORIZONTAL_UP:
+    case EL_TUBE_HORIZONTAL_DOWN:
+    case EL_TUBE_LEFT_UP:
+    case EL_TUBE_LEFT_DOWN:
+    case EL_TUBE_RIGHT_UP:
+    case EL_TUBE_RIGHT_DOWN:
+      {
+       int i = 0;
+       int tube_enter_directions[][2] =
+       {
+         { EL_TUBE_ANY,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
+         { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
+         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
+         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
+         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
+         { -1,                         MV_NO_MOVING                         }
+       };
+
+       while (tube_enter_directions[i][0] != element)
+       {
+         i++;
+         if (tube_enter_directions[i][0] == -1)        /* should not happen */
+           break;
+       }
 
-    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
-                                       player->index_bit, dig_side);
+       if (!(tube_enter_directions[i][1] & move_direction))
+         return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-    if (mode == DF_SNAP)
-      TestIfElementTouchesCustomElement(x, y); /* for empty space */
-  }
-  else if (IS_COLLECTIBLE(element))
-  {
-    RemoveField(x, y);
+       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
+      }
+      break;
+#endif
 
-    if (is_player && mode != DF_SNAP)
-    {
-      GfxElement[x][y] = element;
-      player->is_collecting = TRUE;
-    }
+    default:
 
-    if (element == EL_SPEED_PILL)
-    {
-      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-    }
-    else if (element == EL_EXTRA_TIME && level.time > 0)
-    {
-      TimeLeft += 10;
-      DrawGameValue_Time(TimeLeft);
-    }
-    else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
-    {
-      player->shield_normal_time_left += 10;
-      if (element == EL_SHIELD_DEADLY)
-       player->shield_deadly_time_left += 10;
-    }
-    else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
-    {
-      if (player->inventory_size < MAX_INVENTORY_SIZE)
-       player->inventory_element[player->inventory_size++] = element;
+#if 1
+      if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
+#else
+      if (IS_WALKABLE(element))
+#endif
+      {
+       int sound_element = SND_ELEMENT(element);
+       int sound_action = ACTION_WALKING;
 
-      DrawGameValue_Dynamite(local_player->inventory_size);
-    }
-    else if (element == EL_DYNABOMB_INCREASE_NUMBER)
-    {
-      player->dynabomb_count++;
-      player->dynabombs_left++;
-    }
-    else if (element == EL_DYNABOMB_INCREASE_SIZE)
-    {
-      player->dynabomb_size++;
-    }
-    else if (element == EL_DYNABOMB_INCREASE_POWER)
-    {
-      player->dynabomb_xl = TRUE;
-    }
-    else if (IS_KEY(element))
-    {
-      player->key[KEY_NR(element)] = TRUE;
+#if 0
+       if (!ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#endif
 
-      DrawGameValue_Keys(player->key);
+#if 0
+       if (element == EL_EMPTY_SPACE &&
+           game.gravity && !player->is_auto_moving &&
+           canFallDown(player) && move_direction != MV_DOWN)
+         return MF_NO_ACTION;  /* player cannot walk here due to gravity */
+#endif
 
-      redraw_mask |= REDRAW_DOOR_1;
-    }
-    else if (IS_ENVELOPE(element))
-    {
-      player->show_envelope = element;
-    }
-    else if (IS_DROPPABLE(element) ||
-            IS_THROWABLE(element))     /* can be collected and dropped */
-    {
-      int i;
+       if (IS_RND_GATE(element))
+       {
+         if (!player->key[RND_GATE_NR(element)])
+           return MF_NO_ACTION;
+       }
+       else if (IS_RND_GATE_GRAY(element))
+       {
+         if (!player->key[RND_GATE_GRAY_NR(element)])
+           return MF_NO_ACTION;
+       }
+       else if (element == EL_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPENING)
+       {
+         sound_action = ACTION_PASSING;        /* player is passing exit */
+       }
+       else if (element == EL_EMPTY)
+       {
+         sound_action = ACTION_MOVING;         /* nothing to walk on */
+       }
 
