rnd-20040928-1-src
[rocksndiamonds.git] / src / game.c
index 770f34bc1e5eaf84c754d87bc39243c49b3b183a..087c63e25c7bc2b2b5ccf2f4964a1c495c9f2425 100644 (file)
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_STUFF          TRUE                            * 1
+
+#define USE_NEW_MOVE_STYLE     TRUE    * USE_NEW_STUFF         * 1
+#define USE_NEW_MOVE_DELAY     TRUE    * USE_NEW_STUFF         * 1
+#define USE_NEW_PUSH_DELAY     TRUE    * USE_NEW_STUFF         * 1
+#define USE_NEW_BLOCK_STYLE    TRUE    * USE_NEW_STUFF         * 1 * 1
+#define USE_NEW_SP_SLIPPERY    TRUE    * USE_NEW_STUFF         * 1
+#define USE_NEW_RANDOMIZE      TRUE    * USE_NEW_STUFF         * 1
+
+#define USE_PUSH_BUGFIX                TRUE    * USE_NEW_STUFF         * 1
+
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define DF_DIG                 1
 #define DF_SNAP                        2
 
-/* for MoveFigure() */
+/* for MovePlayer() */
 #define MF_NO_ACTION           0
 #define MF_MOVING              1
 #define MF_ACTION              2
 
-/* for ScrollFigure() */
+/* for ScrollPlayer() */
 #define SCROLL_INIT            0
 #define SCROLL_GO_ON           1
 
 /* for Explode() */
 #define EX_PHASE_START         0
-#define EX_NO_EXPLOSION                0
-#define EX_NORMAL              1
-#define EX_CENTER              2
-#define EX_BORDER              3
+#define EX_TYPE_NONE           0
+#define EX_TYPE_NORMAL         (1 << 0)
+#define EX_TYPE_CENTER         (1 << 1)
+#define EX_TYPE_BORDER         (1 << 2)
+#define EX_TYPE_CROSS          (1 << 3)
+#define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
 /* special positions in the game control window (relative to control window) */
 #define XX_LEVEL               37
@@ -59,7 +73,8 @@
 #define YY_KEYS                        123
 #define XX_SCORE               15
 #define YY_SCORE               159
-#define XX_TIME                        29
+#define XX_TIME1               29
+#define XX_TIME2               30
 #define YY_TIME                        194
 
 /* special positions in the game control window (relative to main window) */
@@ -73,7 +88,8 @@
 #define DY_KEYS                        (DY + YY_KEYS)
 #define DX_SCORE               (DX + XX_SCORE)
 #define DY_SCORE               (DY + YY_SCORE)
-#define DX_TIME                        (DX + XX_TIME)
+#define DX_TIME1               (DX + XX_TIME1)
+#define DX_TIME2               (DX + XX_TIME2)
 #define DY_TIME                        (DY + YY_TIME)
 
 /* values for initial player move delay (initial delay counter value) */
 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
 #define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
 
+/* values for other actions */
+#define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
+
+#define GET_DX_FROM_DIR(d)     ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d)     ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
+
 #define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
 
 #define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
                                 RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
+                                RND(element_info[e].drop_delay_random))
 #define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                 RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                   (element_info[e].move_delay_random))
+
+#define GET_TARGET_ELEMENT(e, ch)                                      \
+       ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
+        (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
+
+#define GET_VALID_PLAYER_ELEMENT(e)                                    \
+       ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
+
+#define CAN_GROW_INTO(e)                                               \
+       ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(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 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition) ||                  \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (DONT_COLLIDE_WITH(e) &&        \
+                                        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 DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+                                                IS_FOOD_PENGUIN(Feld[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#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_IN_GROUP_EL(e, ge)  (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
+
+#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))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
+#define ACCESS_FROM(e, d)              (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d)         (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
 
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 
 /* forward declaration for internal use */
 
+static void AdvanceFrameAndPlayerCounters(int);
+
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
+int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
-static void KillHeroUnlessProtected(int, int);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
+static void KillHeroUnlessEnemyProtected(int, int);
+static void KillHeroUnlessExplosionProtected(int, int);
 
-static void ChangeElementDoIt(int, int, int);
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+static void TestIfElementHitsCustomElement(int, int, int);
+#if 0
+static void TestIfElementSmashesCustomElement(int, int, int);
+#endif
 
-static void PlaySoundLevel(int, int, int);
-static void PlaySoundLevelNearest(int, int, int);
-static void PlaySoundLevelAction(int, int, int);
-static void PlaySoundLevelElementAction(int, int, int, int);
-static void PlaySoundLevelActionIfLoop(int, int, int);
-static void StopSoundLevelActionIfLoop(int, int, int);
+static void ChangeElement(int, int, int);
+
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+#define CheckTriggeredElementChange(x, y, e, ev)                       \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
+                                      CH_SIDE_ANY, -1)
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
+       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
+                                      CH_SIDE_ANY, p)
+
+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, CH_PAGE_ANY)
+#define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
+       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)
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
@@ -151,15 +388,15 @@ static void RunTimegateWheel(int x, int y);
 
 struct ChangingElementInfo
 {
-  int base_element;
-  int next_element;
+  int element;
+  int target_element;
   int change_delay;
   void (*pre_change_function)(int x, int y);
   void (*change_function)(int x, int y);
   void (*post_change_function)(int x, int y);
 };
 
-static struct ChangingElementInfo changing_element_list[] =
+static struct ChangingElementInfo change_delay_list[] =
 {
   {
     EL_NUT_BREAKING,
@@ -185,6 +422,30 @@ static struct ChangingElementInfo changing_element_list[] =
     NULL,
     NULL
   },
+  {
+    EL_EXIT_CLOSING,
+    EL_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_OPENING,
+    EL_SP_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_CLOSING,
+    EL_SP_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
   {
     EL_SWITCHGATE_OPENING,
     EL_SWITCHGATE_OPEN,
@@ -301,20 +562,120 @@ static struct ChangingElementInfo changing_element_list[] =
   }
 };
 
-static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+struct
+{
+  int element;
+  int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+  { EL_SPRING,                 0, 0 },
+  { EL_BALLOON,                        0, 0 },
+
+  { EL_SOKOBAN_OBJECT,         2, 0 },
+  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
+  { EL_SATELLITE,              2, 0 },
+  { EL_SP_DISK_YELLOW,         2, 0 },
+
+  { EL_UNDEFINED,              0, 0 },
+};
+
+struct
+{
+  int element;
+  int move_stepsize;
+}
+move_stepsize_list[] =
+{
+  { EL_AMOEBA_DROP,            2 },
+  { EL_AMOEBA_DROPPING,                2 },
+  { EL_QUICKSAND_FILLING,      1 },
+  { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_MAGIC_WALL_FILLING,     2 },
+  { EL_BD_MAGIC_WALL_FILLING,  2 },
+  { EL_MAGIC_WALL_EMPTYING,    2 },
+  { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+  { EL_UNDEFINED,              0 },
+};
+
+struct
+{
+  int element;
+  int count;
+}
+collect_count_list[] =
+{
+  { EL_EMERALD,                        1 },
+  { EL_BD_DIAMOND,             1 },
+  { EL_EMERALD_YELLOW,         1 },
+  { EL_EMERALD_RED,            1 },
+  { EL_EMERALD_PURPLE,         1 },
+  { EL_DIAMOND,                        3 },
+  { EL_SP_INFOTRON,            1 },
+  { EL_PEARL,                  5 },
+  { EL_CRYSTAL,                        8 },
+
+  { EL_UNDEFINED,              0 },
+};
+
+struct
+{
+  int element;
+  int direction;
+}
+access_direction_list[] =
+{
+  { 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 },
+
+  { EL_SP_PORT_LEFT,                             MV_RIGHT                   },
+  { EL_SP_PORT_RIGHT,                  MV_LEFT                              },
+  { EL_SP_PORT_UP,                                                  MV_DOWN },
+  { EL_SP_PORT_DOWN,                                        MV_UP           },
+  { EL_SP_PORT_HORIZONTAL,             MV_LEFT | MV_RIGHT                   },
+  { EL_SP_PORT_VERTICAL,                                    MV_UP | MV_DOWN },
+  { EL_SP_PORT_ANY,                    MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_SP_GRAVITY_PORT_LEFT,                     MV_RIGHT                   },
+  { EL_SP_GRAVITY_PORT_RIGHT,          MV_LEFT                              },
+  { EL_SP_GRAVITY_PORT_UP,                                          MV_DOWN },
+  { EL_SP_GRAVITY_PORT_DOWN,                                MV_UP           },
+  { EL_SP_GRAVITY_ON_PORT_LEFT,                          MV_RIGHT                   },
+  { EL_SP_GRAVITY_ON_PORT_RIGHT,       MV_LEFT                              },
+  { EL_SP_GRAVITY_ON_PORT_UP,                                       MV_DOWN },
+  { EL_SP_GRAVITY_ON_PORT_DOWN,                                     MV_UP           },
+  { EL_SP_GRAVITY_OFF_PORT_LEFT,                 MV_RIGHT                   },
+  { EL_SP_GRAVITY_OFF_PORT_RIGHT,      MV_LEFT                              },
+  { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
+  { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
+
+  { EL_UNDEFINED,                      MV_NO_MOVING                         }
+};
+
 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
 
-#define IS_AUTO_CHANGING(e)  (changing_element[e].base_element != EL_UNDEFINED)
+#define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
+                                CH_EVENT_BIT(CE_DELAY))
 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
 #define IS_CHANGING(x, y)      (IS_AUTO_CHANGING(Feld[x][y]) || \
                                 IS_JUST_CHANGING(x, y))
-#define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
+
+#define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
 
 
 void GetPlayerConfig()
 {
   if (!audio.sound_available)
-    setup.sound = FALSE;
+    setup.sound_simple = FALSE;
 
   if (!audio.loops_available)
     setup.sound_loops = FALSE;
@@ -325,7 +686,7 @@ void GetPlayerConfig()
   if (!video.fullscreen_available)
     setup.fullscreen = FALSE;
 
-  setup.sound_simple = setup.sound;
+  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
 
   SetAudioMode(setup.sound);
   InitJoysticks();
@@ -382,6 +743,82 @@ static int getBeltDirFromBeltSwitchElement(int element)
   return belt_move_dir[belt_dir_nr];
 }
 
+static void InitPlayerField(int x, int y, int element, boolean init_game)
+{
+  if (element == EL_SP_MURPHY)
+  {
+    if (init_game)
+    {
+      if (stored_player[0].present)
+      {
+       Feld[x][y] = EL_SP_MURPHY_CLONE;
+
+       return;
+      }
+      else
+      {
+       stored_player[0].use_murphy_graphic = TRUE;
+      }
+
+      Feld[x][y] = EL_PLAYER_1;
+    }
+  }
+
+  if (init_game)
+  {
+    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+    int jx = player->jx, jy = player->jy;
+
+    player->present = TRUE;
+
+    player->block_last_field = (element == EL_SP_MURPHY ?
+                               level.sp_block_last_field :
+                               level.block_last_field);
+
+#if USE_NEW_BLOCK_STYLE
+#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
+
+#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)
+    {
+      player->active = TRUE;
+
+      /* remove potentially duplicate players */
+      if (StorePlayer[jx][jy] == Feld[x][y])
+       StorePlayer[jx][jy] = 0;
+
+      StorePlayer[x][y] = Feld[x][y];
+
+      if (options.debug)
+      {
+       printf("Player %d activated.\n", player->element_nr);
+       printf("[Local player is %d and currently %s.]\n",
+              local_player->element_nr,
+              local_player->active ? "active" : "not active");
+      }
+    }
+
+    Feld[x][y] = EL_EMPTY;
+
+    player->jx = player->last_jx = x;
+    player->jy = player->last_jy = y;
+  }
+}
+
 static void InitField(int x, int y, boolean init_game)
 {
   int element = Feld[x][y];
@@ -389,55 +826,23 @@ static void InitField(int x, int y, boolean init_game)
   switch (element)
   {
     case EL_SP_MURPHY:
-      if (init_game)
-      {
-       if (stored_player[0].present)
-       {
-         Feld[x][y] = EL_SP_MURPHY_CLONE;
-         break;
-       }
-       else
-       {
-         stored_player[0].use_murphy_graphic = TRUE;
-       }
-
-       Feld[x][y] = EL_PLAYER_1;
-      }
-      /* no break! */
     case EL_PLAYER_1:
     case EL_PLAYER_2:
     case EL_PLAYER_3:
     case EL_PLAYER_4:
-      if (init_game)
-      {
-       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
-       int jx = player->jx, jy = player->jy;
-
-       player->present = TRUE;
-
-       if (!options.network || player->connected)
-       {
-         player->active = TRUE;
-
-         /* remove potentially duplicate players */
-         if (StorePlayer[jx][jy] == Feld[x][y])
-           StorePlayer[jx][jy] = 0;
+      InitPlayerField(x, y, element, init_game);
+      break;
 
-         StorePlayer[x][y] = Feld[x][y];
+    case EL_SOKOBAN_FIELD_PLAYER:
+      element = Feld[x][y] = EL_PLAYER_1;
+      InitField(x, y, init_game);
 
-         if (options.debug)
-         {
-           printf("Player %d activated.\n", player->element_nr);
-           printf("[Local player is %d and currently %s.]\n",
-                  local_player->element_nr,
-                  local_player->active ? "active" : "not active");
-         }
-       }
+      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+      InitField(x, y, init_game);
+      break;
 
-       Feld[x][y] = EL_EMPTY;
-       player->jx = player->last_jx = x;
-       player->jy = player->last_jy = y;
-      }
+    case EL_SOKOBAN_FIELD_EMPTY:
+      local_player->sokobanfields_still_needed++;
       break;
 
     case EL_STONEBLOCK:
@@ -505,6 +910,11 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     case EL_DYNAMITE_ACTIVE:
+    case EL_SP_DISK_RED_ACTIVE:
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
       MovDelay[x][y] = 96;
       break;
 
@@ -512,23 +922,22 @@ static void InitField(int x, int y, boolean init_game)
       local_player->lights_still_needed++;
       break;
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      local_player->sokobanfields_still_needed++;
-      break;
-
     case EL_PENGUIN:
       local_player->friends_still_needed++;
       break;
 
     case EL_PIG:
     case EL_DRAGON:
-      MovDir[x][y] = 1 << RND(4);
+      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;
@@ -541,6 +950,7 @@ static void InitField(int x, int y, boolean init_game)
     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:
@@ -585,121 +995,526 @@ static void InitField(int x, int y, boolean init_game)
     default:
       if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
        InitMovDir(x, y);
+      else if (IS_GROUP_ELEMENT(element))
+      {
+       struct ElementGroupInfo *group = element_info[element].group;
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int element_pos;
+
+       if (group->choice_mode == ANIM_RANDOM)
+         gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+                                       group->choice_mode, 0,
+                                       group->choice_pos);
+
+       if (group->choice_mode == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+
+       group->choice_pos++;
+
+       Feld[x][y] = group->element_resolved[element_pos];
+
+       InitField(x, y, init_game);
+      }
       break;
   }
 }
 
-void DrawGameDoorValues()
+static inline void InitField_WithBug1(int x, int y, boolean init_game)
 {
-  int i, j;
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+  int old_element = Feld[x][y];
 
-  for (i=0; i<MAX_PLAYERS; i++)
-    for (j=0; j<4; j++)
-      if (stored_player[i].key[j])
-       DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
-                          el2edimg(EL_KEY_1 + j));
+  InitField(x, y, init_game);
 
-  DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
-  DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->dynamite, 3), FONT_TEXT_2);
-  DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FONT_TEXT_2);
-  DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FONT_TEXT_2);
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(old_element) &&
+      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+    InitMovDir(x, y);
+
+  /* this case is in fact a combination of not less than three bugs:
+     first, it calls InitMovDir() for elements that can move, although this is
+     already done by InitField(); then, it checks the element that was at this
+     field _before_ the call to InitField() (which can change it); lastly, it
+     was not called for "mole with direction" elements, which were treated as
+     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+  */
 }
 
+inline void DrawGameValue_Emeralds(int value)
+{
+  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+}
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+inline void DrawGameValue_Dynamite(int value)
+{
+  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+}
 
-static void InitGameEngine()
+inline void DrawGameValue_Keys(struct PlayerInfo *player)
 {
   int i;
 
-  /* set game engine from tape file when re-playing, else from level file */
-  game.engine_version = (tape.playing ? tape.engine_version :
-                        level.game_version);
+  for (i = 0; i < MAX_KEYS; i++)
+    if (player->key[i])
+      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
+                        el2edimg(EL_KEY_1 + i));
+}
 
-  /* dynamically adjust element properties according to game engine version */
-  InitElementPropertiesEngine(game.engine_version);
+inline void DrawGameValue_Score(int value)
+{
+  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+}
 
-#if 0
-    printf("level %d: level version == %06d\n", level_nr, level.game_version);
-    printf("          tape version == %06d [%s] [file: %06d]\n",
-          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
-          tape.file_version);
-    printf("       => game.engine_version == %06d\n", game.engine_version);
-#endif
+inline void DrawGameValue_Time(int value)
+{
+  if (value < 1000)
+    DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+  else
+    DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+}
 
-  /* dynamically adjust player properties according to game engine version */
-  game.initial_move_delay =
-    (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
-     INITIAL_MOVE_DELAY_OFF);
+inline void DrawGameValue_Level(int value)
+{
+  if (level_nr < 100)
+    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
+  else
+  {
+    /* misuse area for displaying emeralds to draw bigger level number */
+    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
+               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
 
-  /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+    /* now copy it to the area for displaying level number */
+    BlitBitmap(drawto, drawto,
+              DX_EMERALDS, DY_EMERALDS + 1,
+              getFontWidth(FONT_LEVEL_NUMBER) * 3,
+              getFontHeight(FONT_LEVEL_NUMBER) - 1,
+              DX_LEVEL - 1, DY_LEVEL + 1);
 
-  /* initialize changing elements information */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
-  {
-    changing_element[i].base_element = EL_UNDEFINED;
-    changing_element[i].next_element = EL_UNDEFINED;
-    changing_element[i].change_delay = -1;
-    changing_element[i].pre_change_function = NULL;
-    changing_element[i].change_function = NULL;
-    changing_element[i].post_change_function = NULL;
+    /* restore the area for displaying emeralds */
+    DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+    /* yes, this is all really ugly :-) */
   }
+}
 
-  /* add changing elements from pre-defined list */
-  i = 0;
-  while (changing_element_list[i].base_element != EL_UNDEFINED)
-  {
-    struct ChangingElementInfo *ce = &changing_element_list[i];
-    int element = ce->base_element;
+void DrawGameDoorValues()
+{
+  int i;
 
-    changing_element[element].base_element         = ce->base_element;
-    changing_element[element].next_element         = ce->next_element;
-    changing_element[element].change_delay         = ce->change_delay;
-    changing_element[element].pre_change_function  = ce->pre_change_function;
-    changing_element[element].change_function      = ce->change_function;
-    changing_element[element].post_change_function = ce->post_change_function;
+  DrawGameValue_Level(level_nr);
 
-    i++;
-  }
+  for (i = 0; i < MAX_PLAYERS; i++)
+    DrawGameValue_Keys(&stored_player[i]);
+
+  DrawGameValue_Emeralds(local_player->gems_still_needed);
+  DrawGameValue_Dynamite(local_player->inventory_size);
+  DrawGameValue_Score(local_player->score);
+  DrawGameValue_Time(TimeLeft);
+}
 
-  /* add changing elements from custom element configuration */
-  for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+void DrawGameDoorValues_EM(int emeralds, int dynamite, int score, int time)
+{
+  DrawGameValue_Emeralds(emeralds);
+  DrawGameValue_Dynamite(dynamite);
+  DrawGameValue_Score(score);
+  DrawGameValue_Time(time);
+}
+
+static void resolve_group_element(int group_element, int recursion_depth)
+{
+  static int group_nr;
+  static struct ElementGroupInfo *group;
+  struct ElementGroupInfo *actual_group = element_info[group_element].group;
+  int i;
+
+  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
   {
-    int element = EL_CUSTOM_START + i;
-    struct ElementChangeInfo *change = &element_info[element].change;
+    Error(ERR_WARN, "recursion too deep when resolving group element %d",
+         group_element - EL_GROUP_START + 1);
 
-    /* only add custom elements that change after fixed/random frame delay */
-    if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
-      continue;
+    /* replace element which caused too deep recursion by question mark */
+    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
 
-    changing_element[element].base_element = element;
-    changing_element[element].next_element = change->successor;
-    changing_element[element].change_delay = (change->delay_fixed *
-                                             change->delay_frames);
+    return;
   }
 
-  /* initialize trigger events information */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
-    trigger_events[i] = EP_BITMASK_DEFAULT;
+  if (recursion_depth == 0)                    /* initialization */
+  {
+    group = element_info[group_element].group;
+    group_nr = group_element - EL_GROUP_START;
 
-  /* add trigger events from element change event properties */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
-    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
-      trigger_events[element_info[i].change.trigger] |=
-       element_info[i].change.events;
-}
+    group->num_elements_resolved = 0;
+    group->choice_pos = 0;
+  }
+
+  for (i = 0; i < actual_group->num_elements; i++)
+  {
+    int element = actual_group->element[i];
+
+    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
+      break;
+
+    if (IS_GROUP_ELEMENT(element))
+      resolve_group_element(element, recursion_depth + 1);
+    else
+    {
+      group->element_resolved[group->num_elements_resolved++] = element;
+      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
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i, j, k;
+
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+  /* ---------------------------------------------------------------------- */
+  /* set flags for bugs and changes according to active game engine version */
+  /* ---------------------------------------------------------------------- */
+
+  /*
+    Type of bug/change:
+    Before 3.1.0, custom elements that "change when pushing" changed directly
+    after the player started pushing them (until then handled in "DigField()").
+    Since 3.1.0, these custom elements are not changed until the "pushing"
+    move of the element is finished (now handled in "ContinueMoving()").
+
+    Affected levels/tapes:
+    The first condition is generally needed for all levels/tapes before version
+    3.1.0, which might use the old behaviour before it was changed; known tapes
+    that are affected are some tapes from the level set "Walpurgis Gardens" by
+    Jamie Cullen.
+    The second condition is an exception from the above case and is needed for
+    the special case of tapes recorded with game (not engine!) version 3.1.0 or
+    above (including some development versions of 3.1.0), but before it was
+    known that this change would break tapes like the above and was fixed in
+    3.1.1, so that the changed behaviour was active although the engine version
+    while recording maybe was before 3.1.0. There is at least one tape that is
+    affected by this exception, which is the tape for the one-level set "Bug
+    Machine" by Juergen Bonhagen.
+  */
+
+  game.use_bug_change_when_pushing =
+    (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+     !(tape.playing &&
+       tape.game_version >= VERSION_IDENT(3,1,0,0) &&
+       tape.game_version <  VERSION_IDENT(3,1,1,0)));
+
+  /* ---------------------------------------------------------------------- */
+
+  /* dynamically adjust element properties according to game engine version */
+  InitElementPropertiesEngine(game.engine_version);
+
+#if 0
+  printf("level %d: level version == %06d\n", level_nr, level.game_version);
+  printf("          tape version == %06d [%s] [file: %06d]\n",
+        tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+        tape.file_version);
+  printf("       => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+  /* ---------- recursively resolve group elements ------------------------- */
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
+      element_info[i].in_group[j] = FALSE;
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    resolve_group_element(EL_GROUP_START + i, 0);
+
+  /* ---------- initialize player's initial move delay --------------------- */
+
+#if USE_NEW_MOVE_DELAY
+  /* dynamically adjust player properties according to level information */
+  game.initial_move_delay_value =
+    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+                            game.initial_move_delay_value : 0);
+#else
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_move_delay =
+    (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
+     INITIAL_MOVE_DELAY_OFF);
+
+  /* dynamically adjust player properties according to level information */
+  game.initial_move_delay_value =
+    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+#endif
+
+  /* ---------- initialize player's initial push delay --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_push_delay_value =
+    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
+  /* ---------- initialize changing elements ------------------------------- */
+
+  /* initialize changing elements information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    /* this pointer might have been changed in the level editor */
+    ei->change = &ei->change_page[0];
+
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      ei->change->target_element = EL_EMPTY_SPACE;
+      ei->change->delay_fixed = 0;
+      ei->change->delay_random = 0;
+      ei->change->delay_frames = 1;
+    }
+
+    ei->change_events = CE_BITMASK_DEFAULT;
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+    {
+      ei->event_page_nr[j] = 0;
+      ei->event_page[j] = &ei->change_page[0];
+    }
+  }
+
+  /* add changing elements from pre-defined list */
+  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+    struct ElementInfo *ei = &element_info[ch_delay->element];
+
+    ei->change->target_element       = ch_delay->target_element;
+    ei->change->delay_fixed          = ch_delay->change_delay;
+
+    ei->change->pre_change_function  = ch_delay->pre_change_function;
+    ei->change->change_function      = ch_delay->change_function;
+    ei->change->post_change_function = ch_delay->post_change_function;
+
+    ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+
+#if 1
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+#endif
+  }
+
+#if 1
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change)
+       continue;
+
+      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+      {
+       /* only add event page for the first page found with this event */
+       if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
+           !(ei->change_events & CH_EVENT_BIT(k)))
+       {
+         ei->change_events |= CH_EVENT_BIT(k);
+         ei->event_page_nr[k] = j;
+         ei->event_page[k] = &ei->change_page[j];
+       }
+      }
+    }
+  }
+
+#else
+
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    /* only add custom elements that change after fixed/random frame delay */
+    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+      element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
+  }
+#endif
+
+  /* ---------- initialize run-time trigger player and element ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].actual_trigger_element = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+    }
+  }
+
+  /* ---------- initialize trigger events ---------------------------------- */
+
+  /* initialize trigger events information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    trigger_events[i] = EP_BITMASK_DEFAULT;
+
+#if 1
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change)
+       continue;
+
+      if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+      {
+       int trigger_element = ei->change_page[j].trigger_element;
+
+       if (IS_GROUP_ELEMENT(trigger_element))
+       {
+         struct ElementGroupInfo *group = element_info[trigger_element].group;
+
+         for (k = 0; k < group->num_elements_resolved; k++)
+           trigger_events[group->element_resolved[k]]
+             |= ei->change_page[j].events;
+       }
+       else
+         trigger_events[trigger_element] |= ei->change_page[j].events;
+      }
+    }
+  }
+#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))
+      trigger_events[element_info[i].change->trigger_element] |=
+       element_info[i].change->events;
+#endif
+
+  /* ---------- initialize push delay -------------------------------------- */
+
+  /* initialize push delay values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
+      element_info[i].push_delay_random = game.default_push_delay_random;
+    }
+  }
+
+  /* set push delay value for certain elements from pre-defined list */
+  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = push_delay_list[i].element;
+
+    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
+    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+  }
+
+  /* set push delay value for Supaplex elements for newer engine versions */
+  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+  {
+    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    {
+      if (IS_SP_ELEMENT(i))
+      {
+#if USE_NEW_MOVE_STYLE
+       /* set SP push delay to just enough to push under a falling zonk */
+       int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
+
+       element_info[i].push_delay_fixed  = delay;
+       element_info[i].push_delay_random = 0;
+#else
+       element_info[i].push_delay_fixed  = 6;  /* just enough to escape ... */
+       element_info[i].push_delay_random = 0;  /* ... from falling zonk     */
+#endif
+      }
+    }
+  }
+
+  /* ---------- initialize move stepsize ----------------------------------- */
+
+  /* initialize move stepsize values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+  /* set move stepsize value for certain elements from pre-defined list */
+  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = move_stepsize_list[i].element;
+
+    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 */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_count = 0;
+
+  /* add gem count values for all elements from pre-defined list */
+  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
+    element_info[collect_count_list[i].element].collect_count =
+      collect_count_list[i].count;
+
+  /* ---------- initialize access direction -------------------------------- */
+
+  /* initialize access direction values to default (access from every side) */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+  /* set access direction value for certain elements from pre-defined list */
+  for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+    element_info[access_direction_list[i].element].access_direction =
+      access_direction_list[i].direction;
+}
 
 
 /*
@@ -715,7 +1530,7 @@ void InitGame()
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
-  int i, j, x, y;
+  int i, j, k, x, y;
 
   InitGameEngine();
 
@@ -732,11 +1547,12 @@ void InitGame()
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
+    player->index_bit = (1 << i);
     player->element_nr = EL_PLAYER_1 + i;
 
     player->present = FALSE;
@@ -752,10 +1568,9 @@ void InitGame()
     player->lights_still_needed = 0;
     player->friends_still_needed = 0;
 
-    for (j=0; j<4; j++)
+    for (j = 0; j < MAX_KEYS; j++)
       player->key[j] = FALSE;
 
-    player->dynamite = 0;
     player->dynabomb_count = 0;
     player->dynabomb_size = 1;
     player->dynabombs_left = 0;
@@ -763,8 +1578,6 @@ void InitGame()
 
     player->MovDir = MV_NO_MOVING;
     player->MovPos = 0;
-    player->Pushing = FALSE;
-    player->Switching = FALSE;
     player->GfxPos = 0;
     player->GfxDir = MV_NO_MOVING;
     player->GfxAction = ACTION_DEFAULT;
@@ -772,25 +1585,94 @@ void InitGame()
     player->StepFrame = 0;
 
     player->use_murphy_graphic = FALSE;
-    player->use_disk_red_graphic = FALSE;
+
+    player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
+    player->block_delay = -1;          /* initialized in InitPlayerField() */
+
+    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
 
     player->actual_frame_counter = 0;
 
+    player->step_counter = 0;
+
     player->last_move_dir = MV_NO_MOVING;
-    player->is_moving = FALSE;
 
-    player->is_moving = FALSE;
     player->is_waiting = FALSE;
+    player->is_moving = FALSE;
+    player->is_auto_moving = FALSE;
     player->is_digging = FALSE;
+    player->is_snapping = FALSE;
     player->is_collecting = FALSE;
+    player->is_pushing = FALSE;
+    player->is_switching = FALSE;
+    player->is_dropping = FALSE;
+
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->action_waiting = ACTION_DEFAULT;
+    player->last_action_waiting = ACTION_DEFAULT;
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+
+    player->num_special_action_bored = 0;
+    player->num_special_action_sleeping = 0;
+
+    /* determine number of special actions for bored and sleeping animation */
+    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
+    {
+      boolean found = FALSE;
+
+      for (k = 0; k < NUM_DIRECTIONS; k++)
+       if (el_act_dir2img(player->element_nr, j, k) !=
+           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+         found = TRUE;
+
+      if (found)
+       player->num_special_action_bored++;
+      else
+       break;
+    }
+    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
+    {
+      boolean found = FALSE;
+
+      for (k = 0; k < NUM_DIRECTIONS; k++)
+       if (el_act_dir2img(player->element_nr, j, k) !=
+           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+         found = TRUE;
+
+      if (found)
+       player->num_special_action_sleeping++;
+      else
+       break;
+    }
+
+    player->switch_x = -1;
+    player->switch_y = -1;
+
+    player->show_envelope = 0;
 
     player->move_delay       = game.initial_move_delay;
     player->move_delay_value = game.initial_move_delay_value;
 
-    player->push_delay = 0;
-    player->push_delay_value = 5;
+    player->move_delay_reset_counter = 0;
+
+#if USE_NEW_PUSH_DELAY
+    player->push_delay       = -1;     /* initialized when pushing starts */
+    player->push_delay_value = game.initial_push_delay_value;
+#else
+    player->push_delay       = 0;
+    player->push_delay_value = game.initial_push_delay_value;
+#endif
 
-    player->snapped = FALSE;
+    player->drop_delay = 0;
 
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
@@ -798,7 +1680,10 @@ void InitGame()
     player->shield_normal_time_left = 0;
     player->shield_deadly_time_left = 0;
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    player->inventory_infinite_element = EL_UNDEFINED;
+    player->inventory_size = 0;
+
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
     player->LevelSolved = FALSE;
@@ -807,7 +1692,7 @@ void InitGame()
 
   network_player_action_received = FALSE;
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
     SendToServer_MovePlayer(MV_NO_MOVING);
@@ -819,6 +1704,7 @@ void InitGame()
   TimeFrames = 0;
   TimePlayed = 0;
   TimeLeft = level.time;
+  TapeTime = 0;
 
   ScreenMovDir = MV_NO_MOVING;
   ScreenMovPos = 0;
@@ -835,41 +1721,57 @@ void InitGame()
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
   game.balloon_dir = MV_NO_MOVING;
+  game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
-  for (i=0; i<4; i++)
+  game.envelope_active = FALSE;
+
+  for (i = 0; i < NUM_BELTS; i++)
   {
     game.belt_dir[i] = MV_NO_MOVING;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
   }
 
-  for (i=0; i<MAX_NUM_AMOEBA; i++)
+  for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x=0; x<lev_fieldx; x++)
+  for (x = 0; x < lev_fieldx; x++)
   {
-    for (y=0; y<lev_fieldy; y++)
+    for (y = 0; y < lev_fieldy; y++)
     {
-      Feld[x][y] = Ur[x][y];
+      Feld[x][y] = level.field[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
       ChangeDelay[x][y] = 0;
+      ChangePage[x][y] = -1;
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      JustStopped[x][y] = 0;
+      WasJustMoving[x][y] = 0;
+      WasJustFalling[x][y] = 0;
+      CheckCollision[x][y] = 0;
       Stop[x][y] = FALSE;
+      Pushed[x][y] = FALSE;
+
+      Changed[x][y] = CE_BITMASK_DEFAULT;
+      ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
       ExplodePhase[x][y] = 0;
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeDelay[x][y] = 0;
+      ExplodeField[x][y] = EX_TYPE_NONE;
+
+      RunnerVisit[x][y] = 0;
+      PlayerVisit[x][y] = 0;
 
       GfxFrame[x][y] = 0;
-      GfxAction[x][y] = ACTION_DEFAULT;
       GfxRandom[x][y] = INIT_GFX_RANDOM();
       GfxElement[x][y] = EL_UNDEFINED;
+      GfxAction[x][y] = ACTION_DEFAULT;
+      GfxDir[x][y] = MV_NO_MOVING;
     }
   }
 
-  for(y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for(x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
        emulate_bd = FALSE;
@@ -888,19 +1790,52 @@ void InitGame()
                    emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
+  /* initialize explosion and ignition delay */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      int num_phase = 8;
+      int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+                   game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+                  game.emulation == EMU_SUPAPLEX ? 3 : 2);
+      int last_phase = (num_phase + 1) * delay;
+      int half_phase = (num_phase / 2) * delay;
+
+      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
+    if (element_info[i].explosion_delay < 1)   /* !!! check again !!! */
+      element_info[i].explosion_delay = 1;
+
+    if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
+      element_info[i].ignition_delay = 1;
+#endif
+  }
+
   /* correct non-moving belts to start moving left */
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_BELTS; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
   /* check if any connected player was not found in playfield */
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     if (player->connected && !player->present)
     {
-      for (j=0; j<MAX_PLAYERS; j++)
+      for (j = 0; j < MAX_PLAYERS; j++)
       {
        struct PlayerInfo *some_player = &stored_player[j];
        int jx = some_player->jx, jy = some_player->jy;
@@ -910,7 +1845,18 @@ void InitGame()
        {
          player->present = TRUE;
          player->active = TRUE;
+
          some_player->present = FALSE;
+         some_player->active = FALSE;
+
+#if 0
+         player->element_nr = some_player->element_nr;
+#endif
+
+#if USE_NEW_BLOCK_STYLE
+         player->block_last_field = some_player->block_last_field;
+         player->block_delay = some_player->block_delay;
+#endif
 
          StorePlayer[jx][jy] = player->element_nr;
          player->jx = player->last_jx = jx;
@@ -924,9 +1870,9 @@ void InitGame()
 
   if (tape.playing)
   {
-    /* when playing a tape, eliminate all players who do not participate */
+    /* when playing a tape, eliminate all players which do not participate */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active && !tape.player_participates[i])
       {
@@ -943,11 +1889,11 @@ void InitGame()
   {
     /* when in single player mode, eliminate all but the first active player */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active)
       {
-       for (j=i+1; j<MAX_PLAYERS; j++)
+       for (j = i + 1; j < MAX_PLAYERS; j++)
        {
          if (stored_player[j].active)
          {
@@ -955,6 +1901,8 @@ void InitGame()
            int jx = player->jx, jy = player->jy;
 
            player->active = FALSE;
+           player->present = FALSE;
+
            StorePlayer[jx][jy] = 0;
            Feld[jx][jy] = EL_EMPTY;
          }
@@ -966,14 +1914,14 @@ void InitGame()
   /* when recording the game, store which players take part in the game */
   if (tape.recording)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       if (stored_player[i].active)
        tape.player_participates[i] = TRUE;
   }
 
   if (options.debug)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
@@ -1008,48 +1956,135 @@ void InitGame()
   if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
 
-  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);
+  /* if local player not found, look for custom element that might create
+     the player (make some assumptions about the right custom element) */
+  if (!local_player->present)
+  {
+    int start_x = 0, start_y = 0;
+    int found_rating = 0;
+    int found_element = EL_UNDEFINED;
 
-  CloseDoor(DOOR_CLOSE_1);
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+      int content;
+      int xx, yy;
+      boolean is_player;
 
-  DrawLevel();
-  DrawAllPlayers();
+      if (!IS_CUSTOM_ELEMENT(element))
+       continue;
 
-  /* after drawing the level, correct some elements */
-  if (game.timegate_time_left == 0)
-    CloseAllOpenTimegates();
+      if (CAN_CHANGE(element))
+      {
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         content = element_info[element].change_page[i].target_element;
+         is_player = ELEM_IS_PLAYER(content);
 