-      if (element_info[element].collect_count == 0)
-       player->inventory_infinite_element = element;
-      else
-       for (i = 0; i < element_info[element].collect_count; i++)
+       /* play sound from background or player, whatever is available */
+       if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+         PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+       else
+         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+
+       break;
+      }
+#if 1
+      else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+#else
+      else if (IS_PASSABLE(element))
+#endif
+      {
+#if 0
+       if (!canPassField(x, y, move_direction))
+         return MF_NO_ACTION;
+#else
+
+#if 0
+#if 1
+       if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
+           !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
+           (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
+         return MF_NO_ACTION;
+#else
+       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+         return MF_NO_ACTION;
+#endif
+#endif
+
+#if 1
+       if (!ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#else
+       if (IS_CUSTOM_ELEMENT(element) &&
+           !ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#endif
+
+#if 1
+       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
+         return MF_NO_ACTION;
+#endif
+
+#endif
+
+       if (IS_EM_GATE(element))
+       {
+         if (!player->key[EM_GATE_NR(element)])
+           return MF_NO_ACTION;
+       }
+       else if (IS_EM_GATE_GRAY(element))
+       {
+         if (!player->key[EM_GATE_GRAY_NR(element)])
+           return MF_NO_ACTION;
+       }
+       else if (IS_SP_PORT(element))
+       {
+         if (element == EL_SP_GRAVITY_PORT_LEFT ||
+             element == EL_SP_GRAVITY_PORT_RIGHT ||
+             element == EL_SP_GRAVITY_PORT_UP ||
+             element == EL_SP_GRAVITY_PORT_DOWN)
+           game.gravity = !game.gravity;
+         else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
+                  element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
+                  element == EL_SP_GRAVITY_ON_PORT_UP ||
+                  element == EL_SP_GRAVITY_ON_PORT_DOWN)
+           game.gravity = TRUE;
+         else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
+                  element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
+                  element == EL_SP_GRAVITY_OFF_PORT_UP ||
+                  element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+           game.gravity = FALSE;
+       }
+
+       /* automatically move to the next field with double speed */
+       player->programmed_action = move_direction;
+#if 1
+       if (player->move_delay_reset_counter == 0)
+       {
+         player->move_delay_reset_counter = 2; /* two double speed steps */
+
+         DOUBLE_PLAYER_SPEED(player);
+       }
+#else
+       player->move_delay_reset_counter = 2;
+
+       DOUBLE_PLAYER_SPEED(player);
+#endif
+
+       PlayLevelSoundAction(x, y, ACTION_PASSING);
+
+       break;
+      }
+      else if (IS_DIGGABLE(element))
+      {
+       RemoveField(x, y);
+
+       if (mode != DF_SNAP)
+       {
+#if 1
+         GfxElement[x][y] = GFX_ELEMENT(element);
+#else
+         GfxElement[x][y] =
+           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
+         player->is_digging = TRUE;
+       }
+
+       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                           player->index_bit, dig_side);
+
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
+
+       break;
+      }
+      else if (IS_COLLECTIBLE(element))
+      {
+       RemoveField(x, y);
+
+       if (is_player && mode != DF_SNAP)
+       {
+         GfxElement[x][y] = element;
+         player->is_collecting = TRUE;
+       }
+
+       if (element == EL_SPEED_PILL)
+         player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+       else if (element == EL_EXTRA_TIME && level.time > 0)
+       {
+         TimeLeft += 10;
+         DrawGameValue_Time(TimeLeft);
+       }
+       else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+       {
+         player->shield_normal_time_left += 10;
+         if (element == EL_SHIELD_DEADLY)
+           player->shield_deadly_time_left += 10;
+       }
+       else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+       {
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
-      DrawGameValue_Dynamite(local_player->inventory_size);
-    }
-    else if (element_info[element].collect_count > 0)
-    {
-      local_player->gems_still_needed -=
-       element_info[element].collect_count;
-      if (local_player->gems_still_needed < 0)
-       local_player->gems_still_needed = 0;
+         DrawGameValue_Dynamite(local_player->inventory_size);
+       }
+       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+       {
+         player->dynabomb_count++;
+         player->dynabombs_left++;
+       }
+       else if (element == EL_DYNABOMB_INCREASE_SIZE)
+       {
+         player->dynabomb_size++;
+       }
+       else if (element == EL_DYNABOMB_INCREASE_POWER)
+       {
+         player->dynabomb_xl = TRUE;
+       }
+       else if (IS_KEY(element))
+       {
+         player->key[KEY_NR(element)] = TRUE;
 
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
-    }
+         DrawGameValue_Keys(player->key);
 
-    RaiseScoreElement(element);
-    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+         redraw_mask |= REDRAW_DOOR_1;
+       }
+       else if (IS_ENVELOPE(element))
+       {
+#if 1
+         player->show_envelope = element;
+#else
+         ShowEnvelope(element - EL_ENVELOPE_1);
+#endif
+       }
+       else if (IS_DROPPABLE(element) ||
+                IS_THROWABLE(element)) /* can be collected and dropped */
+       {
+         int i;
 
-    if (is_player)
-      CheckTriggeredElementChangeByPlayer(x, y, element,
-                                         CE_PLAYER_COLLECTS_X,
-                                         player->index_bit, dig_side);
+         if (element_info[element].collect_count == 0)
+           player->inventory_infinite_element = element;
+         else
+           for (i = 0; i < element_info[element].collect_count; i++)
+             if (player->inventory_size < MAX_INVENTORY_SIZE)
+               player->inventory_element[player->inventory_size++] = element;
 
-    if (mode == DF_SNAP)
-      TestIfElementTouchesCustomElement(x, y); /* for empty space */
-  }
-  else if (IS_PUSHABLE(element))
-  {
-    if (mode == DF_SNAP && element != EL_BD_ROCK)
-      return MF_NO_ACTION;
+         DrawGameValue_Dynamite(local_player->inventory_size);
+       }
+       else if (element_info[element].collect_count > 0)
+       {
+         local_player->gems_still_needed -=
+           element_info[element].collect_count;
+         if (local_player->gems_still_needed < 0)
+           local_player->gems_still_needed = 0;
 
-    if (CAN_FALL(element) && dy)
-      return MF_NO_ACTION;
+         DrawGameValue_Emeralds(local_player->gems_still_needed);
+       }
 
-    if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
-       !(element == EL_SPRING && level.use_spring_bug))
-      return MF_NO_ACTION;
+       RaiseScoreElement(element);
+       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-    if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
-       ((move_direction & MV_VERTICAL &&
-         ((element_info[element].move_pattern & MV_LEFT &&
-           IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
-          (element_info[element].move_pattern & MV_RIGHT &&
-           IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
-        (move_direction & MV_HORIZONTAL &&
-         ((element_info[element].move_pattern & MV_UP &&
-           IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
-          (element_info[element].move_pattern & MV_DOWN &&
-           IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
-      return MF_NO_ACTION;
+       if (is_player)
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_PLAYER_COLLECTS_X,
+                                             player->index_bit, dig_side);
 