-  if (setup.soft_scrolling)
-    BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+         if (is_player && (found_rating < 3 || element < found_element))
+         {
+           start_x = x;
+           start_y = y;
 
-  redraw_mask |= REDRAW_FROM_BACKBUFFER;
-  FadeToFront();
+           found_rating = 3;
+           found_element = element;
+         }
+       }
+      }
 
-  /* 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);
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      {
+       content = element_info[element].content[xx][yy];
+       is_player = ELEM_IS_PLAYER(content);
 
-  if (level_nr < 100)
-    DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
-  else
-  {
-    DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
-    BlitBitmap(drawto, drawto,
-              DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
-              getFontWidth(FONT_LEVEL_NUMBER) * 3,
-              getFontHeight(FONT_LEVEL_NUMBER) - 1,
-              DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
-  }
+       if (is_player && (found_rating < 2 || element < found_element))
+       {
+         start_x = x + xx - 1;
+         start_y = y + yy - 1;
+
+         found_rating = 2;
+         found_element = element;
+       }
+
+       if (!CAN_CHANGE(element))
+         continue;
+
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         content= element_info[element].change_page[i].target_content[xx][yy];
+         is_player = ELEM_IS_PLAYER(content);
+
+         if (is_player && (found_rating < 1 || element < found_element))
+         {
+           start_x = x + xx - 1;
+           start_y = y + yy - 1;
+
+           found_rating = 1;
+           found_element = element;
+         }
+       }
+      }
+    }
+
+    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
+               start_x > SBX_Right + MIDPOSX ? SBX_Right :
+               start_x - MIDPOSX);
+
+    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+               start_y - MIDPOSY);
+  }
+  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);
+
+    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
+  }
+
+  CloseDoor(DOOR_CLOSE_1);
+
+  /* !!! FIX THIS (START) !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    InitGameEngine_EM();
+  }
+  else
+  {
+    DrawLevel();
+    DrawAllPlayers();
+
+    /* after drawing the level, correct some elements */
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
+
+    if (setup.soft_scrolling)
+      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+
+    redraw_mask |= REDRAW_FROM_BACKBUFFER;
+    FadeToFront();
+  }
+  /* !!! FIX THIS (END) !!! */
+
+  /* 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();
 
@@ -1068,17 +2103,31 @@ void InitGame()
   OpenDoor(DOOR_OPEN_ALL);
 
   PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+
   if (setup.sound_music)
-    PlayMusic(level_nr);
+    PlayLevelMusic();
 
   KeyboardAutoRepeatOffUnlessAutoplay();
 
   if (options.debug)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       printf("Player %d %sactive.\n",
             i + 1, (stored_player[i].active ? "" : "not "));
   }
+
+#if 0
+  printf("::: starting game [%d]\n", FrameCounter);
+#endif
+}
+
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+{
+  /* this is used for non-R'n'D game engines to update certain engine values */
+
+  /* needed to determine if sounds are played within the visible screen area */
+  scroll_x = actual_scroll_x;
+  scroll_y = actual_scroll_y;
 }
 
 void InitMovDir(int x, int y)
@@ -1159,27 +2208,52 @@ void InitMovDir(int x, int y)
     default:
       if (IS_CUSTOM_ELEMENT(element))
       {
-       if (element_info[element].move_direction_initial != MV_NO_MOVING)
-         MovDir[x][y] = element_info[element].move_direction_initial;
-       else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+       struct ElementInfo *ei = &element_info[element];
+       int move_direction_initial = ei->move_direction_initial;
+       int move_pattern = ei->move_pattern;
+
+       if (move_direction_initial == MV_START_PREVIOUS)
+       {
+         if (MovDir[x][y] != MV_NO_MOVING)
+           return;
+
+         move_direction_initial = MV_START_AUTOMATIC;
+       }
+
+       if (move_direction_initial == MV_START_RANDOM)
+         MovDir[x][y] = 1 << RND(4);
+       else if (move_direction_initial & MV_ANY_DIRECTION)
+         MovDir[x][y] = move_direction_initial;
+       else if (move_pattern == MV_ALL_DIRECTIONS ||
+                move_pattern == MV_TURNING_LEFT ||
+                move_pattern == MV_TURNING_RIGHT ||
+                move_pattern == MV_TURNING_LEFT_RIGHT ||
+                move_pattern == MV_TURNING_RIGHT_LEFT ||
+                move_pattern == MV_TURNING_RANDOM)
          MovDir[x][y] = 1 << RND(4);
-       else if (element_info[element].move_pattern == MV_HORIZONTAL)
+       else if (move_pattern == MV_HORIZONTAL)
          MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-       else if (element_info[element].move_pattern == MV_VERTICAL)
+       else if (move_pattern == MV_VERTICAL)
          MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
-       else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+       else if (move_pattern & MV_ANY_DIRECTION)
          MovDir[x][y] = element_info[element].move_pattern;
-       else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
-                element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+       else if (move_pattern == MV_ALONG_LEFT_SIDE ||
+                move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-         for (i=0; i<4; i++)
+#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++)
          {
            int x1 = x + xy[i][0];
            int y1 = y + xy[i][1];
 
            if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
            {
-             if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+             if (move_pattern == MV_ALONG_RIGHT_SIDE)
                MovDir[x][y] = direction[0][i];
              else
                MovDir[x][y] = direction[1][i];
@@ -1199,7 +2273,7 @@ void InitMovDir(int x, int y)
            element != EL_BD_FIREFLY)
          break;
 
-       for (i=0; i<4; i++)
+       for (i = 0; i < NUM_DIRECTIONS; i++)
        {
          int x1 = x + xy[i][0];
          int y1 = y + xy[i][1];
@@ -1222,6 +2296,8 @@ void InitMovDir(int x, int y)
       }
       break;
   }
+
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitAmoebaNr(int x, int y)
@@ -1231,7 +2307,7 @@ void InitAmoebaNr(int x, int y)
 
   if (group_nr == 0)
   {
-    for (i=1; i<MAX_NUM_AMOEBA; i++)
+    for (i = 1; i < MAX_NUM_AMOEBA; i++)
     {
       if (AmoebaCnt[i] == 0)
       {
@@ -1254,8 +2330,13 @@ 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;
 
@@ -1277,7 +2358,9 @@ void GameWon()
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+      DrawGameValue_Time(TimeLeft);
+
       BackToFront();
 
       if (!tape.playing)
@@ -1303,7 +2386,9 @@ void GameWon()
        TimePlayed += 10;
       else
        TimePlayed++;
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+      DrawGameValue_Time(TimePlayed);
+
       BackToFront();
 
       if (!tape.playing)
@@ -1314,6 +2399,18 @@ void GameWon()
       StopSound(SND_GAME_LEVELTIME_BONUS);
   }
 
+  /* close exit door after last player */
+  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
+  {
+    int element = Feld[ExitX][ExitY];
+
+    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+                         EL_SP_EXIT_CLOSING);
+
+    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+  }
+
   /* Hero disappears */
   DrawLevelField(ExitX, ExitY);
   BackToFront();
@@ -1375,7 +2472,7 @@ int NewHiScore()
       local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
     return -1;
 
-  for (k=0; k<MAX_SCORE_ENTRIES; k++) 
+  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
   {
     if (local_player->score > highscore[k].Score)
     {
@@ -1386,14 +2483,14 @@ int NewHiScore()
        int m = MAX_SCORE_ENTRIES - 1;
 
 #ifdef ONE_PER_NAME
-       for (l=k; l<MAX_SCORE_ENTRIES; l++)
+       for (l = k; l < MAX_SCORE_ENTRIES; l++)
          if (!strcmp(setup.player_name, highscore[l].Name))
            m = l;
        if (m == k)     /* player's new highscore overwrites his old one */
          goto put_into_list;
 #endif
 
-       for (l=m; l>k; l--)
+       for (l = m; l > k; l--)
        {
          strcpy(highscore[l].Name, highscore[l - 1].Name);
          highscore[l].Score = highscore[l - 1].Score;
@@ -1449,18 +2546,22 @@ static void ResetGfxAnimation(int x, int y)
 {
   GfxFrame[x][y] = 0;
   GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitMovingField(int x, int y, int direction)
 {
   int element = Feld[x][y];
-  int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  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;
+  int newy = y + dy;
 
-  if (!JustStopped[x][y] || direction != MovDir[x][y])
+  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
     ResetGfxAnimation(x, y);
 
   MovDir[newx][newy] = MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
 
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
@@ -1471,8 +2572,9 @@ void InitMovingField(int x, int y, int direction)
     GfxAction[x][y] = ACTION_MOVING;
 
   GfxFrame[newx][newy] = GfxFrame[x][y];
-  GfxAction[newx][newy] = GfxAction[x][y];
   GfxRandom[newx][newy] = GfxRandom[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];
+  GfxDir[newx][newy] = GfxDir[x][y];
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1544,49 +2646,78 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 static void RemoveField(int x, int y)
 {
   Feld[x][y] = EL_EMPTY;
-  GfxElement[x][y] = EL_UNDEFINED;
+
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+
+  AmoebaNr[x][y] = 0;
   ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Pushed[x][y] = FALSE;
+
+#if 0
+  ExplodeField[x][y] = EX_TYPE_NONE;
+#endif
+
+  GfxElement[x][y] = EL_UNDEFINED;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NO_MOVING;
 }
 
 void RemoveMovingField(int x, int y)
 {
   int oldx = x, oldy = y, newx = x, newy = y;
+  int element = Feld[x][y];
+  int next_element = EL_UNDEFINED;
 
-  if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+  if (element != EL_BLOCKED && !IS_MOVING(x, y))
     return;
 
   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
+        already occupied by something different (example: acid pool);
+        in this case, only remove the moving field, but not the target */
+
+      RemoveField(oldx, oldy);
+
+      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+      DrawLevelField(oldx, oldy);
+
       return;
+    }
+#endif
   }
-  else if (Feld[x][y] == EL_BLOCKED)
+  else if (element == EL_BLOCKED)
   {
     Blocked2Moving(x, y, &oldx, &oldy);
     if (!IS_MOVING(oldx, oldy))
       return;
   }
 
-  if (Feld[x][y] == EL_BLOCKED &&
+  if (element == EL_BLOCKED &&
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
-    Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
-  else
-    Feld[oldx][oldy] = EL_EMPTY;
+    next_element = get_next_element(Feld[oldx][oldy]);
+
+  RemoveField(oldx, oldy);
+  RemoveField(newx, newy);
 
   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-  Feld[newx][newy] = EL_EMPTY;
-  MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
-  MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
-  ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
-  GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
+  if (next_element != EL_UNDEFINED)
+    Feld[oldx][oldy] = next_element;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1635,14 +2766,14 @@ void CheckDynamite(int x, int y)
     if (MovDelay[x][y] != 0)
     {
       DrawDynamite(x, y);
-      PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
       return;
     }
   }
 
 #if 1
-  StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 #else
   if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
       Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
@@ -1654,4331 +2785,7936 @@ void CheckDynamite(int x, int y)
   Bang(x, y);
 }
 
-void Explode(int ex, int ey, int phase, int mode)
+void DrawRelocatePlayer(struct PlayerInfo *player)
 {
-  int x, y;
-  int num_phase = 9;
-  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-  int last_phase = num_phase * delay;
-  int half_phase = (num_phase / 2) * delay;
-  int first_phase_after_start = EX_PHASE_START + 1;
-
-  if (game.explosions_delayed)
-  {
-    ExplodeField[ex][ey] = mode;
-    return;
-  }
+  boolean ffwd_delay = (tape.playing && tape.fast_forward);
+  boolean no_delay = (tape.warp_forward);
+  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int jx = player->jx;
+  int jy = player->jy;
 
-  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
+  if (level.instant_relocation)
   {
-    int center_element = Feld[ex][ey];
+#if 1
+    int offset = (setup.scroll_delay ? 3 : 0);
 
-    /* remove things displayed in background while burning dynamite */
-    if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
-      Back[ex][ey] = 0;
+    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+    {
+      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                 local_player->jx - MIDPOSX);
 
-    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                 local_player->jy - MIDPOSY);
+    }
+    else
     {
-      /* put moving element to center field (and let it explode there) */
-      center_element = MovingOrBlocked2Element(ex, ey);
-      RemoveMovingField(ex, ey);
-      Feld[ex][ey] = center_element;
+      if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
+         (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+       scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+      if ((player->MovDir == MV_UP  && scroll_y > jy - MIDPOSY + offset) ||
+         (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+       scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
     }
+#else
+    scroll_x += (local_player->jx - old_jx);
+    scroll_y += (local_player->jy - old_jy);
+
+    /* 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 */
 
-    for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
     {
-      int element;
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
 
-      if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
-          (x != ex || y != ey)))
-       continue;
+      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                  local_player->jx - MIDPOSX);
 
-      element = Feld[x][y];
+      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  local_player->jy - MIDPOSY);
 
-      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
-      {
-       element = MovingOrBlocked2Element(x, y);
-       RemoveMovingField(x, y);
-      }
+      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 (IS_EXPLOSION_PROOF(element))
-       continue;
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
 #else
-      if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0) ||
-           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
-         element == EL_FLAMES)
-       continue;
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
 #endif
 
-      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
-      {
-       if (IS_ACTIVE_BOMB(element))
-       {
-         /* re-activate things under the bomb like gate or penguin */
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
-         Store[x][y] = 0;
-       }
+      scroll_x -= dx;
+      scroll_y -= dy;
 
-       continue;
-      }
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
 
-      /* save walkable background elements while explosion on same tile */
-      if (IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
 
-      /* ignite explodable elements reached by other explosion */
-      if (element == EL_EXPLOSION)
-       element = Store2[x][y];
+      /* 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);
 
-      if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
-      {
-       switch(StorePlayer[ex][ey])
-       {
-         case EL_PLAYER_2:
-           Store[x][y] = EL_EMERALD_RED;
-           break;
-         case EL_PLAYER_3:
-           Store[x][y] = EL_EMERALD;
-           break;
-         case EL_PLAYER_4:
-           Store[x][y] = EL_EMERALD_PURPLE;
-           break;
-         case EL_PLAYER_1:
-         default:
-           Store[x][y] = EL_EMERALD_YELLOW;
-           break;
-       }
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+#else
+    int scroll_xx = -999, scroll_yy = -999;
 
-       if (game.emulation == EMU_SUPAPLEX)
-         Store[x][y] = EL_EMPTY;
-      }
-      else if (center_element == EL_MOLE)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (center_element == EL_PENGUIN)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (center_element == EL_BUG)
-       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
-      else if (center_element == EL_BD_BUTTERFLY)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (center_element == EL_SP_ELECTRON)
-       Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_AMOEBA_TO_DIAMOND)
-       Store[x][y] = level.amoeba_content;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] =
-         level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
-      else if (IS_CUSTOM_ELEMENT(center_element))
-       Store[x][y] =
-         element_info[center_element].content[x - ex + 1][y - ey + 1];
-      else if (element == EL_WALL_EMERALD)
-       Store[x][y] = EL_EMERALD;
-      else if (element == EL_WALL_DIAMOND)
-       Store[x][y] = EL_DIAMOND;
-      else if (element == EL_WALL_BD_DIAMOND)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (element == EL_WALL_EMERALD_YELLOW)
-       Store[x][y] = EL_EMERALD_YELLOW;
-      else if (element == EL_WALL_EMERALD_RED)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (element == EL_WALL_EMERALD_PURPLE)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (element == EL_WALL_PEARL)
-       Store[x][y] = EL_PEARL;
-      else if (element == EL_WALL_CRYSTAL)
-       Store[x][y] = EL_CRYSTAL;
-      else
-       Store[x][y] = EL_EMPTY;
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
 
-      if (x != ex || y != ey ||
-         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
-       Store2[x][y] = element;
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
 
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
-      {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
-      }
+      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);
 
-      Feld[x][y] = EL_EXPLOSION;
 #if 1
-      GfxElement[x][y] = center_element;
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
 #else
-      GfxElement[x][y] = EL_UNDEFINED;
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
 #endif
-      MovDir[x][y] = MovPos[x][y] = 0;
-      AmoebaNr[x][y] = 0;
-      ExplodePhase[x][y] = 1;
-      Stop[x][y] = TRUE;
-    }
 
-    if (center_element == EL_YAMYAM)
-      game.yamyam_content_nr =
-       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+      scroll_x -= dx;
+      scroll_y -= dy;
 
-    return;
-  }
-
-  if (Stop[ex][ey])
-    return;
-
-  x = ex;
-  y = ey;
-
-  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
 
-  if (phase == first_phase_after_start)
-  {
-    int element = Store2[x][y];
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
 
-    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];
+      /* 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);
 
-    if (IS_PLAYER(x, y))
-      KillHeroUnlessProtected(x, y);
-    else if (CAN_EXPLODE_BY_FIRE(element))
-    {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
     }
-    else if (element == EL_AMOEBA_TO_DIAMOND)
-      AmoebeUmwandeln(x, y);
-  }
-
-  if (phase == last_phase)
-  {
-    int element;
-
-    element = Feld[x][y] = Store[x][y];
-    Store[x][y] = Store2[x][y] = 0;
-    GfxElement[x][y] = EL_UNDEFINED;
-
-    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
-      element = Feld[x][y] = Back[x][y];
-    Back[x][y] = 0;
-
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
-    InitField(x, y, FALSE);
-    if (CAN_MOVE(element))
-      InitMovDir(x, y);
-    DrawLevelField(x, y);
-
-    if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
-      StorePlayer[x][y] = 0;
-  }
-  else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-  {
-#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
-    int frame = getGraphicAnimationFrame(graphic, phase - delay);
-
-    if (phase == delay)
-      DrawLevelFieldCrumbledSand(x, y);
 
-    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
-    {
-      DrawLevelElement(x, y, Back[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
-    }
-    else if (IS_WALKABLE_UNDER(Back[x][y]))
-    {
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-      DrawLevelElementThruMask(x, y, Back[x][y]);
-    }
-    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+    DrawPlayer(player);
+    BackToFront();
+    Delay(wait_delay_value);
   }
 }
 
-void DynaExplode(int ex, int ey)
+void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-  int i, j;
-  int dynabomb_size = 1;
-  boolean dynabomb_xl = FALSE;
-  struct PlayerInfo *player;
-  static int xy[4][2] =
+#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);
+  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int old_jx = player->jx;
+  int old_jy = player->jy;
+  int old_element = Feld[old_jx][old_jy];
+  int element = Feld[jx][jy];
+  boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+  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] =
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
+    /* 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;
+
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
 
-  if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+  if (!player_relocated)       /* no need to relocate the player */
+    return;
+
+  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
-    dynabomb_size = player->dynabomb_size;
-    dynabomb_xl = player->dynabomb_xl;
-    player->dynabombs_left++;
+    RemoveField(jx, jy);       /* temporarily remove newly placed player */
+    DrawLevelField(jx, jy);
   }
 
-  Explode(ex, ey, EX_PHASE_START, EX_CENTER);
-
-  for (i=0; i<4; i++)
+  if (player->present)
   {
-    for (j=1; j<=dynabomb_size; j++)
+    while (player->MovPos)
     {
-      int x = ex + j * xy[i % 4][0];
-      int y = ey + j * xy[i % 4][1];
-      int element;
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
 
-      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
-       break;
+#if USE_NEW_MOVE_DELAY
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
+      FrameCounter++;
+#endif
 
-      element = Feld[x][y];
+      DrawPlayer(player);
 
-      /* do not restart explosions of fields with active bombs */
-      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
-       continue;
+      BackToFront();
+      Delay(wait_delay_value);
+    }
 
-      Explode(x, y, EX_PHASE_START, EX_BORDER);
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
 
-      if (element != EL_EMPTY &&
-         element != EL_SAND &&
-         element != EL_EXPLOSION &&
-         !dynabomb_xl)
-       break;
-    }
+    player->is_moving = FALSE;
   }
-}
 
-void Bang(int x, int y)
-{
-  int element = Feld[x][y];
+#if 1
+  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_OTHER_GETS_LEFT,
+                                     player->index_bit, leave_side);
+#endif
 
-  if (IS_PLAYER(x, y))
-  {
-    struct PlayerInfo *player = PLAYERINFO(x, y);
+  Feld[jx][jy] = el_player;
+  InitPlayerField(jx, jy, el_player, TRUE);
 
-    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
-                           player->element_nr);
+  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  {
+    Feld[jx][jy] = element;
+    InitField(jx, jy, FALSE);
   }
 
 #if 1
-  PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+  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
-  if (game.emulation == EMU_SUPAPLEX)
-    PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
-  else
-    PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+  /* needed to allow change of walkable custom element by entering player */
+  Changed[jx][jy] = 0;         /* allow another change */
+#endif
 #endif
 
 #if 0
-  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_EMPTY;
+  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
 
-  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:
-    case EL_MOLE:
-      RaiseScoreElement(element);
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
-      break;
-    case EL_DYNABOMB_PLAYER_1_ACTIVE:
-    case EL_DYNABOMB_PLAYER_2_ACTIVE:
-    case EL_DYNABOMB_PLAYER_3_ACTIVE:
-    case EL_DYNABOMB_PLAYER_4_ACTIVE:
-    case EL_DYNABOMB_INCREASE_NUMBER:
-    case EL_DYNABOMB_INCREASE_SIZE:
-    case EL_DYNABOMB_INCREASE_POWER:
-      DynaExplode(x, y);
-      break;
-    case EL_PENGUIN:
-    case EL_LAMP:
-    case EL_LAMP_ACTIVE:
-      if (IS_PLAYER(x, y))
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
-      else
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
-      break;
-    default:
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
-      break;
-  }
+#if 1
+  if (IS_CUSTOM_ELEMENT(element))
+    CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+                              player->index_bit, enter_side);
+
+  CheckTriggeredElementChangeByPlayer(jx, jy, element,
+                                     CE_OTHER_GETS_ENTERED,
+                                     player->index_bit, enter_side);
+#endif
 }
 
-void SplashAcid(int x, int y)
+void Explode(int ex, int ey, int phase, int mode)
 {
-  int element = Feld[x][y];
+  int x, y;
+#if 0
+  int num_phase = 9;
+#endif
 
-  if (element != EL_ACID_SPLASH_LEFT &&
-      element != EL_ACID_SPLASH_RIGHT)
-  {
-    PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+  /* !!! eliminate this variable !!! */
+  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
 
-    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 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 (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
-       (!IN_LEV_FIELD(x+1, y-1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
-      Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
+  if (game.explosions_delayed)
+  {
+    ExplodeField[ex][ey] = mode;
+    return;
   }
-}
 
-static void InitBeltMovement()
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT,
-    EL_CONVEYOR_BELT_2_LEFT,
-    EL_CONVEYOR_BELT_3_LEFT,
-    EL_CONVEYOR_BELT_4_LEFT
-  };
-  static int belt_base_active_element[4] =
+  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
   {
-    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
-  };
+    int center_element = Feld[ex][ey];
 
-  int x, y, i, j;
+#if 0
+    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
+#endif
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i=0; i<4; i++)
-  {
-    int belt_nr = i;
+#if 0
+    /* --- This is only really needed (and now handled) in "Impact()". --- */
+    /* do not explode moving elements that left the explode field in time */
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+       center_element == EL_EMPTY &&
+       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
+      return;
+#endif
 
-    for (j=0; j<3; j++)
-    {
-      int element = belt_base_active_element[belt_nr] + j;
-      int graphic = el2img(element);
+    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
+      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
 
-      if (game.belt_dir[i] == MV_LEFT)
-       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-      else
-       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
-    }
-  }
+    /* remove things displayed in background while burning dynamite */
+    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+      Back[ex][ey] = 0;
 
-  for(y=0; y<lev_fieldy; y++)
-  {
-    for(x=0; x<lev_fieldx; x++)
+    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
     {
-      int element = Feld[x][y];
+      /* put moving element to center field (and let it explode there) */
+      center_element = MovingOrBlocked2Element(ex, ey);
+      RemoveMovingField(ex, ey);
+      Feld[ex][ey] = center_element;
+    }
 
-      for (i=0; i<4; i++)
-      {
-       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+#if 1
 
-         if (e_belt_nr == belt_nr)
-         {
+#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++)
+    {
+      int xx = x - ex + 1;
+      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];
+
+      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      {
+       element = MovingOrBlocked2Element(x, y);
+
+       if (!IS_EXPLOSION_PROOF(element))
+         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
+
+#if 1
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+         (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+          (x == ex && y == ey && mode != EX_TYPE_BORDER)))
+#else
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
+      {
+       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 ||
+          element == EL_AMOEBA_GROWING))
+      {
+       AmoebaCnt[AmoebaNr[x][y]]--;
+       AmoebaCnt2[AmoebaNr[x][y]]--;
+      }
+
+      RemoveField(x, y);
+#endif
+
+      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+      {
+       switch(StorePlayer[ex][ey])
+       {
+         case EL_PLAYER_2:
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
+           break;
+         case EL_PLAYER_3:
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
+           break;
+         case EL_PLAYER_4:
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
+           break;
+         case EL_PLAYER_1:
+         default:
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
+           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;
+      else if (center_element == EL_PENGUIN)
+       Store[x][y] = EL_EMERALD_PURPLE;
+      else if (center_element == EL_BUG)
+       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
+      else if (center_element == EL_BD_BUTTERFLY)
+       Store[x][y] = EL_BD_DIAMOND;
+      else if (center_element == EL_SP_ELECTRON)
+       Store[x][y] = EL_SP_INFOTRON;
+      else if (center_element == EL_AMOEBA_TO_DIAMOND)
+       Store[x][y] = level.amoeba_content;
+      else if (center_element == EL_YAMYAM)
+       Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+      else if (IS_CUSTOM_ELEMENT(center_element) &&
+              element_info[center_element].content[xx][yy] != EL_EMPTY)
+       Store[x][y] = element_info[center_element].content[xx][yy];
+      else if (element == EL_WALL_EMERALD)
+       Store[x][y] = EL_EMERALD;
+      else if (element == EL_WALL_DIAMOND)
+       Store[x][y] = EL_DIAMOND;
+      else if (element == EL_WALL_BD_DIAMOND)
+       Store[x][y] = EL_BD_DIAMOND;
+      else if (element == EL_WALL_EMERALD_YELLOW)
+       Store[x][y] = EL_EMERALD_YELLOW;
+      else if (element == EL_WALL_EMERALD_RED)
+       Store[x][y] = EL_EMERALD_RED;
+      else if (element == EL_WALL_EMERALD_PURPLE)
+       Store[x][y] = EL_EMERALD_PURPLE;
+      else if (element == EL_WALL_PEARL)
+       Store[x][y] = EL_PEARL;
+      else if (element == EL_WALL_CRYSTAL)
+       Store[x][y] = EL_CRYSTAL;
+      else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+       Store[x][y] = element_info[element].content[1][1];
+      else
+       Store[x][y] = EL_EMPTY;
+
+      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+         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;
+    }
+
+    if (center_element == EL_YAMYAM)
+      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;
+  }
+
+  if (Stop[ex][ey])
+    return;
+
+  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);
+
+#ifdef DEBUG
+
+  /* activate this even in non-DEBUG version until cause for crash in
+     getGraphicAnimationFrame() (see below) is found and eliminated */
+#endif
+#if 1
+
+  if (GfxElement[x][y] == EL_UNDEFINED)
+  {
+    printf("\n\n");
+    printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
+    printf("Explode(): This should never happen!\n");
+    printf("\n\n");
+
+    GfxElement[x][y] = EL_EMPTY;
+  }
+#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;
+
+    /* player can escape from explosions and might therefore be still alive */
+    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+       element <= EL_PLAYER_IS_EXPLODING_4)
+      Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
+                   EL_EMPTY :
+                   element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
+                   element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
+                   element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
+                   EL_EMERALD_PURPLE);
+
+    /* restore probably existing indestructible background element */
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
+
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxDir[x][y] = MV_NO_MOVING;
+    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);
+
+    if (GFX_CRUMBLED(element))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+      StorePlayer[x][y] = 0;
+
+    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);
+
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+    {
+      DrawLevelElement(x, y, Back[x][y]);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+    }
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
+    }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+  }
+}
+
+void DynaExplode(int ex, int ey)
+{
+  int i, j;
+  int dynabomb_element = Feld[ex][ey];
+  int dynabomb_size = 1;
+  boolean dynabomb_xl = FALSE;
+  struct PlayerInfo *player;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  if (IS_ACTIVE_BOMB(dynabomb_element))
+  {
+    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
+    dynabomb_size = player->dynabomb_size;
+    dynabomb_xl = player->dynabomb_xl;
+    player->dynabombs_left++;
+  }
+
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    for (j = 1; j <= dynabomb_size; j++)
+    {
+      int x = ex + j * xy[i][0];
+      int y = ey + j * xy[i][1];
+      int element;
+
+      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+       break;
+
+      element = Feld[x][y];
+
+      /* do not restart explosions of fields with active bombs */
+      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+       continue;
+
+      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);
+
+    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+                           player->element_nr);
+  }
+
+#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:
+    case EL_MOLE:
+      RaiseScoreElement(element);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
+      break;
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      DynaExplode(x, y);
+      break;
+    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);
+      break;
+  }
+
+  CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
+}
+
+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))))
+    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+
+  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))))
+    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()
+{
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+
+  int x, y, i, j;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    int belt_nr = i;
+
+    for (j = 0; j < NUM_BELT_PARTS; j++)
+    {
+      int element = belt_base_active_element[belt_nr] + j;
+      int graphic = el2img(element);
+
+      if (game.belt_dir[i] == MV_LEFT)
+       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      else
+       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    }
+  }
+
+  for (y = 0; y < lev_fieldy; y++)
+  {
+    for (x = 0; x < lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+
+      for (i = 0; i < NUM_BELTS; i++)
+      {
+       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+       {
+         int e_belt_nr = getBeltNrFromBeltElement(element);
+         int belt_nr = i;
+
+         if (e_belt_nr == belt_nr)
+         {
            int belt_part = Feld[x][y] - belt_base_element[belt_nr];
 