-    /* do not push elements already moving away faster than player */
-    if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
-       ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
-      return MF_NO_ACTION;
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
-    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-    {
-      if (player->push_delay_value == -1 || !player_was_pushing)
-       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-    }
-    else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-    {
-      if (player->push_delay_value == -1)
-       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-    }
-    else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
-    {
-      if (!player->is_pushing)
-       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-    }
+       break;
+      }
+      else if (IS_PUSHABLE(element))
+      {
+       if (mode == DF_SNAP && element != EL_BD_ROCK)
+         return MF_NO_ACTION;
+
+       if (CAN_FALL(element) && dy)
+         return MF_NO_ACTION;
+
+       if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+           !(element == EL_SPRING && level.use_spring_bug))
+         return MF_NO_ACTION;
+
+#if 1
+       if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+           ((move_direction & MV_VERTICAL &&
+             ((element_info[element].move_pattern & MV_LEFT &&
+               IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+              (element_info[element].move_pattern & MV_RIGHT &&
+               IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+            (move_direction & MV_HORIZONTAL &&
+             ((element_info[element].move_pattern & MV_UP &&
+               IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+              (element_info[element].move_pattern & MV_DOWN &&
+               IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+         return MF_NO_ACTION;
+#endif
+
+#if 1
+       /* do not push elements already moving away faster than player */
+       if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+           ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+         return MF_NO_ACTION;
+#else
+       if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+         return MF_NO_ACTION;
+#endif
+
+#if 1
+
+#if 1
+       if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+       {
+         if (player->push_delay_value == -1 || !player_was_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+       else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       {
+         if (player->push_delay_value == -1)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+#else
+       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       {
+         if (player->push_delay_value == -1 || !player_was_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+#endif
+       else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+       {
+         if (!player->is_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+
+       /*
+       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+            !player_is_pushing))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       */
+#else
+       if (!player->is_pushing &&
+           game.engine_version >= VERSION_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+       printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
+              player->push_delay, player->push_delay_value,
+              FrameCounter, game.engine_version,
+              player_was_pushing, player->is_pushing,
+              element, element_info[element].token_name,
+              GET_NEW_PUSH_DELAY(element));
+#endif
+
+       player->is_pushing = TRUE;
+
+       if (!(IN_LEV_FIELD(nextx, nexty) &&
+             (IS_FREE(nextx, nexty) ||
+              (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+               IS_SB_ELEMENT(element)))))
+         return MF_NO_ACTION;
+
+       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+         return MF_NO_ACTION;
 
-    player->is_pushing = TRUE;
+#if USE_NEW_PUSH_DELAY
 
-    if (!(IN_LEV_FIELD(nextx, nexty) &&
-         (IS_FREE(nextx, nexty) ||
-          (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
-           IS_SB_ELEMENT(element)))))
-      return MF_NO_ACTION;
+#if 0
+       if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
+         printf("::: ALERT: %d, %d [%d / %d]\n",
+                player->push_delay, player->push_delay2,
+                FrameCounter, FrameCounter / 50);
+#endif
 
-    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-      return MF_NO_ACTION;
+       if (player->push_delay == -1)   /* new pushing; restart delay */
+         player->push_delay = 0;
+#else
+       if (player->push_delay == 0)    /* new pushing; restart delay */
+         player->push_delay = FrameCounter;
+#endif
 
 #if USE_NEW_PUSH_DELAY
-    if (player->push_delay == -1)      /* new pushing; restart delay */
-      player->push_delay = 0;
+#if 0
+       if ( (player->push_delay > 0) != (!xxx_fr) )
+         printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
+                player->push_delay,
+                xxx_pdv2, player->push_delay2, player->push_delay_value,
+                FrameCounter, FrameCounter / 50);
+#endif
+
+#if 0
+       if (player->push_delay > 0 &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
 #else
-    if (player->push_delay == 0)       /* new pushing; restart delay */
-      player->push_delay = FrameCounter;
+       /* !!! */
+       if (player->push_delay < player->push_delay_value &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
 #endif
 
-#if USE_NEW_PUSH_DELAY
-    if (player->push_delay < player->push_delay_value &&
-       !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-       element != EL_SPRING && element != EL_BALLOON)
 #else
-    if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-       !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-       element != EL_SPRING && element != EL_BALLOON)
+       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
 #endif
-    {
-      /* make sure that there is no move delay before next try to push */
+       {
+         /* make sure that there is no move delay before next try to push */
 #if USE_NEW_MOVE_DELAY
-      if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-       player->move_delay = 0;
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = 0;
 #else
-      if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-       player->move_delay = INITIAL_MOVE_DELAY_OFF;
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = INITIAL_MOVE_DELAY_OFF;
 #endif
 
-      return MF_NO_ACTION;
-    }
+         return MF_NO_ACTION;
+       }
 
-    if (IS_SB_ELEMENT(element))
-    {
-      if (element == EL_SOKOBAN_FIELD_FULL)
-      {
-       Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-       local_player->sokobanfields_still_needed++;
-      }
+#if 0
+       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
 
-      if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
-      {
-       Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
-       local_player->sokobanfields_still_needed--;
-      }
+       if (IS_SB_ELEMENT(element))
+       {
+         if (element == EL_SOKOBAN_FIELD_FULL)
+         {
+           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed++;
+         }
 