-           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-         }
-       }
+           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+         }
+       }
+      }
+    }
+  }
+}
+
+static void ToggleBeltSwitch(int x, int y)
+{
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
+  };
+  static int belt_move_dir[4] =
+  {
+    MV_LEFT,
+    MV_NO_MOVING,
+    MV_RIGHT,
+    MV_NO_MOVING,
+  };
+
+  int element = Feld[x][y];
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
+  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+  int belt_dir = belt_move_dir[belt_dir_nr];
+  int xx, yy, i;
+
+  if (!IS_BELT_SWITCH(element))
+    return;
+
+  game.belt_dir_nr[belt_nr] = belt_dir_nr;
+  game.belt_dir[belt_nr] = belt_dir;
+
+  if (belt_dir_nr == 3)
+    belt_dir_nr = 1;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELT_PARTS; i++)
+  {
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic = el2img(element);
+
+    if (belt_dir == MV_LEFT)
+      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    else
+      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+  }
+
+  for (yy = 0; yy < lev_fieldy; yy++)
+  {
+    for (xx = 0; xx < lev_fieldx; xx++)
+    {
+      int element = Feld[xx][yy];
+
+      if (IS_BELT_SWITCH(element))
+      {
+       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+         DrawLevelField(xx, yy);
+       }
+      }
+      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+      {
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+         DrawLevelField(xx, yy);
+       }
+      }
+      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+      {
+       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+         DrawLevelField(xx, yy);
+       }
+      }
+    }
+  }
+}
+
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+  int xx, yy;
+
+  game.switchgate_pos = !game.switchgate_pos;
+
+  for (yy = 0; yy < lev_fieldy; yy++)
+  {
+    for (xx = 0; xx < lev_fieldx; xx++)
+    {
+      int element = Feld[xx][yy];
+
+      if (element == EL_SWITCHGATE_SWITCH_UP ||
+         element == EL_SWITCHGATE_SWITCH_DOWN)
+      {
+       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+       DrawLevelField(xx, yy);
+      }
+      else if (element == EL_SWITCHGATE_OPEN ||
+              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
+      }
+    }
+  }
+}
+
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
+         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
+         element);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
+         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
+         element);
+}
+
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+  int x, y;
+
+  for (y = 0; y < lev_fieldy; y++)
+  {
+    for (x = 0; x < lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+
+      if (element == EL_LIGHT_SWITCH &&
+         game.light_time_left > 0)
+      {
+       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+       DrawLevelField(x, y);
+      }
+      else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+              game.light_time_left == 0)
+      {
+       Feld[x][y] = EL_LIGHT_SWITCH;
+       DrawLevelField(x, y);
+      }
+      else if (element == EL_INVISIBLE_STEELWALL ||
+              element == EL_INVISIBLE_WALL ||
+              element == EL_INVISIBLE_SAND)
+      {
+       if (game.light_time_left > 0)
+         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+       DrawLevelField(x, y);
+      }
+      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+              element == EL_INVISIBLE_WALL_ACTIVE ||
+              element == EL_INVISIBLE_SAND_ACTIVE)
+      {
+       if (game.light_time_left == 0)
+         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+       DrawLevelField(x, y);
+      }
+    }
+  }
+}
+
+static void ToggleLightSwitch(int x, int y)
+{
+  int element = Feld[x][y];
+
+  game.light_time_left =
+    (element == EL_LIGHT_SWITCH ?
+     level.time_light * FRAMES_PER_SECOND : 0);
+
+  RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+  int xx, yy;
+
+  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+  for (yy = 0; yy < lev_fieldy; yy++)
+  {
+    for (xx = 0; xx < lev_fieldx; xx++)
+    {
+      int element = Feld[xx][yy];
+
+      if (element == EL_TIMEGATE_CLOSED ||
+         element == EL_TIMEGATE_CLOSING)
+      {
+       Feld[xx][yy] = EL_TIMEGATE_OPENING;
+       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+      }
+
+      /*
+      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+      {
+       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+       DrawLevelField(xx, yy);
+      }
+      */
+
+    }
+  }
+
+  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+}
+
+inline static int getElementMoveStepsize(int x, int y)
+{
+  int element = Feld[x][y];
+  int direction = MovDir[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int horiz_move = (dx != 0);
+  int sign = (horiz_move ? dx : dy);
+  int step = sign * element_info[element].move_stepsize;
+
+  /* special values for move stepsize for spring and things on conveyor belt */
+  if (horiz_move)
+  {
+#if 0
+    if (element == EL_SPRING)
+      step = sign * MOVE_STEPSIZE_NORMAL * 2;
+    else if (CAN_FALL(element) && !CAN_MOVE(element) &&
+            y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+      step = sign * MOVE_STEPSIZE_NORMAL / 2;
+#else
+    if (CAN_FALL(element) &&
+       y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+      step = sign * MOVE_STEPSIZE_NORMAL / 2;
+    else if (element == EL_SPRING)
+      step = sign * MOVE_STEPSIZE_NORMAL * 2;
+#endif
+  }
+
+  return step;
+}
+
+void Impact(int x, int y)
+{
+  boolean lastline = (y == lev_fieldy-1);
+  boolean object_hit = FALSE;
+  boolean impact = (lastline || object_hit);
+  int element = Feld[x][y];
+  int smashed = EL_STEELWALL;
+
+  if (!lastline)       /* check if element below was hit */
+  {
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+      return;
+
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
+
+#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)
+      object_hit = FALSE;
+
+    if (object_hit)
+      smashed = MovingOrBlocked2Element(x, y + 1);
+
+    impact = (lastline || object_hit);
+  }
+
+  if (!lastline && smashed == EL_ACID) /* element falls into acid */
+  {
+    SplashAcid(x, y + 1);
+    return;
+  }
+
+  /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
+  /* only reset graphic animation if graphic really changes after impact */
+  if (impact &&
+      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
+  {
+    ResetGfxAnimation(x, y);
+    DrawLevelField(x, y);
+  }
+
+  if (impact && CAN_EXPLODE_IMPACT(element))
+  {
+    Bang(x, y);
+    return;
+  }
+  else if (impact && element == EL_PEARL)
+  {
+    ResetGfxAnimation(x, y);
+
+    Feld[x][y] = EL_PEARL_BREAKING;
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
+    return;
+  }
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
+  {
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+
+    return;
+  }
+
+  if (impact && element == EL_AMOEBA_DROP)
+  {
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillHeroUnlessEnemyProtected(x, y + 1);
+    else if (object_hit && smashed == EL_PENGUIN)
+      Bang(x, y + 1);
+    else
+    {
+      Feld[x][y] = EL_AMOEBA_GROWING;
+      Store[x][y] = EL_AMOEBA_WET;
+
+      ResetRandomAnimationValue(x, y);
+    }
+    return;
+  }
+
+  if (object_hit)              /* check which object was hit */
+  {
+    if (CAN_PASS_MAGIC_WALL(element) && 
+       (smashed == EL_MAGIC_WALL ||
+        smashed == EL_BD_MAGIC_WALL))
+    {
+      int xx, yy;
+      int activated_magic_wall =
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+        EL_BD_MAGIC_WALL_ACTIVE);
+
+      /* activate magic wall / mill */
+      for (yy = 0; yy < lev_fieldy; yy++)
+       for (xx = 0; xx < lev_fieldx; xx++)
+         if (Feld[xx][yy] == smashed)
+           Feld[xx][yy] = activated_magic_wall;
+
+      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+      game.magic_wall_active = TRUE;
+
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
+                           SND_MAGIC_WALL_ACTIVATING :
+                           SND_BD_MAGIC_WALL_ACTIVATING));
+    }
+
+    if (IS_PLAYER(x, y + 1))
+    {
+      if (CAN_SMASH_PLAYER(element))
+      {
+       KillHeroUnlessEnemyProtected(x, y + 1);
+       return;
+      }
+    }
+    else if (smashed == EL_PENGUIN)
+    {
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+    }
+    else if (element == EL_BD_DIAMOND)
+    {
+      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+    }
+    else if (((element == EL_SP_INFOTRON ||
+              element == EL_SP_ZONK) &&
+             (smashed == EL_SP_SNIKSNAK ||
+              smashed == EL_SP_ELECTRON ||
+              smashed == EL_SP_DISK_ORANGE)) ||
+            (element == EL_SP_INFOTRON &&
+             smashed == EL_SP_DISK_YELLOW))
+    {
+      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) ||
+         CAN_EXPLODE_SMASHED(smashed))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+      {
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
+       {
+         Bang(x, y + 1);
+         return;
+       }
+       else if (smashed == EL_NUT)
+       {
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
+         RaiseScoreElement(EL_NUT);
+         return;
+       }
+       else if (smashed == EL_PEARL)
+       {
+         ResetGfxAnimation(x, y);
+
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
+         return;
+       }
+       else if (smashed == EL_DIAMOND)
+       {
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
+         return;
+       }
+       else if (IS_BELT_SWITCH(smashed))
+       {
+         ToggleBeltSwitch(x, y + 1);
+       }
+       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y + 1);
+       }
+       else if (smashed == EL_LIGHT_SWITCH ||
+                smashed == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y + 1);
+       }
+       else
+       {
+#if 0
+         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
+
+         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_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+#else
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
+                                           CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+         CheckElementChangeBySide(x, y + 1, smashed, element,
+                                  CE_SWITCHED, CH_SIDE_TOP);
+#endif
+       }
+      }
+      else
+      {
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+      }
+    }
+  }
+
+  /* play sound of magic wall / mill */
+  if (!lastline &&
+      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+  {
+    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+
+    return;
+  }
+
+  /* play sound of object that hits the ground */
+  if (lastline || object_hit)
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+}
+
+inline static void TurnRoundExt(int x, int y)
+{
+  static struct
+  {
+    int x, y;
+  } move_xy[] =
+  {
+    {  0,  0 },
+    { -1,  0 },
+    { +1,  0 },
+    {  0,  0 },
+    {  0, -1 },
+    {  0,  0 }, { 0, 0 }, { 0, 0 },
+    {  0, +1 }
+  };
+  static struct
+  {
+    int left, right, back;
+  } turn[] =
+  {
+    { 0,       0,              0        },
+    { MV_DOWN, MV_UP,          MV_RIGHT },
+    { MV_UP,   MV_DOWN,        MV_LEFT  },
+    { 0,       0,              0        },
+    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { MV_RIGHT,        MV_LEFT,        MV_UP    }
+  };
+
+  int element = Feld[x][y];
+  int move_pattern = element_info[element].move_pattern;
+
+  int old_move_dir = MovDir[x][y];
+  int left_dir  = turn[old_move_dir].left;
+  int right_dir = turn[old_move_dir].right;
+  int back_dir  = turn[old_move_dir].back;
+
+  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
+  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
+  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
+  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
+
+  int left_x  = x + left_dx,  left_y  = y + left_dy;
+  int right_x = x + right_dx, right_y = y + right_dy;
+  int move_x  = x + move_dx,  move_y  = y + move_dy;
+
+  int xx, yy;
+
+  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
+
+    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    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);
+
+    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        && 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 if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+      MovDir[x][y] = right_dir;
+
+    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);
+    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
+
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_DARK_YAMYAM)
+  {
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        right_x, right_y);
+
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_PACMAN)
+  {
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
+
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = 6 + RND(40);
+  }
+  else if (element == EL_PIG)
+  {
+    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
+    boolean should_turn_left, should_turn_right, should_move_on;
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
+
+    should_turn_left = (can_turn_left &&
+                       (!can_move_on ||
+                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+                                                  y + back_dy + left_dy)));
+    should_turn_right = (can_turn_right &&
+                        (!can_move_on ||
+                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+                                                   y + back_dy + right_dy)));
+    should_move_on = (can_move_on &&
+                     (!can_turn_left ||
+                      !can_turn_right ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+                                                y + move_dy + left_dy) ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+                                                y + move_dy + right_dy)));
+
+    if (should_turn_left || should_turn_right || should_move_on)
+    {
+      if (should_turn_left && should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
+                       rnd < 2 * rnd_value / 3 ? right_dir :
+                       old_move_dir);
+      else if (should_turn_left && should_turn_right)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+      else if (should_turn_left && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
+      else if (should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
+      else if (should_turn_left)
+       MovDir[x][y] = left_dir;
+      else if (should_turn_right)
+       MovDir[x][y] = right_dir;
+      else if (should_move_on)
+       MovDir[x][y] = old_move_dir;
+    }
+    else if (can_move_on && rnd > rnd_value / 8)
+      MovDir[x][y] = old_move_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value/8)
+      MovDir[x][y] = right_dir;
+    else
+      MovDir[x][y] = back_dir;
+
+    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;
+  }
+  else if (element == EL_DRAGON)
+  {
+    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_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)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value / 8)
+      MovDir[x][y] = right_dir;
+    else
+      MovDir[x][y] = back_dir;
+
+    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;
+  }
+  else if (element == EL_MOLE)
+  {
+    boolean can_move_on =
+      (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
+                           IS_AMOEBOID(Feld[move_x][move_y]) ||
+                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
+    if (!can_move_on)
+    {
+      boolean can_turn_left =
+       (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
+                             IS_AMOEBOID(Feld[left_x][left_y])));
+
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
+
+      if (can_turn_left && can_turn_right)
+       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+      else if (can_turn_left)
+       MovDir[x][y] = left_dir;
+      else
+       MovDir[x][y] = right_dir;
+    }
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+  else if (element == EL_BALLOON)
+  {
+    MovDir[x][y] = game.balloon_dir;
+    MovDelay[x][y] = 0;
+  }
+  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;
+  }
+  else if (element == EL_ROBOT ||
+          element == EL_SATELLITE ||
+          element == EL_PENGUIN)
+  {
+    int attr_x = -1, attr_y = -1;
+
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
+
+#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;
+    }
+
+    if (element == EL_PENGUIN)
+    {
+      int i;
+      static int xy[4][2] =
+      {
+       { 0, -1 },
+       { -1, 0 },
+       { +1, 0 },
+       { 0, +1 }
+      };
+
+      for (i = 0; i < NUM_DIRECTIONS; i++)
+      {
+       int ex = x + xy[i][0];
+       int ey = y + xy[i][1];
+
+       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+       {
+         attr_x = ex;
+         attr_y = ey;
+         break;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_NO_MOVING;
+    if (attr_x < x)
+      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+
+    if (element == EL_ROBOT)
+    {
+      int newx, newy;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+       MovDelay[x][y] = 8 + 8 * !RND(3);
+      else
+       MovDelay[x][y] = 16;
+    }
+    else if (element == EL_PENGUIN)
+    {
+      int newx, newy;
+
+      MovDelay[x][y] = 1;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
+
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+         return;
+
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+         return;
+
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
+    }
+    else       /* (element == EL_SATELLITE) */
+    {
+      int newx, newy;
+
+      MovDelay[x][y] = 1;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
+
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
+
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
+
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
+    }
+  }
+  else if (move_pattern == MV_TURNING_LEFT ||
+          move_pattern == MV_TURNING_RIGHT ||
+          move_pattern == MV_TURNING_LEFT_RIGHT ||
+          move_pattern == MV_TURNING_RIGHT_LEFT ||
+          move_pattern == MV_TURNING_RANDOM ||
+          move_pattern == MV_ALL_DIRECTIONS)
+  {
+    boolean can_turn_left =
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right =
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+
+    if (move_pattern == MV_TURNING_LEFT)
+      MovDir[x][y] = left_dir;
+    else if (move_pattern == MV_TURNING_RIGHT)
+      MovDir[x][y] = right_dir;
+    else if (move_pattern == MV_TURNING_LEFT_RIGHT)
+      MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
+    else if (move_pattern == MV_TURNING_RIGHT_LEFT)
+      MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
+    else if (move_pattern == MV_TURNING_RANDOM)
+      MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
+                     can_turn_right && !can_turn_left ? right_dir :
+                     RND(2) ? left_dir : right_dir);
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_HORIZONTAL ||
+          move_pattern == MV_VERTICAL)
+  {
+    if (move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern & MV_ANY_DIRECTION)
+  {
+    MovDir[x][y] = move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_LEFT_SIDE)
+  {
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
+  {
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_TOWARDS_PLAYER ||
+          move_pattern == MV_AWAY_FROM_PLAYER)
+  {
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_NO_MOVING;
+    if (attr_x < x)
+      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    {
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
+
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
+
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
+  }
+  else if (move_pattern == MV_WHEN_PUSHED ||
+          move_pattern == MV_WHEN_DROPPED)
+  {
+    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NO_MOVING;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+  {
+    static int test_xy[7][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 },
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+    };
+    static int test_dir[7] =
+    {
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+      MV_DOWN,
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+    };
+    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+    int move_preference = -1000000;    /* start with very low preference */
+    int new_move_dir = MV_NO_MOVING;
+    int start_test = RND(4);
+    int i;
+
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      int move_dir = test_dir[start_test + i];
+      int move_dir_preference;
+
+      xx = x + test_xy[start_test + i][0];
+      yy = y + test_xy[start_test + i][1];
+
+      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+      {
+       new_move_dir = move_dir;
+
+       break;
+      }
+
+      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+       continue;
+
+      move_dir_preference = -1 * RunnerVisit[xx][yy];
+      if (hunter_mode && PlayerVisit[xx][yy] > 0)
+       move_dir_preference = PlayerVisit[xx][yy];
+
+      if (move_dir_preference > move_preference)
+      {
+       /* prefer field that has not been visited for the longest time */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
+      {
+       /* prefer last direction when all directions are preferred equally */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+    }
+
+    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
+    }
+  }
+}
+
+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)
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (player->active && player->is_pushing && player->MovPos)
+    {
+      int next_jx = player->jx + (player->jx - player->last_jx);
+      int next_jy = player->jy + (player->jy - player->last_jy);
+
+      if (x == next_jx && y == next_jy)
+       return TRUE;
+    }
+  }
+
+  return FALSE;
+}
+
+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)
+  {
+    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
+      if (JustBeingPushed(x, y))
+       return;
+
+    if (element == EL_QUICKSAND_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       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)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY + 1;
+
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+#if 1
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
+      }
+    }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      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)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY/4 + 1;
+
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
+       Store[x][y] = 0;
+      }
+    }
+    else if (element == EL_BD_MAGIC_WALL_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED2(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY/4 + 1;
+
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
+       Store[x][y] = 0;
+      }
+    }
+    else if (CAN_PASS_MAGIC_WALL(element) &&
+            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      Feld[x][y] =
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+        EL_BD_MAGIC_WALL_FILLING);
+      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);
+
+      InitMovingField(x, y, MV_DOWN);
+      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)) ||
+
+            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+             CAN_SMASH(element) && WasJustFalling[x][y] &&
+             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+
+            (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+             CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+             (Feld[x][y + 1] == EL_BLOCKED)))
+
+#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
+        another element which was just falling on that tile (which was empty
+        in the previous frame), the falling element above would just stop
+        instead of smashing the element below (in previous version, the above
+        element was just checked for "moving" instead of "falling", resulting
+        in incorrect smashes caused by horizontal movement of the above
+        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)
+    {
+      if (MovDir[x][y] == MV_NO_MOVING)
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+      }
+    }
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
+    {
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
+
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+    }
+    else if (element == EL_AMOEBA_DROP)
+    {
+      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) ||
+                                Feld[x - 1][y + 1] == EL_ACID));
+      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+                               (IS_FREE(x + 1, y + 1) ||
+                                Feld[x + 1][y + 1] == EL_ACID));
+      boolean can_fall_any  = (can_fall_left || can_fall_right);
+      boolean can_fall_both = (can_fall_left && can_fall_right);
+
+      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+      {
+       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+       if (slippery_type == SLIPPERY_ONLY_LEFT)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+         can_fall_left = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+         can_fall_left = FALSE;
+
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = (can_fall_left && can_fall_right);
+      }
+
+#if USE_NEW_SP_SLIPPERY
+      /* !!! better use the same properties as for custom elements here !!! */
+      else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
+              can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
+      {
+       can_fall_right = FALSE;         /* slip down on left side */
+       can_fall_both = FALSE;
+      }
+#endif
+
+#if 1
+      if (can_fall_both)
+      {
+       if (game.emulation == EMU_BOULDERDASH ||
+           element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+         can_fall_right = FALSE;       /* slip down on left side */
+       else
+         can_fall_left = !(can_fall_right = RND(2));
+
+       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;
+      }
+    }
+#if 0
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
+#else
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+#endif
+    {
+      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
+      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
+      int belt_dir = game.belt_dir[belt_nr];
+
+      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;
+      }
+      else
+      {
+       MovDir[x][y] = 0;       /* if element was moving, stop it */
+      }
+    }
+  }
+
+  /* not "else if" because of elements that can fall and move (EL_SPRING) */
+#if 0
+  if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
+#else
+  if (CAN_MOVE(element) && !started_moving)
+#endif
+  {
+    int move_pattern = element_info[element].move_pattern;
+    int newx, newy;
+
+#if 0
+#if DEBUG
+    if (MovDir[x][y] == MV_NO_MOVING)
+    {
+      printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
+            x, y, element, element_info[element].token_name);
+      printf("StartMoving(): This should never happen!\n");
+    }
+#endif
+#endif
+
+    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_OTHER_IS_HITTING),
+            HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
+#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 */
+    {
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+
+      if (element != EL_YAMYAM &&
+         element != EL_DARK_YAMYAM &&
+         element != EL_PACMAN &&
+         !(move_pattern & MV_ANY_DIRECTION) &&
+         move_pattern != MV_TURNING_LEFT &&
+         move_pattern != MV_TURNING_RIGHT &&
+         move_pattern != MV_TURNING_LEFT_RIGHT &&
+         move_pattern != MV_TURNING_RIGHT_LEFT &&
+         move_pattern != MV_TURNING_RANDOM)
+      {
+       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 ||
+                              element == EL_SP_ELECTRON ||
+                              element == EL_MOLE))
+         DrawLevelField(x, y);
+      }
+    }
+
+    if (MovDelay[x][y])                /* wait some time before next movement */
+    {
+      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)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+      else if (element == EL_DRAGON)
+      {
+       int i;
+       int dir = MovDir[x][y];
+       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      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))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+
+       for (i = 1; i <= 3; i++)
+       {
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
+
+         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+           break;
+
+         if (MovDelay[x][y])
+         {
+           int flamed = MovingOrBlocked2Element(xx, yy);
+
+           /* !!! */
+#if 0
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+             RemoveMovingField(xx, yy);
+           else
+             RemoveField(xx, yy);
+#else
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else
+             RemoveMovingField(xx, yy);
+#endif
+
+#if 0
+           if (ChangeDelay[xx][yy])
+             printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
+                                       Feld[xx][yy] == EL_BLOCKED));
+#endif
+
+#if 1
+           ChangeDelay[xx][yy] = 0;
+#endif
+           Feld[xx][yy] = EL_FLAMES;
+           if (IN_SCR_FIELD(sx, sy))
+           {
+             DrawLevelFieldCrumbledSand(xx, yy);
+             DrawGraphic(sx, sy, flame_graphic, frame);
+           }
+         }
+         else
+         {
+           if (Feld[xx][yy] == EL_FLAMES)
+             Feld[xx][yy] = EL_EMPTY;
+           DrawLevelField(xx, yy);
+         }
+       }
+      }
+
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
+
+       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 */
+
+    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
+
+    if (DONT_COLLIDE_WITH(element) &&
+       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;
+    }
+    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+    {
+      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)))
+         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+
+       local_player->friends_still_needed--;
+       if (!local_player->friends_still_needed &&
+           !local_player->GameOver && AllPlayersGone)
+         local_player->LevelSolved = local_player->GameOver = TRUE;
+
+       return;
+      }
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
+      {
+       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
+         DrawLevelField(newx, newy);
+       else
+         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+      }
+      else if (!IS_FREE(newx, newy))
+      {
+       GfxAction[x][y] = ACTION_WAITING;
+
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       return;
+      }
+    }
+    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+    {
+      if (IS_FOOD_PIG(Feld[newx][newy]))
+      {
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         DrawLevelField(newx, newy);
+       }
+
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
+      }
+      else if (!IS_FREE(newx, newy))
+      {
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, 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)
+
+#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 :
+                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
+                     ACTION_BREAKING);
+
+       /* no element can dig solid indestructible elements */
+       if (IS_INDESTRUCTIBLE(new_element) &&
+           !IS_DIGGABLE(new_element) &&
+           !IS_COLLECTIBLE(new_element))
+         return;
+
+       if (AmoebaNr[newx][newy] &&
+           (new_element == EL_AMOEBA_FULL ||
+            new_element == EL_BD_AMOEBA ||
+            new_element == EL_AMOEBA_GROWING))
+       {
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+         AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       }
+
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         RemoveField(newx, newy);
+         DrawLevelField(newx, newy);
+       }
+
+       /* if digged element was about to explode, prevent the explosion */
+       ExplodeField[newx][newy] = EX_TYPE_NONE;
+
+       PlayLevelSoundAction(x, y, action);
+      }
+
+#if 1
+#if 1
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = element_info[element].move_leave_element;
+#else
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
+         element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
+       Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+#else
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       element_info[element].can_leave_element = TRUE;
+#endif
+
+      if (move_pattern & MV_MAZE_RUNNER_STYLE)
+      {
+       RunnerVisit[x][y] = FrameCounter;
+       PlayerVisit[x][y] /= 8;         /* expire player visit path */
+      }
+    }
+
+#endif
+
+    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
+    {
+      if (!IS_FREE(newx, newy))
+      {
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       return;
+      }
+      else
+      {
+       boolean wanna_flame = !RND(10);
+       int dx = newx - x, dy = newy - y;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
+       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
+                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
+       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
+           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);
+         else
+           DrawLevelField(x, y);
+
+         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+
+         MovDelay[x][y] = 50;
+
+         /* !!! */
+#if 0
+         RemoveField(newx, newy);
+#endif
+         Feld[newx][newy] = EL_FLAMES;
+         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx1, newy1);
+#endif
+           Feld[newx1][newy1] = EL_FLAMES;
+         }
+         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx2, newy2);
+#endif
+           Feld[newx2][newy2] = EL_FLAMES;
+         }
+
+         return;
+       }
+      }
+    }
+    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            Feld[newx][newy] == EL_DIAMOND)
+    {
+      if (IS_MOVING(newx, newy))
+       RemoveMovingField(newx, newy);
+      else
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
+      }
+
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
+    }
+    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+    {
+      if (AmoebaNr[newx][newy])
+      {
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+      }
+
+#if 0
+      /* !!! test !!! */
+      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+#else
+      if (IS_MOVING(newx, newy))
+#endif
+      {
+       RemoveMovingField(newx, newy);
+      }
+      else
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
+      }
+
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+    }
+    else if ((element == EL_PACMAN || element == EL_MOLE)
+            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
+    {
+      if (AmoebaNr[newx][newy])
+      {
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+      }
+
+      if (element == EL_MOLE)
+      {
+       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+
+       ResetGfxAnimation(x, y);
+       GfxAction[x][y] = ACTION_DIGGING;
+       DrawLevelField(x, y);
+
+       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+
+       return;                         /* wait for shrinking amoeba */
+      }
+      else     /* element == EL_PACMAN */
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
+      }
+    }
+    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+    {
+      /* wait for shrinking amoeba to completely disappear */
+      return;
+    }
+    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+    {
+      /* object was running against a wall */
+
+      TurnRound(x, y);
+
+#if 0
+      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]);
+
+       element = Feld[x][y];   /* element might have changed */
       }
+#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;
     }
+
+    InitMovingField(x, y, MovDir[x][y]);
+
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
   }
+
+  if (MovDir[x][y])
+    ContinueMoving(x, y);
 }
 
-static void ToggleBeltSwitch(int x, int y)
+void ContinueMoving(int x, int y)
 {
-  static int belt_base_element[4] =
+  int element = Feld[x][y];
+  int stored = Store[x][y];
+  struct ElementInfo *ei = &element_info[element];
+  int direction = MovDir[x][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
+
+  MovPos[x][y] += getElementMoveStepsize(x, y);
+
+#if 0
+  if (pushed_by_player && IS_PLAYER(x, y))
   {
-    EL_CONVEYOR_BELT_1_LEFT,
-    EL_CONVEYOR_BELT_2_LEFT,
-    EL_CONVEYOR_BELT_3_LEFT,
-    EL_CONVEYOR_BELT_4_LEFT
-  };
-  static int belt_base_active_element[4] =
+    /* 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)
   {
-    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
-  };
-  static int belt_base_switch_element[4] =
+    DrawLevelField(x, y);
+
+    return;    /* element is still moving */
+  }
+
+  /* element reached destination field */
+
+  Feld[x][y] = EL_EMPTY;
+  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 */
   {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
-  static int belt_move_dir[4] =
+    element = Feld[newx][newy] = EL_ACID;
+  }
+#endif
+  else if (element == EL_MOLE)
   {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT,
-    MV_NO_MOVING,
-  };
+    Feld[x][y] = EL_SAND;
+
+    DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+  else if (element == EL_QUICKSAND_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_AMOEBA_DROPPING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_SOKOBAN_OBJECT)
+  {
+    if (Back[x][y])
+      Feld[x][y] = Back[x][y];
+
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+    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] = MovDir[x][y] = MovDelay[x][y] = 0;
+  MovDelay[newx][newy] = 0;
+
+  if (CAN_CHANGE(element))
+  {
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    ChangePage[newx][newy]  = ChangePage[x][y];
+    Changed[newx][newy]     = Changed[x][y];
+    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  }
+
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Changed[x][y] = CE_BITMASK_DEFAULT;
+  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+  /* copy animation control values to new field */
+  GfxFrame[newx][newy]  = GfxFrame[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
+  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
+  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
+
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+
+#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;
+
+    Feld[x][y] = move_leave_element;
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, 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 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);
+
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+
+  /* prevent pushed element from moving on in pushed direction */
+  if (pushed_by_player && CAN_MOVE(element) &&
+      element_info[element].move_pattern & MV_ANY_DIRECTION &&
+      !(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)
+  {
+    int nextx = newx + dx, nexty = newy + dy;
+    boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+
+    WasJustMoving[newx][newy] = 3;
+
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = 3;
+
+    if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+      CheckCollision[newx][newy] = 2;
+  }
+
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  {
+    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
+
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
 
-  int element = Feld[x][y];
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
-  int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy, i;
+#if USE_NEW_MOVE_STYLE
+#if 0
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+      IS_PLAYER(x, newy + 1))
+    printf("::: we would now kill the player [%d]\n", FrameCounter);
+#endif
 
-  if (!IS_BELT_SWITCH(element))
-    return;
+  /* give the player one last chance (one more frame) to move away */
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+      (!IS_PLAYER(x, newy + 1) ||
+       game.engine_version < VERSION_IDENT(3,1,1,0)))
+    Impact(x, newy);
+#else
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+    Impact(x, newy);
+#endif
 
-  game.belt_dir_nr[belt_nr] = belt_dir_nr;
-  game.belt_dir[belt_nr] = belt_dir;
+#if 1
 
-  if (belt_dir_nr == 3)
-    belt_dir_nr = 1;
+#if USE_PUSH_BUGFIX
+#if 1
+  if (pushed_by_player && !game.use_bug_change_when_pushing)
+#else
+  if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
+#else
+  if (pushed_by_player)
+#endif
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i=0; i<3; i++)
   {
-    int element = belt_base_active_element[belt_nr] + i;
-    int graphic = el2img(element);
+#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);
 
-    if (belt_dir == MV_LEFT)
-      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-    else
-      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
+                                       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
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  TestIfElementHitsCustomElement(newx, newy, direction);
+
+#else
+
+  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    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 element = Feld[xx][yy];
+      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 (IS_BELT_SWITCH(element))
+      if (object_hit)
       {
-       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+       int i;
 
-       if (e_belt_nr == belt_nr)
-       {
-         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
-       }
-      }
-      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
+       CheckElementChangeBySide(nextx, nexty, touched_element,
+                                CE_HIT_BY_SOMETHING, opposite_direction);
 
-       if (e_belt_nr == belt_nr)
+       if (IS_CUSTOM_ELEMENT(hitting_element) &&
+           HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
        {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[hitting_element].change_page[i];
 
-         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
+               change->trigger_side & touched_side &&
+               change->trigger_element == touched_element)
+           {
+             CheckElementChangeByPage(newx, newy, hitting_element,
+                                      touched_element, CE_OTHER_IS_HITTING,i);
+             break;
+           }
+         }
        }
-      }
-      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-       if (e_belt_nr == belt_nr)
+       if (IS_CUSTOM_ELEMENT(touched_element) &&
+           HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
        {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[touched_element].change_page[i];
 
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
+               change->trigger_side & hitting_side &&
+               change->trigger_element == hitting_element)
+           {
+             CheckElementChangeByPage(nextx, nexty, touched_element,
+                                      hitting_element, CE_OTHER_GETS_HIT, i);
+             break;
+           }
+         }
        }
       }
     }
+#endif
   }
+#endif
+
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 }
 
-static void ToggleSwitchgateSwitch(int x, int y)
+int AmoebeNachbarNr(int ax, int ay)
 {
-  int xx, yy;
-
-  game.switchgate_pos = !game.switchgate_pos;
+  int i;
+  int element = Feld[ax][ay];
+  int group_nr = 0;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    int x = ax + xy[i][0];
+    int y = ay + xy[i][1];
 
-      if (element == EL_SWITCHGATE_SWITCH_UP ||
-         element == EL_SWITCHGATE_SWITCH_DOWN)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
-      }
-      else if (element == EL_SWITCHGATE_OPEN ||
-              element == EL_SWITCHGATE_OPENING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
-       PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
-#else
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
-      }
-      else if (element == EL_SWITCHGATE_CLOSED ||
-              element == EL_SWITCHGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
-       PlaySoundLevelAction(xx, yy, ACTION_OPENING);
-#else
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
-      }
-    }
+    if (!IN_LEV_FIELD(x, y))
+      continue;
+
+    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+      group_nr = AmoebaNr[x][y];
   }
-}
 
-static int getInvisibleActiveFromInvisibleElement(int element)
-{
-  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
-         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
-         EL_INVISIBLE_SAND_ACTIVE);
+  return group_nr;
 }
 
-static int getInvisibleFromInvisibleActiveElement(int element)
+void AmoebenVereinigen(int ax, int ay)
 {
-  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
-         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
-         EL_INVISIBLE_SAND);
-}
+  int i, x, y, xx, yy;
+  int new_group_nr = AmoebaNr[ax][ay];
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
-  int x, y;
+  if (new_group_nr == 0)
+    return;
 
-  for (y=0; y<lev_fieldy; y++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    x = ax + xy[i][0];
+    y = ay + xy[i][1];
+
+    if (!IN_LEV_FIELD(x, y))
+      continue;
+
+    if ((Feld[x][y] == EL_AMOEBA_FULL ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_DEAD) &&
+       AmoebaNr[x][y] != new_group_nr)
     {
-      int element = Feld[x][y];
+      int old_group_nr = AmoebaNr[x][y];
 
-      if (element == EL_LIGHT_SWITCH &&
-         game.light_time_left > 0)
-      {
-       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_LIGHT_SWITCH_ACTIVE &&
-              game.light_time_left == 0)
-      {
-       Feld[x][y] = EL_LIGHT_SWITCH;
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_INVISIBLE_STEELWALL ||
-              element == EL_INVISIBLE_WALL ||
-              element == EL_INVISIBLE_SAND)
-      {
-       if (game.light_time_left > 0)
-         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+      if (old_group_nr == 0)
+       return;
 
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
-              element == EL_INVISIBLE_WALL_ACTIVE ||
-              element == EL_INVISIBLE_SAND_ACTIVE)
-      {
-       if (game.light_time_left == 0)
-         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+      AmoebaCnt[old_group_nr] = 0;
+      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+      AmoebaCnt2[old_group_nr] = 0;
 
-       DrawLevelField(x, y);
+      for (yy = 0; yy < lev_fieldy; yy++)
+      {
+       for (xx = 0; xx < lev_fieldx; xx++)
+       {
+         if (AmoebaNr[xx][yy] == old_group_nr)
+           AmoebaNr[xx][yy] = new_group_nr;
+       }
       }
     }
   }
 }
 
-static void ToggleLightSwitch(int x, int y)
+void AmoebeUmwandeln(int ax, int ay)
 {
-  int element = Feld[x][y];
-
-  game.light_time_left =
-    (element == EL_LIGHT_SWITCH ?
-     level.time_light * FRAMES_PER_SECOND : 0);
+  int i, x, y;
 
-  RedrawAllLightSwitchesAndInvisibleElements();
-}
+  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+  {
+    int group_nr = AmoebaNr[ax][ay];
 
-static void ActivateTimegateSwitch(int x, int y)
-{
-  int xx, yy;
+#ifdef DEBUG
+    if (group_nr == 0)
+    {
+      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+      printf("AmoebeUmwandeln(): This should never happen!\n");
+      return;
+    }
+#endif
 
-  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+    for (y = 0; y < lev_fieldy; y++)
+    {
+      for (x = 0; x < lev_fieldx; x++)
+      {
+       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+       {
+         AmoebaNr[x][y] = 0;
+         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+       }
+      }
+    }
+    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
+                           SND_AMOEBA_TURNING_TO_GEM :
+                           SND_AMOEBA_TURNING_TO_ROCK));
+    Bang(ax, ay);
+  }
+  else
+  {
+    static int xy[4][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 }
+    };
 
-  for (yy=0; yy<lev_fieldy; yy++)
-  {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
-      int element = Feld[xx][yy];
+      x = ax + xy[i][0];
+      y = ay + xy[i][1];
 
-      if (element == EL_TIMEGATE_CLOSED ||
-         element == EL_TIMEGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
-      }
+      if (!IN_LEV_FIELD(x, y))
+       continue;
 
-      /*
-      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
       {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-       DrawLevelField(xx, yy);
+       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
+                             SND_AMOEBA_TURNING_TO_GEM :
+                             SND_AMOEBA_TURNING_TO_ROCK));
+       Bang(x, y);
       }
-      */
-
     }
   }
-
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
 }
 
-void Impact(int x, int y)
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
 {
-  boolean lastline = (y == lev_fieldy-1);
-  boolean object_hit = FALSE;
-  boolean impact = (lastline || object_hit);
-  int element = Feld[x][y];
-  int smashed = EL_UNDEFINED;
+  int x, y;
+  int group_nr = AmoebaNr[ax][ay];
+  boolean done = FALSE;
 
-  if (!lastline)       /* check if element below was hit */
+#ifdef DEBUG
+  if (group_nr == 0)
   {
-    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
-      return;
-
-    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
-                                        MovDir[x][y + 1] != MV_DOWN ||
-                                        MovPos[x][y + 1] <= TILEY / 2));
-    if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y + 1);
-
-    impact = (lastline || object_hit);
+    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+    printf("AmoebeUmwandelnBD(): This should never happen!\n");
+    return;
   }
+#endif
 
-  if (!lastline && smashed == EL_ACID) /* element falls into acid */
+  for (y = 0; y < lev_fieldy; y++)
   {
-    SplashAcid(x, y);
-    return;
+    for (x = 0; x < lev_fieldx; x++)
+    {
+      if (AmoebaNr[x][y] == group_nr &&
+         (Feld[x][y] == EL_AMOEBA_DEAD ||
+          Feld[x][y] == EL_BD_AMOEBA ||
+          Feld[x][y] == EL_AMOEBA_GROWING))
+      {
+       AmoebaNr[x][y] = 0;
+       Feld[x][y] = new_element;
+       InitField(x, y, FALSE);
+       DrawLevelField(x, y);
+       done = TRUE;
+      }
+    }
   }
 
-  if (impact)
+  if (done)
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+                           SND_BD_AMOEBA_TURNING_TO_ROCK :
+                           SND_BD_AMOEBA_TURNING_TO_GEM));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+  static unsigned long sound_delay = 0;
+  static unsigned long sound_delay_value = 0;
+
+  if (!MovDelay[x][y])         /* start new growing cycle */
   {
-    ResetGfxAnimation(x, y);
-    DrawLevelField(x, y);
-  }
+    MovDelay[x][y] = 7;
 
+    if (DelayReached(&sound_delay, sound_delay_value))
+    {
 #if 1
-  if (impact && CAN_EXPLODE_IMPACT(element))
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
 #else
-  if ((element == EL_BOMB ||
-       element == EL_SP_DISK_ORANGE ||
-       element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))                /* element is bomb */
+      if (Store[x][y] == EL_BD_AMOEBA)
+       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
+      else
+       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
 #endif
-  {
-    Bang(x, y);
-    return;
-  }
-  else if (impact && element == EL_PEARL)
-  {
-    Feld[x][y] = EL_PEARL_BREAKING;
-    PlaySoundLevel(x, y, SND_PEARL_BREAKING);
-    return;
-  }
-  else if (impact && CAN_CHANGE(element) &&
-          HAS_CHANGE_EVENT(element, CE_IMPACT))
-  {
-    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
-
-    ChangeElementDoIt(x, y, element_info[element].change.successor);
-
-    return;
+      sound_delay_value = 30;
+    }
   }
 
-  if (impact && element == EL_AMOEBA_DROP)
+  if (MovDelay[x][y])          /* wait some time before growing bigger */
   {
-    if (object_hit && IS_PLAYER(x, y + 1))
-      KillHeroUnlessProtected(x, y + 1);
-    else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y + 1);
-    else
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+                                          6 - MovDelay[x][y]);
 
-      ResetRandomAnimationValue(x, y);
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
     }
-    return;
-  }
 
-#if 1
-  if (object_hit)              /* check which object was hit */
-#else
-  if (!lastline && object_hit)         /* check which object was hit */
-#endif
-  {
-    if (CAN_PASS_MAGIC_WALL(element) && 
-       (smashed == EL_MAGIC_WALL ||
-        smashed == EL_BD_MAGIC_WALL))
+    if (!MovDelay[x][y])
     {
-      int xx, yy;
-      int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
-        EL_BD_MAGIC_WALL_ACTIVE);
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      DrawLevelField(x, y);
+    }
+  }
+}
 
-      /* activate magic wall / mill */
-      for (yy=0; yy<lev_fieldy; yy++)
-       for (xx=0; xx<lev_fieldx; xx++)
-         if (Feld[xx][yy] == smashed)
-           Feld[xx][yy] = activated_magic_wall;
+void AmoebaDisappearing(int x, int y)
+{
+  static unsigned long sound_delay = 0;
+  static unsigned long sound_delay_value = 0;
 
-      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
-      game.magic_wall_active = TRUE;
+  if (!MovDelay[x][y])         /* start new shrinking cycle */
+  {
+    MovDelay[x][y] = 7;
 
-      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
-                           SND_MAGIC_WALL_ACTIVATING :
-                           SND_BD_MAGIC_WALL_ACTIVATING));
-    }
+    if (DelayReached(&sound_delay, sound_delay_value))
+      sound_delay_value = 30;
+  }
 
-    if (IS_PLAYER(x, y + 1))
-    {
-      if (CAN_SMASH_PLAYER(element))
-      {
-       KillHeroUnlessProtected(x, y + 1);
-       return;
-      }
-    }
-    else if (smashed == EL_PENGUIN)
-    {
-      if (CAN_SMASH_PLAYER(element))
-      {
-       Bang(x, y + 1);
-       return;
-      }
-    }
-    else if (element == EL_BD_DIAMOND)
-    {
-      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
-      {
-       Bang(x, y + 1);
-       return;
-      }
-    }
-    else if ((element == EL_SP_INFOTRON ||
-             element == EL_SP_ZONK) &&
-            (smashed == EL_SP_SNIKSNAK ||
-             smashed == EL_SP_ELECTRON ||
-             smashed == EL_SP_DISK_ORANGE))
-    {
-      Bang(x, y + 1);
-      return;
-    }
-#if 1
-    else if (CAN_SMASH_EVERYTHING(element))
-#else
-    else if (element == EL_ROCK ||
-            element == EL_SP_ZONK ||
-            element == EL_BD_ROCK)
-#endif
+  if (MovDelay[x][y])          /* wait some time before shrinking */
+  {
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      if (IS_CLASSIC_ENEMY(smashed) ||
-#if 1
-         CAN_EXPLODE_SMASHED(smashed))
-#else
-         smashed == EL_BOMB ||
-         smashed == EL_SP_DISK_ORANGE ||
-         smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE ||
-         smashed == EL_PIG ||
-         smashed == EL_DRAGON ||
-         smashed == EL_MOLE)
-#endif
-      {
-       Bang(x, y + 1);
-       return;
-      }
-#if 1
-      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
-#else
-      else if (!IS_MOVING(x, y + 1))
-#endif
-      {
-       if (smashed == EL_LAMP ||
-           smashed == EL_LAMP_ACTIVE)
-       {
-         Bang(x, y + 1);
-         return;
-       }
-       else if (smashed == EL_NUT)
-       {
-         Feld[x][y + 1] = EL_NUT_BREAKING;
-         PlaySoundLevel(x, y, SND_NUT_BREAKING);
-         RaiseScoreElement(EL_NUT);
-         return;
-       }
-       else if (smashed == EL_PEARL)
-       {
-         Feld[x][y + 1] = EL_PEARL_BREAKING;
-         PlaySoundLevel(x, y, SND_PEARL_BREAKING);
-         return;
-       }
-       else if (smashed == EL_DIAMOND)
-       {
-#if 1
-         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
-#else
-         Feld[x][y + 1] = EL_EMPTY;
-#endif
-         PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
-         return;
-       }
-       else if (IS_BELT_SWITCH(smashed))
-       {
-         ToggleBeltSwitch(x, y + 1);
-       }
-       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
-                smashed == EL_SWITCHGATE_SWITCH_DOWN)
-       {
-         ToggleSwitchgateSwitch(x, y + 1);
-       }
-       else if (smashed == EL_LIGHT_SWITCH ||
-                smashed == EL_LIGHT_SWITCH_ACTIVE)
-       {
-         ToggleLightSwitch(x, y + 1);
-       }
-       else if (CAN_CHANGE(smashed) &&
-                HAS_CHANGE_EVENT(smashed, CE_SMASHED))
-       {
-         ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
-       }
-      }
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+                                          6 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
     }
-  }
 