-      Feld[x][y] = EL_SOKOBAN_OBJECT;
+         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+         {
+           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed--;
+         }
 
-      if (Back[x][y] == Back[nextx][nexty])
-       PlayLevelSoundAction(x, y, ACTION_PUSHING);
-      else if (Back[x][y] != 0)
-       PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
-                                   ACTION_EMPTYING);
-      else
-       PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
-                                   ACTION_FILLING);
+         Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-      if (local_player->sokobanfields_still_needed == 0 &&
-         game.emulation == EMU_SOKOBAN)
-      {
-       player->LevelSolved = player->GameOver = TRUE;
-       PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
-      }
-    }
-    else
-      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+         if (Back[x][y] == Back[nextx][nexty])
+           PlayLevelSoundAction(x, y, ACTION_PUSHING);
+         else if (Back[x][y] != 0)
+           PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+                                       ACTION_EMPTYING);
+         else
+           PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+                                       ACTION_FILLING);
 
-    InitMovingField(x, y, move_direction);
-    GfxAction[x][y] = ACTION_PUSHING;
+         if (local_player->sokobanfields_still_needed == 0 &&
+             game.emulation == EMU_SOKOBAN)
+         {
+           player->LevelSolved = player->GameOver = TRUE;
+           PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+         }
+       }
+       else
+         PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-    if (mode == DF_SNAP)
-      ContinueMoving(x, y);
-    else
-      MovPos[x][y] = (dx != 0 ? dx : dy);
+       InitMovingField(x, y, move_direction);
+       GfxAction[x][y] = ACTION_PUSHING;
 
-    Pushed[x][y] = TRUE;
-    Pushed[nextx][nexty] = TRUE;
+       if (mode == DF_SNAP)
+         ContinueMoving(x, y);
+       else
+         MovPos[x][y] = (dx != 0 ? dx : dy);
 
-    if (game.engine_version < VERSION_IDENT(2,2,0,7))
-      player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-    else
-      player->push_delay_value = -1;   /* get new value later */
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][nexty] = TRUE;
+
+       if (game.engine_version < VERSION_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       else
+         player->push_delay_value = -1;        /* get new value later */
 
 #if USE_PUSH_BUGFIX
-    /* now: check for element change _after_ element has been pushed! */
-    if (game.use_change_when_pushing_bug)
-    {
-      CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                player->index_bit, dig_side);
-      CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
-                                         player->index_bit, dig_side);
-    }
+       /* now: check for element change _after_ element has been pushed! */
+#if 1
+       if (game.use_change_when_pushing_bug)
+#else
+       if (game.engine_version < VERSION_IDENT(3,1,0,0))
+#endif
+       {
+         CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                    player->index_bit, dig_side);
+         CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
+                                             player->index_bit, dig_side);
+       }
+
+#else
+
+#if 1
+       /* check for element change _after_ element has been pushed! */
+#else
 
+#if 1
+       /* !!! TEST ONLY !!! */
+       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
+                                           player->index_bit, dig_side);
 #else
-    /* check for element change _after_ element has been pushed! */
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
+                                           player->index_bit, dig_side);
+       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+#endif
 #endif
-  }
-  else if (IS_SWITCHABLE(element))
-  {
-    if (PLAYER_SWITCHING(player, x, y))
-    {
-      CheckTriggeredElementChangeByPlayer(x,y, element,
-                                         CE_PLAYER_PRESSES_X,
-                                         player->index_bit, dig_side);
 
-      return MF_ACTION;
-    }
+#endif
 
-    player->is_switching = TRUE;
-    player->switch_x = x;
-    player->switch_y = y;
+       break;
+      }
+      else if (IS_SWITCHABLE(element))
+      {
+       if (PLAYER_SWITCHING(player, x, y))
+       {
+         CheckTriggeredElementChangeByPlayer(x,y, element,
+                                             CE_PLAYER_PRESSES_X,
+                                             player->index_bit, dig_side);
 