-  /* play sound of magic wall / mill */
-  if (!lastline &&
-      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
-  {
-    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
-    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
+    if (!MovDelay[x][y])
+    {
+      Feld[x][y] = EL_EMPTY;
+      DrawLevelField(x, y);
 
-    return;
+      /* don't let mole enter this field in this cycle;
+        (give priority to objects falling to this field from above) */
+      Stop[x][y] = TRUE;
+    }
   }
-
-  /* play sound of object that hits the ground */
-  if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
 }
 
-void TurnRound(int x, int y)
+void AmoebeAbleger(int ax, int ay)
 {
-  static struct
-  {
-    int x, y;
-  } move_xy[] =
-  {
-    {  0,  0 },
-    { -1,  0 },
-    { +1,  0 },
-    {  0,  0 },
-    {  0, -1 },
-    {  0,  0 }, { 0, 0 }, { 0, 0 },
-    {  0, +1 }
-  };
-  static struct
-  {
-    int left, right, back;
-  } turn[] =
+  int i;
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  int newax = ax, neway = ay;
+  static int xy[4][2] =
   {
-    { 0,       0,              0        },
-    { MV_DOWN, MV_UP,          MV_RIGHT },
-    { MV_UP,   MV_DOWN,        MV_LEFT  },
-    { 0,       0,              0        },
-    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
-    { 0,0,0 }, { 0,0,0 },      { 0,0,0  },
-    { MV_RIGHT,        MV_LEFT,        MV_UP    }
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
   };
 
-  int element = Feld[x][y];
-  int old_move_dir = MovDir[x][y];
-  int left_dir  = turn[old_move_dir].left;
-  int right_dir = turn[old_move_dir].right;
-  int back_dir  = turn[old_move_dir].back;
+  if (!level.amoeba_speed)
+  {
+    Feld[ax][ay] = EL_AMOEBA_DEAD;
+    DrawLevelField(ax, ay);
+    return;
+  }
 
-  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
-  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
-  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
-  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-  int left_x  = x + left_dx,  left_y  = y + left_dy;
-  int right_x = x + right_dx, right_y = y + right_dy;
-  int move_x  = x + move_dx,  move_y  = y + move_dy;
+  if (!MovDelay[ax][ay])       /* start making new amoeba field */
+    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
 
-  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
   {
-    TestIfBadThingTouchesOtherBadThing(x, y);
-
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       IS_FREE(right_x, right_y))
-      MovDir[x][y] = right_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
-      MovDir[x][y] = left_dir;
-
-    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
-      MovDelay[x][y] = 1;
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
-  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-          element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
-  {
-    TestIfBadThingTouchesOtherBadThing(x, y);
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       IS_FREE(left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(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 if (element == EL_YAMYAM)
+  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
+    int start = RND(4);
+    int x = ax + xy[start][0];
+    int y = ay + xy[start][1];
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        Feld[left_x][left_y] == EL_DIAMOND))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        Feld[right_x][right_y] == EL_DIAMOND))
-      can_turn_right = TRUE;
+    if (!IN_LEV_FIELD(x, y))
+      return;
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+#if 1
+    if (IS_FREE(x, y) ||
+       CAN_GROW_INTO(Feld[x][y]) ||
+       Feld[x][y] == EL_QUICKSAND_EMPTY)
+    {
+      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
 
-    MovDelay[x][y] = 16+16*RND(3);
+    if (newax == ax && neway == ay)
+      return;
   }
-  else if (element == EL_DARK_YAMYAM)
+  else                         /* normal or "filled" (BD style) amoeba */
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
+    int start = RND(4);
+    boolean waiting_for_player = FALSE;
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      int j = (start + i) % 4;
+      int x = ax + xy[j][0];
+      int y = ay + xy[j][1];
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+      if (!IN_LEV_FIELD(x, y))
+       continue;
 
-    MovDelay[x][y] = 16+16*RND(3);
-  }
-  else if (element == EL_PACMAN)
-  {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
+#if 1
+      if (IS_FREE(x, y) ||
+         CAN_GROW_INTO(Feld[x][y]) ||
+         Feld[x][y] == EL_QUICKSAND_EMPTY)
+      {
+       newax = x;
+       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 (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_AMOEBOID(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_AMOEBOID(Feld[right_x][right_y])))
-      can_turn_right = 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);
+       AmoebaCnt[AmoebaNr[ax][ay]]--;
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+       if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
+       {
+         if (element == EL_AMOEBA_FULL)
+           AmoebeUmwandeln(ax, ay);
+         else if (element == EL_BD_AMOEBA)
+           AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+       }
+      }
+      return;
+    }
+    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+    {
+      /* amoeba gets larger by growing in some direction */
 
-    MovDelay[x][y] = 6+RND(40);
-  }
-  else if (element == EL_PIG)
+      int new_group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+  if (new_group_nr == 0)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-    boolean should_turn_left = FALSE, should_turn_right = FALSE;
-    boolean should_move_on = FALSE;
-    int rnd_value = 24;
-    int rnd = RND(rnd_value);
+    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+    printf("AmoebeAbleger(): This should never happen!\n");
+    return;
+  }
+#endif
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
-      can_move_on = TRUE;
-
-    if (can_turn_left &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
-         !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
-      should_turn_left = TRUE;
-    if (can_turn_right &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
-         !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
-      should_turn_right = TRUE;
-    if (can_move_on &&
-       (!can_turn_left || !can_turn_right ||
-        (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
-         !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
-        (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
-         !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
-      should_move_on = TRUE;
+      AmoebaNr[newax][neway] = new_group_nr;
+      AmoebaCnt[new_group_nr]++;
+      AmoebaCnt2[new_group_nr]++;
 
-    if (should_turn_left || should_turn_right || should_move_on)
-    {
-      if (should_turn_left && should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
-                       rnd < 2*rnd_value/3 ? right_dir :
-                       old_move_dir);
-      else if (should_turn_left && should_turn_right)
-       MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-      else if (should_turn_left && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
-      else if (should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
-      else if (should_turn_left)
-       MovDir[x][y] = left_dir;
-      else if (should_turn_right)
-       MovDir[x][y] = right_dir;
-      else if (should_move_on)
-       MovDir[x][y] = old_move_dir;
-    }
-    else if (can_move_on && rnd > rnd_value/8)
-      MovDir[x][y] = old_move_dir;
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value/8)
-      MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value/8)
-      MovDir[x][y] = right_dir;
-    else
-      MovDir[x][y] = back_dir;
+      /* if amoeba touches other amoeba(s) after growing, unify them */
+      AmoebenVereinigen(newax, neway);
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
-       !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
-      MovDir[x][y] = old_move_dir;
+      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+      {
+       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+       return;
+      }
+    }
+  }
 
-    MovDelay[x][y] = 0;
+  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+      (neway == lev_fieldy - 1 && newax != ax))
+  {
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
+    Store[newax][neway] = element;
+  }
+  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 if (element == EL_DRAGON)
+  else
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-    int rnd_value = 24;
-    int rnd = RND(rnd_value);
-
-    if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
-      can_move_on = TRUE;
-
-    if (can_move_on && rnd > rnd_value/8)
-      MovDir[x][y] = old_move_dir;
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value/8)
-      MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value/8)
-      MovDir[x][y] = right_dir;
-    else
-      MovDir[x][y] = back_dir;
+    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
+    Feld[ax][ay] = EL_AMOEBA_DROPPING;
+    Store[ax][ay] = EL_AMOEBA_DROP;
+    ContinueMoving(ax, ay);
+    return;
+  }
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
-      MovDir[x][y] = old_move_dir;
+  DrawLevelField(newax, neway);
+}
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_MOLE)
-  {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+void Life(int ax, int ay)
+{
+  int x1, y1, x2, y2;
+  static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
+  int life_time = 40;
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean changed = FALSE;
 
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
-        Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
-      can_move_on = TRUE;
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-    if (!can_move_on)
-    {
-      if (IN_LEV_FIELD(left_x, left_y) &&
-         (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
-       can_turn_left = TRUE;
-      if (IN_LEV_FIELD(right_x, right_y) &&
-         (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
-       can_turn_right = TRUE;
+  if (Stop[ax][ay])
+    return;
 
-      if (can_turn_left && can_turn_right)
-       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
-      else if (can_turn_left)
-       MovDir[x][y] = left_dir;
-      else
-       MovDir[x][y] = right_dir;
-    }
+  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
+    MovDelay[ax][ay] = life_time;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-  }
-  else if (element == EL_BALLOON)
+  if (MovDelay[ax][ay])                /* wait some time before next cycle */
   {
-    MovDir[x][y] = game.balloon_dir;
-    MovDelay[x][y] = 0;
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
-  else if (element == EL_SPRING)
-  {
-    if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
-       (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
-        (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
-      MovDir[x][y] = MV_NO_MOVING;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_ROBOT ||
-          element == EL_SATELLITE ||
-          element == EL_PENGUIN)
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
   {
-    int attr_x = -1, attr_y = -1;
-
-    if (AllPlayersGone)
-    {
-      attr_x = ExitX;
-      attr_y = ExitY;
-    }
-    else
-    {
-      int i;
+    int xx = ax+x1, yy = ay+y1;
+    int nachbarn = 0;
 
-      for (i=0; i<MAX_PLAYERS; i++)
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
 
-       if (!player->active)
-         continue;
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+    {
+      int x = xx+x2, y = yy+y2;
 
-       if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
-       {
-         attr_x = jx;
-         attr_y = jy;
-       }
-      }
-    }
+      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+       continue;
 
-    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
-    {
-      attr_x = ZX;
-      attr_y = ZY;
+      if (((Feld[x][y] == element ||
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
+          !Stop[x][y]) ||
+         (IS_FREE(x, y) && Stop[x][y]))
+       nachbarn++;
     }
 
-    if (element == EL_PENGUIN)
+    if (xx == ax && yy == ay)          /* field in the middle */
     {
-      int i;
-      static int xy[4][2] =
-      {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
-
-      for (i=0; i<4; i++)
+      if (nachbarn < life[0] || nachbarn > life[1])
       {
-       int ex = x + xy[i % 4][0];
-       int ey = y + xy[i % 4][1];
-
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
-       {
-         attr_x = ex;
-         attr_y = ey;
-         break;
-       }
+       Feld[xx][yy] = EL_EMPTY;
+       if (!Stop[xx][yy])
+         DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
     }
-
-    MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x < x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
-
-    if (element == EL_ROBOT)
-    {
-      int newx, newy;
-
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
-
-      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
-       MovDelay[x][y] = 8+8*!RND(3);
-      else
-       MovDelay[x][y] = 16;
+#if 1
+    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+    {                                  /* 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;
+      }
     }
-    else
-    {
-      int newx, newy;
-
-      MovDelay[x][y] = 1;
-
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+#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])
       {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
-
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
-
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_FOOD_PENGUIN(Feld[newx][newy])))))
-         return;
-
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
-
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_FOOD_PENGUIN(Feld[newx][newy])))))
-         return;
-
-       MovDir[x][y] = old_move_dir;
-       return;
+       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
   }
-  else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
-  {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) ||
-        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) ||
-        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
-      can_turn_right = TRUE;
+  if (changed)
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
+}
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+static void InitRobotWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (element_info[element].move_pattern == MV_HORIZONTAL ||
-          element_info[element].move_pattern == MV_VERTICAL)
-  {
-    if (element_info[element].move_pattern & old_move_dir)
-      MovDir[x][y] = back_dir;
-    else if (element_info[element].move_pattern == MV_HORIZONTAL)
-      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-    else if (element_info[element].move_pattern == MV_VERTICAL)
-      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+static void RunRobotWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
-  {
-    MovDir[x][y] = element_info[element].move_pattern;
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
-  {
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) ||
-        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
-      MovDir[x][y] = left_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            (!IS_FREE(move_x, move_y) &&
-             (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
-      MovDir[x][y] = right_dir;
+static void StopRobotWheel(int x, int y)
+{
+  if (ZX == x && ZY == y)
+    ZX = ZY = -1;
+}
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
-  {
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) ||
-        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
-      MovDir[x][y] = right_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            (!IS_FREE(move_x, move_y) &&
-             (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
-      MovDir[x][y] = left_dir;
+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
+}
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
-          element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
-  {
-    int attr_x = -1, attr_y = -1;
-    int newx, newy;
-    boolean move_away =
-      (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+static void RunTimegateWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
 
-    if (AllPlayersGone)
-    {
-      attr_x = ExitX;
-      attr_y = ExitY;
-    }
-    else
-    {
-      int i;
+void CheckExit(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-      for (i=0; i<MAX_PLAYERS; i++)
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-       if (!player->active)
-         continue;
+    return;
+  }
 
-       if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
-       {
-         attr_x = jx;
-         attr_y = jy;
-       }
-      }
-    }
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-    MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x < x)
-      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+  Feld[x][y] = EL_EXIT_OPENING;
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+}
 
-    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-    {
-      boolean first_horiz = RND(2);
-      int new_move_dir = MovDir[x][y];
+void CheckExitSP(int x, int y)
+{
+  if (local_player->gems_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-      MovDir[x][y] =
-       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
-                                      (DONT_COLLIDE_WITH(element) &&
-                                       IS_FREE_OR_PLAYER(newx, newy)) ||
-                                      Feld[newx][newy] == EL_ACID))
-       return;
+    return;
+  }
 
-      MovDir[x][y] =
-       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-      if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
-                                      (DONT_COLLIDE_WITH(element) &&
-                                       IS_FREE_OR_PLAYER(newx, newy)) ||
-                                      Feld[newx][newy] == EL_ACID))
-       return;
+  Feld[x][y] = EL_SP_EXIT_OPENING;
 
-      MovDir[x][y] = old_move_dir;
-    }
-  }
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
-static boolean JustBeingPushed(int x, int y)
+static void CloseAllOpenTimegates()
 {
-  int i;
+  int x, y;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    struct PlayerInfo *player = &stored_player[i];
-
-    if (player->active && player->Pushing && player->MovPos)
+    for (x = 0; x < lev_fieldx; x++)
     {
-      int next_jx = player->jx + (player->jx - player->last_jx);
-      int next_jy = player->jy + (player->jy - player->last_jy);
+      int element = Feld[x][y];
 
-      if (x == next_jx && y == next_jy)
-       return TRUE;
+      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
+      }
     }
   }
-
-  return FALSE;
 }
 
-void StartMoving(int x, int y)
+void EdelsteinFunkeln(int x, int y)
 {
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
-  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
-  int element = Feld[x][y];
+  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+    return;
 
-  if (Stop[x][y])
+  if (Feld[x][y] == EL_BD_DIAMOND)
     return;
 
-  GfxAction[x][y] = ACTION_DEFAULT;
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !SimpleRND(500);
 
-  if (CAN_FALL(element) && y < lev_fieldy - 1)
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
   {
-    if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
-      if (JustBeingPushed(x, y))
-       return;
+    MovDelay[x][y]--;
 
-    if (element == EL_QUICKSAND_FULL)
+    if (setup.direct_draw && MovDelay[x][y])
+      SetDrawtoField(DRAW_BUFFERED);
+
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
+
+    if (MovDelay[x][y] != 0)
     {
-      if (IS_FREE(x, y + 1))
-      {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
 
-       Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_ROCK;
-#if 1
-       PlaySoundLevelAction(x, y, ACTION_EMPTYING);
-#else
-       PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
-#endif
-      }
-      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+
+      if (setup.direct_draw)
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY + 1;
+       int dest_x, dest_y;
 
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+       dest_x = FX + SCREENX(x) * TILEX;
+       dest_y = FY + SCREENY(y) * TILEY;
 
-       Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y + 1] = EL_QUICKSAND_FULL;
-       Store[x][y + 1] = Store[x][y];
-       Store[x][y] = 0;
-#if 1
-       PlaySoundLevelAction(x, y, ACTION_FILLING);
-#else
-       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
-#endif
+       BlitBitmap(drawto_field, window,
+                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+       SetDrawtoField(DRAW_DIRECT);
       }
     }
-    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+  }
+}
+
+void MauerWaechst(int x, int y)
+{
+  int delay = 6;
+
+  if (!MovDelay[x][y])         /* next animation frame */
+    MovDelay[x][y] = 3 * delay;
+
+  if (MovDelay[x][y])          /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
+
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
-      Feld[x][y] = EL_QUICKSAND_FILLING;
-      Store[x][y] = element;
-#if 1
-      PlaySoundLevelAction(x, y, ACTION_FILLING);
-#else
-      PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
-#endif
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
     }
-    else if (element == EL_MAGIC_WALL_FULL)
+
+    if (!MovDelay[x][y])
     {
-      if (IS_FREE(x, y + 1))
+      if (MovDir[x][y] == MV_LEFT)
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-
-       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED(Store[x][y]);
+       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+         DrawLevelField(x - 1, y);
       }
-      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
-
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
-
-       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
-       Store[x][y] = 0;
+       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+         DrawLevelField(x + 1, y);
       }
-    }
-    else if (element == EL_BD_MAGIC_WALL_FULL)
-    {
-      if (IS_FREE(x, y + 1))
+      else if (MovDir[x][y] == MV_UP)
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-
-       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
+       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+         DrawLevelField(x, y - 1);
       }
-      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      else
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
-
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
-
-       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
-       Store[x][y] = 0;
+       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+         DrawLevelField(x, y + 1);
       }
+
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+      DrawLevelField(x, y);
     }
-    else if (CAN_PASS_MAGIC_WALL(element) &&
-            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
-    {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+  }
+}
+
+void MauerAbleger(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
 
-      Feld[x][y] =
-       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
-        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);
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
 