-    PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+         return MF_ACTION;
+       }
 
-    if (element == EL_ROBOT_WHEEL)
-    {
-      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-      ZX = x;
-      ZY = y;
+       player->is_switching = TRUE;
+       player->switch_x = x;
+       player->switch_y = y;
 
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_SP_TERMINAL)
-    {
-      int xx, yy;
+       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
-      {
-       if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
-         Bang(xx, yy);
-       else if (Feld[xx][yy] == EL_SP_TERMINAL)
-         Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
-      }
-    }
-    else if (IS_BELT_SWITCH(element))
-    {
-      ToggleBeltSwitch(x, y);
-    }
-    else if (element == EL_SWITCHGATE_SWITCH_UP ||
-            element == EL_SWITCHGATE_SWITCH_DOWN)
-    {
-      ToggleSwitchgateSwitch(x, y);
-    }
-    else if (element == EL_LIGHT_SWITCH ||
-            element == EL_LIGHT_SWITCH_ACTIVE)
-    {
-      ToggleLightSwitch(x, y);
-    }
-    else if (element == EL_TIMEGATE_SWITCH)
-    {
-      ActivateTimegateSwitch(x, y);
-    }
-    else if (element == EL_BALLOON_SWITCH_LEFT ||
-            element == EL_BALLOON_SWITCH_RIGHT ||
-            element == EL_BALLOON_SWITCH_UP ||
-            element == EL_BALLOON_SWITCH_DOWN ||
-            element == EL_BALLOON_SWITCH_ANY)
-    {
-      if (element == EL_BALLOON_SWITCH_ANY)
-       game.balloon_dir = move_direction;
-      else
-       game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
-                           element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
-                           element == EL_BALLOON_SWITCH_UP    ? MV_UP :
-                           element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
-                           MV_NO_MOVING);
-    }
-    else if (element == EL_LAMP)
-    {
-      Feld[x][y] = EL_LAMP_ACTIVE;
-      local_player->lights_still_needed--;
+       if (element == EL_ROBOT_WHEEL)
+       {
+         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+         ZX = x;
+         ZY = y;
 
-      ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_TIME_ORB_FULL)
-    {
-      Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawGameValue_Time(TimeLeft);
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_SP_TERMINAL)
+       {
+         int xx, yy;
 
-      ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
-    }
+         for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+         {
+           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+             Bang(xx, yy);
+           else if (Feld[xx][yy] == EL_SP_TERMINAL)
+             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+         }
+       }
+       else if (IS_BELT_SWITCH(element))
+       {
+         ToggleBeltSwitch(x, y);
+       }
+       else if (element == EL_SWITCHGATE_SWITCH_UP ||
+                element == EL_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y);
+       }
+       else if (element == EL_LIGHT_SWITCH ||
+                element == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y);
 
-    CheckTriggeredElementChangeByPlayer(x, y, element,
-                                       CE_SWITCH_OF_X,
-                                       player->index_bit, dig_side);
+#if 0
+         PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
+                        SND_LIGHT_SWITCH_ACTIVATING :
+                        SND_LIGHT_SWITCH_DEACTIVATING);
+#endif
+       }
+       else if (element == EL_TIMEGATE_SWITCH)
+       {
+         ActivateTimegateSwitch(x, y);
+       }
+       else if (element == EL_BALLOON_SWITCH_LEFT ||
+                element == EL_BALLOON_SWITCH_RIGHT ||
+                element == EL_BALLOON_SWITCH_UP ||
+                element == EL_BALLOON_SWITCH_DOWN ||
+                element == EL_BALLOON_SWITCH_ANY)
+       {
+         if (element == EL_BALLOON_SWITCH_ANY)
+           game.balloon_dir = move_direction;
+         else
+           game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
+                               element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                               element == EL_BALLOON_SWITCH_UP    ? MV_UP :
+                               element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
+                               MV_NO_MOVING);
+       }
+       else if (element == EL_LAMP)
+       {
+         Feld[x][y] = EL_LAMP_ACTIVE;
+         local_player->lights_still_needed--;
 
-    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                       player->index_bit, dig_side);
+         ResetGfxAnimation(x, y);
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_TIME_ORB_FULL)
+       {
+         Feld[x][y] = EL_TIME_ORB_EMPTY;
+         TimeLeft += 10;
+         DrawGameValue_Time(TimeLeft);
 
-    return MF_ACTION;
-  }
-  else
-  {
-    if (!PLAYER_SWITCHING(player, x, y))
-    {
-      player->is_switching = TRUE;
-      player->switch_x = x;
-      player->switch_y = y;
+         ResetGfxAnimation(x, y);
+         DrawLevelField(x, y);
 
-      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
-                                player->index_bit, dig_side);
-      CheckTriggeredElementChangeByPlayer(x, y, element,
-                                         CE_SWITCH_OF_X,
-                                         player->index_bit, dig_side);
-    }
+#if 0
+         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+       }
 
-    CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
-                              player->index_bit, dig_side);
-    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                       player->index_bit, dig_side);
+       CheckTriggeredElementChangeByPlayer(x, y, element,
+                                           CE_SWITCH_OF_X,
+                                           player->index_bit, dig_side);
 
-    return MF_NO_ACTION;
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                           player->index_bit, dig_side);
+
+       return MF_ACTION;
+      }
+      else
+      {
+       if (!PLAYER_SWITCHING(player, x, y))
+       {
+         player->is_switching = TRUE;
+         player->switch_x = x;
+         player->switch_y = y;
+
+#if 1
+         /* !!! TEST ONLY !!! */
+         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                    player->index_bit, dig_side);
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_SWITCH_OF_X,
+                                             player->index_bit, dig_side);
+#else
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_SWITCH_OF_X,
+                                             player->index_bit, dig_side);
+         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                    player->index_bit, dig_side);
+#endif
+       }
+
+#if 1
+       /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
+       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                           player->index_bit, dig_side);
+#else
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                           player->index_bit, dig_side);
+       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+#endif
+      }
+
+      return MF_NO_ACTION;
   }
 
 #if USE_NEW_PUSH_DELAY
@@ -9841,8 +12289,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
+#if 0
+  if (player->MovPos != 0)
+    return FALSE;
+#else
   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
+#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -9872,7 +12325,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->MovDir = snap_direction;
 
+#if 1
   if (player->MovPos == 0)
+#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
@@ -9886,18 +12341,26 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->is_snapping = TRUE;
 
+#if 1
   if (player->MovPos == 0)
+#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
     player->is_collecting = FALSE;
   }
 
+#if 1
   if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
     DrawLevelField(player->last_jx, player->last_jy);
+#endif
 
   DrawLevelField(x, y);
 
+#if 0
+  BackToFront();
+#endif
+
   return TRUE;
 }
 
@@ -9906,7 +12369,18 @@ boolean DropElement(struct PlayerInfo *player)
   int old_element, new_element;
   int dropx = player->jx, dropy = player->jy;
   int drop_direction = player->MovDir;
+#if 1
   int drop_side = drop_direction;
+#else
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_LEFT,      /* dropping left  */
+    CH_SIDE_RIGHT,     /* dropping right */
+    CH_SIDE_TOP,       /* dropping up    */
+    CH_SIDE_BOTTOM,    /* dropping down  */
+  };
+  int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
+#endif
   int drop_element = (player->inventory_size > 0 ?
                      player->inventory_element[player->inventory_size - 1] :
                      player->inventory_infinite_element != EL_UNDEFINED ?
@@ -9941,16 +12415,30 @@ boolean DropElement(struct PlayerInfo *player)
     return FALSE;
 
   /* check if player has anything that can be dropped */
+#if 1
   if (new_element == EL_UNDEFINED)
     return FALSE;
+#else
+  if (player->inventory_size == 0 &&
+      player->inventory_infinite_element == EL_UNDEFINED &&
+      player->dynabombs_left == 0)
+    return FALSE;
+#endif
 
   /* check if anything can be dropped at the current position */
   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
     return FALSE;
 
   /* collected custom elements can only be dropped on empty fields */
+#if 1
   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
     return FALSE;
+#else
+  if (player->inventory_size > 0 &&
+      IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+      && old_element != EL_EMPTY)
+    return FALSE;
+#endif
 
   if (old_element != EL_EMPTY)
     Back[dropx][dropy] = old_element;  /* store old element on this field */
@@ -9965,6 +12453,10 @@ boolean DropElement(struct PlayerInfo *player)
     {
       player->inventory_size--;
 
+#if 0
+      new_element = player->inventory_element[player->inventory_size];
+#endif
+
       DrawGameValue_Dynamite(local_player->inventory_size);
 
       if (new_element == EL_DYNAMITE)
@@ -9981,14 +12473,25 @@ boolean DropElement(struct PlayerInfo *player)
 
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
+#if 1
     /* needed if previous element just changed to "empty" in the last frame */
     Changed[dropx][dropy] = FALSE;             /* allow another change */
+#endif
 
+#if 1
+    /* !!! TEST ONLY !!! */
     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
                               player->index_bit, drop_side);
     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
                                        CE_PLAYER_DROPS_X,
                                        player->index_bit, drop_side);
+#else
+    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+                                       CE_PLAYER_DROPS_X,
+                                       player->index_bit, drop_side);
+    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+                              player->index_bit, drop_side);
+#endif
 
     TestIfElementTouchesCustomElement(dropx, dropy);
   }
@@ -9996,6 +12499,10 @@ boolean DropElement(struct PlayerInfo *player)
   {
     player->dynabombs_left--;
 
+#if 0
+    new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
+#endif
+
     Feld[dropx][dropy] = new_element;
 
     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
@@ -10005,14 +12512,29 @@ boolean DropElement(struct PlayerInfo *player)
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
   }
 
+
+
+#if 1
+
   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+  {
+#if 1
     InitField_WithBug1(dropx, dropy, FALSE);
+#else
+    InitField(dropx, dropy, FALSE);
+    if (CAN_MOVE(Feld[dropx][dropy]))
+      InitMovDir(dropx, dropy);
+#endif
+  }
 
   new_element = Feld[dropx][dropy];    /* element might have changed */
 
   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
   {
+#if 0
+    int move_stepsize = element_info[new_element].move_stepsize;
+#endif
     int move_direction, nextx, nexty;
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
@@ -10022,11 +12544,54 @@ boolean DropElement(struct PlayerInfo *player)
     nextx = dropx + GET_DX_FROM_DIR(move_direction);
     nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
+#if 1
     Changed[dropx][dropy] = FALSE;             /* allow another change */
     CheckCollision[dropx][dropy] = 2;
+#else
+
+    if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
+    {
+#if 0
+      WasJustMoving[dropx][dropy] = 3;
+#else
+#if 1
+      InitMovingField(dropx, dropy, move_direction);
+      ContinueMoving(dropx, dropy);
+#endif
+#endif
+    }
+#if 0
+    /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
+    else
+    {
+      Changed[dropx][dropy] = FALSE;   /* allow another change */
+
+#if 1
+      TestIfElementHitsCustomElement(dropx, dropy, move_direction);
+#else
+      CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
+                              CE_HITTING_SOMETHING, move_direction);
+#endif
+    }
+#endif
+
+#endif
+
+#if 0
+    player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
   }
 
+#if 0
+  player->drop_delay = 8 + 8 + 8;
+#endif
+
+#if 1
   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+#endif
+
+#endif
+
   player->is_dropping = TRUE;
 
 #if USE_DROP_BUGFIX
@@ -10159,6 +12724,11 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
 {
   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
 
+#if 0
+  if (sample == SAMPLE_bug)
+    printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
+#endif
+
   switch (sample)
   {
     case SAMPLE_blank:
@@ -10417,13 +12987,19 @@ void RequestQuitGame(boolean ask_if_really_quit)
   }
   else
   {
+
+#if 1
     if (tape.playing && tape.deactivate_display)
       TapeDeactivateDisplayOff(TRUE);
+#endif
 
     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
 
+#if 1
     if (tape.playing && tape.deactivate_display)
       TapeDeactivateDisplayOn();
+#endif
+
   }
 }