-      Store[x][y] = EL_ACID;
-#if 0
-      /* !!! TEST !!! better use "_FALLING" etc. !!! */
-      GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
-    }
-    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            JustStopped[x][y])
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
+
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
+
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
+  {
+    if (oben_frei)
     {
-      Impact(x, y);
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+      new_wall = TRUE;
     }
-    else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+    if (unten_frei)
     {
-      if (MovDir[x][y] == MV_NO_MOVING)
-      {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-      }
+      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
     }
-    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
-    {
-      if (JustStopped[x][y])   /* prevent animation from being restarted */
-       MovDir[x][y] = MV_DOWN;
+  }
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL)
+  {
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
     }
-    else if (element == EL_AMOEBA_DROP)
+
+    if (rechts_frei)
     {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
     }
-    /* 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) && !JustStopped[x][y + 1] &&
-            element != EL_DX_SUPABOMB)
-#endif
+  }
+
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+    DrawLevelField(ax, ay);
+
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
+
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+       element == EL_EXPANDABLE_WALL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_WALL_VERTICAL))
+    Feld[ax][ay] = EL_WALL;
+
+  if (new_wall)
+#if 1
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 #else
-    else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
-            element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
 #endif
+}
+
+void CheckForDragon(int x, int y)
+{
+  int i, j;
+  boolean dragon_found = FALSE;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    for (j = 0; j < 4; j++)
     {
-      boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
-      boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
-                      (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
+      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
 
-      if (left || right)
+      if (IN_LEV_FIELD(xx, yy) &&
+         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
       {
-       if (left && right &&
-           (game.emulation != EMU_BOULDERDASH &&
-            element != EL_BD_ROCK && element != EL_BD_DIAMOND))
-         left = !(right = RND(2));
-
-       InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
-       started_moving = TRUE;
+       if (Feld[xx][yy] == EL_DRAGON)
+         dragon_found = TRUE;
       }
+      else
+       break;
     }
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-    {
-      boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
-      boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
-      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
-      int belt_dir = game.belt_dir[belt_nr];
+  }
 
-      if ((belt_dir == MV_LEFT  && left_is_free) ||
-         (belt_dir == MV_RIGHT && right_is_free))
+  if (!dragon_found)
+  {
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      for (j = 0; j < 3; j++)
       {
-       InitMovingField(x, y, belt_dir);
-       started_moving = TRUE;
-
-       GfxAction[x][y] = ACTION_DEFAULT;
+       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+  
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
+       {
+         Feld[xx][yy] = EL_EMPTY;
+         DrawLevelField(xx, yy);
+       }
+       else
+         break;
       }
     }
   }
+}
 
-  /* not "else if" because of EL_SPRING */
-  if (CAN_MOVE(element) && !started_moving)
+static void InitBuggyBase(int x, int y)
+{
+  int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
+
+  ChangeDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
+
+static void WarnBuggyBase(int x, int y)
+{
+  int i;
+  static int xy[4][2] =
   {
-    int newx, newy;
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-    if ((element == EL_SATELLITE ||
-        element == EL_BALLOON ||
-        element == EL_SPRING)
-       && JustBeingPushed(x, y))
-      return;
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0], yy = y + xy[i][1];
 
-#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)
+    if (IS_PLAYER(xx, yy))
     {
-      Moving2Blocked(x, y, &newx, &newy);
-      if (Feld[newx][newy] == EL_BLOCKED)
-       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
-    }
-#endif
-#endif
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
-    if (!MovDelay[x][y])       /* start new movement phase */
-    {
-      /* all objects that can change their move direction after each step
-        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+      break;
+    }
+  }
+}
 
-      if (element != EL_YAMYAM &&
-         element != EL_DARK_YAMYAM &&
-         element != EL_PACMAN &&
-         !(element_info[element].move_pattern & MV_ANY_DIRECTION))
-      {
-       TurnRound(x, y);
+static void InitTrap(int x, int y)
+{
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
 
-       if (MovDelay[x][y] && (element == EL_BUG ||
-                              element == EL_SPACESHIP ||
-                              element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON ||
-                              element == EL_MOLE))
-         DrawLevelField(x, y);
-      }
-    }
+static void ActivateTrap(int x, int y)
+{
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
 
-    if (MovDelay[x][y])                /* wait some time before next movement */
-    {
-      MovDelay[x][y]--;
+static void ChangeActiveTrap(int x, int y)
+{
+  int graphic = IMG_TRAP_ACTIVE;
 
-#if 0
-      if (element == EL_YAMYAM)
-      {
-       printf("::: %d\n",
-              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
-       DrawLevelElementAnimation(x, y, element);
-      }
+  /* if new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    DrawLevelFieldCrumbledSand(x, y);
+}
+
+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
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
+  /* 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
-       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
-       ResetGfxAnimation(x, y);
+    printf("::: BOOOM! [%d, '%s']\n", target_element,
+          element_info[target_element].token_name);
 #endif
-       GfxAction[x][y] = ACTION_WAITING;
-      }
 
-      if (element == EL_ROBOT ||
-#if 0
-         element == EL_PACMAN ||
+    Bang(x, y);
+    return;
+  }
+
+#if 1
+  if (!add_player)
 #endif
-         element == EL_YAMYAM ||
-         element == EL_DARK_YAMYAM)
-      {
-#if 0
-       DrawLevelElementAnimation(x, y, element);
+  {
+#if 1
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(x, y);
+
+    Feld[x][y] = target_element;
 #else
-       DrawLevelElementAnimationIfNeeded(x, y, element);
+    RemoveField(x, y);
+    Feld[x][y] = target_element;
 #endif
-       PlaySoundLevelAction(x, y, ACTION_WAITING);
-      }
-      else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_DRAGON)
-      {
-       int i;
-       int dir = MovDir[x][y];
-       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
-                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
-                      dir == MV_UP     ? IMG_FLAMES_1_UP :
-                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
-       int frame = getGraphicAnimationFrame(graphic, -1);
-
-       for (i=1; i<=3; i++)
-       {
-         int xx = x + i*dx, yy = y + i*dy;
-         int sx = SCREENX(xx), sy = SCREENY(yy);
-         int flame_graphic = graphic + (i - 1);
-
-         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
-           break;
 
-         if (MovDelay[x][y])
-         {
-           int flamed = MovingOrBlocked2Element(xx, yy);
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
-             Bang(xx, yy);
-           else
-             RemoveMovingField(xx, yy);
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
 
-           Feld[xx][yy] = EL_FLAMES;
-           if (IN_SCR_FIELD(sx, sy))
-             DrawGraphic(sx, sy, flame_graphic, frame);
-         }
-         else
-         {
-           if (Feld[xx][yy] == EL_FLAMES)
-             Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
-         }
-       }
-      }
+#if 1
+    InitField_WithBug1(x, y, FALSE);
+#else
+    InitField(x, y, FALSE);
+    if (CAN_MOVE(Feld[x][y]))
+      InitMovDir(x, y);
+#endif
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
-       PlaySoundLevelAction(x, y, ACTION_WAITING);
+    DrawLevelField(x, y);
 
-       return;
-      }
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
 
-      GfxAction[x][y] = ACTION_MOVING;
-    }
+#if 0
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+#endif
 
-    /* now make next step */
+#if 0
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+#endif
 
-    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
+  /* "Changed[][]" not set yet to allow "entered by player" change one time */
+  if (ELEM_IS_PLAYER(target_element))
+    RelocatePlayer(x, y, target_element);
 
-    if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
-       !PLAYER_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;
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 #endif
 
-    }
-    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)
-    {
-      SplashAcid(x, y);
-      Store[x][y] = EL_ACID;
-    }
-    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
-    {
-      if (Feld[newx][newy] == EL_EXIT_OPEN)
-      {
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
-
-       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
-       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+#if 1
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+#endif
+}
 
-       local_player->friends_still_needed--;
-       if (!local_player->friends_still_needed &&
-           !local_player->GameOver && AllPlayersGone)
-         local_player->LevelSolved = local_player->GameOver = TRUE;
+static boolean ChangeElementNow(int x, int y, int element, int page)
+{
+  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  int target_element;
+  int old_element = Feld[x][y];
 
-       return;
-      }
-      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
-      {
-       if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
-         DrawLevelField(newx, newy);
-       else
-         MovDir[x][y] = MV_NO_MOVING;
-      }
-      else if (!IS_FREE(newx, newy))
-      {
-       GfxAction[x][y] = ACTION_WAITING;
+  /* always use default change event to prevent running into a loop */
+  if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
+    ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
 
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
-       return;
-      }
-    }
-    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
-    {
-      if (IS_FOOD_PIG(Feld[newx][newy]))
-      {
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
-       {
-         Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
-       }
+  if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
+  {
+    /* reset actual trigger element and player */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_PLAYER_1;
+  }
 
-       PlaySoundLevel(x, y, SND_PIG_DIGGING);
-      }
-      else if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
-       return;
-      }
-    }
-    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
-    {
-      if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
-       return;
-      }
-      else
-      {
-       boolean wanna_flame = !RND(10);
-       int dx = newx - x, dy = newy - y;
-       int newx1 = newx+1*dx, newy1 = newy+1*dy;
-       int newx2 = newx+2*dx, newy2 = newy+2*dy;
-       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
-                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
-       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
-                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+  /* do not change already changed elements with same change event */
+#if 0
+  if (Changed[x][y] & ChangeEvent[x][y])
+    return FALSE;
+#else
+  if (Changed[x][y])
+    return FALSE;
+#endif
 
-       if ((wanna_flame ||
-            IS_CLASSIC_ENEMY(element1) ||
-            IS_CLASSIC_ENEMY(element2)) &&
-           element1 != EL_DRAGON && element2 != EL_DRAGON &&
-           element1 != EL_FLAMES && element2 != EL_FLAMES)
-       {
-         if (IS_PLAYER(x, y))
-           DrawPlayerField(x, y);
-         else
-           DrawLevelField(x, y);
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 
-         PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+#if 0
+  /* !!! indirect change before direct change !!! */
+  CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
+#endif
 
-         MovDelay[x][y] = 50;
-         Feld[newx][newy] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
-           Feld[newx1][newy1] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
-           Feld[newx2][newy2] = EL_FLAMES;
-         return;
-       }
-      }
-    }
-    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            Feld[newx][newy] == EL_DIAMOND)
-    {
-      if (IS_MOVING(newx, newy))
-       RemoveMovingField(newx, newy);
-      else
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-      }
+  if (change->explode)
+  {
+    Bang(x, y);
 
-      PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
-    }
-    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
-    {
-      if (AmoebaNr[newx][newy])
-      {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-      }
+    return TRUE;
+  }
 
-      if (IS_MOVING(newx, newy))
-       RemoveMovingField(newx, newy);
-      else
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-      }
+  if (change->use_target_content)
+  {
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
+    int xx, yy;
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
-    }
-    else if ((element == EL_PACMAN || element == EL_MOLE)
-            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      if (AmoebaNr[newx][newy])
+      boolean is_empty;
+      boolean is_walkable;
+      boolean is_diggable;
+      boolean is_collectible;
+      boolean is_removable;
+      boolean is_destructible;
+      int ex = x + xx - 1;
+      int ey = y + yy - 1;
+      int content_element = change->target_content[xx][yy];
+      int e;
+
+      can_replace[xx][yy] = TRUE;
+
+      if (ex == x && ey == y)  /* do not check changing element itself */
+       continue;
+
+      if (content_element == EL_EMPTY_SPACE)
       {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
+
+       continue;
       }
 
-      if (element == EL_MOLE)
+      if (!IN_LEV_FIELD(ex, ey))
       {
-       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlaySoundLevel(x, y, SND_MOLE_DIGGING);
-       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
-       return;                         /* wait for shrinking amoeba */
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+
+       continue;
       }
-      else     /* element == EL_PACMAN */
+
+#if 0
+      if (Changed[ex][ey])     /* do not change already changed elements */
       {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+
+       continue;
       }
-    }
-    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
-            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
-             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
-    {
-      /* wait for shrinking amoeba to completely disappear */
-      return;
-    }
-    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
-    {
-      /* object was running against a wall */
+#endif
 
-      TurnRound(x, y);
+      e = Feld[ex][ey];
+
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
 
 #if 1
-      DrawLevelElementAnimation(x, y, element);
+
+#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 (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);
+
+#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
 
-      if (DONT_TOUCH(element))
-       TestIfBadThingTouchesHero(x, y);
+#endif
 
-#if 0
-      PlaySoundLevelAction(x, y, ACTION_WAITING);
+      is_walkable     = (is_empty || IS_WALKABLE(e));
+      is_diggable     = (is_empty || IS_DIGGABLE(e));
+      is_collectible  = (is_empty || IS_COLLECTIBLE(e));
+      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+      is_removable    = (is_diggable || is_collectible);
+
+      can_replace[xx][yy] =
+       (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
+         (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
+         (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
+         (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
+         (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
+         (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+        !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+
+      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
 
-      return;
+      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
     }
 
-    InitMovingField(x, y, MovDir[x][y]);
+    if (!change->only_if_complete || complete_replace)
+    {
+      boolean something_has_changed = FALSE;
+
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
+       return FALSE;
+
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+      {
+       int ex = x + xx - 1;
+       int ey = y + yy - 1;
+       int content_element;
+
+       if (can_replace[xx][yy] && (!change->use_random_replace ||
+                                   RND(100) < change->random_percentage))
+       {
+         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+           RemoveMovingField(ex, ey);
+
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
+         content_element = change->target_content[xx][yy];
+         target_element = GET_TARGET_ELEMENT(content_element, change);
+
+         ChangeElementNowExt(ex, ey, target_element);
+
+         something_has_changed = TRUE;
+
+         /* for symmetry reasons, freeze newly created border elements */
+         if (ex != x || ey != y)
+           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
+       }
+      }
 
-    PlaySoundLevelAction(x, y, ACTION_MOVING);
+      if (something_has_changed)
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    }
   }
+  else
+  {
+    target_element = GET_TARGET_ELEMENT(change->target_element, change);
 
-  if (MovDir[x][y])
-    ContinueMoving(x, y);
+    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_OTHER_IS_CHANGING,page);
+#endif
+
+  return TRUE;
 }
 
-void ContinueMoving(int x, int y)
+static void ChangeElement(int x, int y, int page)
 {
-  int element = Feld[x][y];
-  int direction = MovDir[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int horiz_move = (dx != 0);
-  int newx = x + dx, newy = y + dy;
-  int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
-
-  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
-    step /= 2;
-  else if (element == EL_QUICKSAND_FILLING ||
-          element == EL_QUICKSAND_EMPTYING)
-    step /= 4;
-  else if (element == EL_MAGIC_WALL_FILLING ||
-          element == EL_BD_MAGIC_WALL_FILLING ||
-          element == EL_MAGIC_WALL_EMPTYING ||
-          element == EL_BD_MAGIC_WALL_EMPTYING)
-    step /= 2;
-  else if (CAN_FALL(element) && horiz_move &&
-          y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
-    step /= 2;
-  else if (element == EL_SPRING && horiz_move)
-    step *= 2;
-  else if (IS_CUSTOM_ELEMENT(element))
-    step = SIGN(step) * element_info[element].move_stepsize;
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
 
-#if OLD_GAME_BEHAVIOUR
-  else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
-    step*=2;
+#ifdef DEBUG
+  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
+  {
+    printf("\n\n");
+    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("ChangeElement(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
 #endif
 
-  MovPos[x][y] += step;
+    return;
+  }
 
-  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    Feld[x][y] = EL_EMPTY;
-    Feld[newx][newy] = element;
-    MovPos[x][y] = 0;  /* force "not moving" for "crumbled sand" */
+    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
+                        RND(change->delay_random * change->delay_frames)) + 1;
 
-    if (element == EL_MOLE)
-    {
-      int i;
-      static int xy[4][2] =
-      {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-      Feld[x][y] = EL_SAND;
-      DrawLevelField(x, y);
+    if (change->pre_change_function)
+      change->pre_change_function(x, y);
+  }
 
-      for(i=0; i<4; i++)
-      {
-       int xx, yy;
+  ChangeDelay[x][y]--;
 
-       xx = x + xy[i][0];
-       yy = y + xy[i][1];
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
-         DrawLevelField(xx, yy);       /* for "crumbled sand" */
-      }
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    if (change->change_function)
+      change->change_function(x, y);
+  }
+  else                                 /* finish element change */
+  {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
+
+      change = &ei->change_page[page];
     }
 
-    if (element == EL_QUICKSAND_FILLING)
+#if 0
+    if (IS_MOVING(x, y) && !change->explode)
+#else
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+#endif
     {
-      element = Feld[newx][newy] = get_next_element(element);
-      Store[newx][newy] = Store[x][y];
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
+
+      return;
     }
-    else if (element == EL_QUICKSAND_EMPTYING)
+
+    if (ChangeElementNow(x, y, element, page))
     {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
+      if (change->post_change_function)
+       change->post_change_function(x, y);
     }
-    else if (element == EL_MAGIC_WALL_FILLING)
+  }
+}
+
+static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+                                             int trigger_element,
+                                             int trigger_event,
+                                             int trigger_player,
+                                             int trigger_side,
+                                             int trigger_page)
+{
+  int i, j, x, y;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+
+  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+    return FALSE;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    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++)
     {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
+      struct ElementChangeInfo *change = &element_info[element].change_page[j];
+
+      if (change->can_change &&
+         change->events & CH_EVENT_BIT(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->events & CH_EVENT_BIT(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);
+
+       break;
+      }
     }
-    else if (element == EL_MAGIC_WALL_EMPTYING)
+
+    if (!change_element)
+      continue;
+
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
+#if 0
+      if (x == lx && y == ly)  /* do not change trigger element itself */
+       continue;
+#endif
+
+      if (Feld[x][y] == element)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+       ChangeElement(x, y, page);
+      }
     }
-    else if (element == EL_BD_MAGIC_WALL_FILLING)
+  }
+
+  return TRUE;
+}
+
+static boolean CheckElementChangeExt(int x, int y,
+                                    int element,
+                                    int trigger_element,
+                                    int trigger_event,
+                                    int trigger_player,
+                                    int trigger_side,
+                                    int trigger_page)
+{
+  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    return FALSE;
+
+  if (Feld[x][y] == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &x, &y);
+    element = Feld[x][y];
+  }
+
+#if 1
+  if (Feld[x][y] != element)   /* check if element has already changed */
+  {
+#if 0
+    printf("::: %d ('%s') != %d ('%s') [%d]\n",
+          Feld[x][y], element_info[Feld[x][y]].token_name,
+          element, element_info[element].token_name,
+          trigger_event);
+#endif
+
+    return FALSE;
+  }
+#endif
+
+#if 1
+  if (trigger_page < 0)
+  {
+    boolean change_element = FALSE;
+    int i;
+
+    for (i = 0; i < element_info[element].num_change_pages; i++)
     {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
+      struct ElementChangeInfo *change = &element_info[element].change_page[i];
+
+      if (change->can_change &&
+         change->events & CH_EVENT_BIT(trigger_event) &&
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player)
+      {
+       change_element = TRUE;
+       trigger_page = i;
+
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
+       break;
+      }
     }
-    else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+
+    if (!change_element)
+      return FALSE;
+  }
+  else
+  {
+    struct ElementInfo *ei = &element_info[element];
+    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+
+    change->actual_trigger_element = trigger_element;
+    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
+  }
+
+#else
+
+  /* !!! 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] = CH_EVENT_BIT(trigger_event);
+  ChangeElement(x, y, trigger_page);
+
+  return TRUE;
+}
+
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int element = player->element_nr;
+  int last_action = player->last_action_waiting;
+  int action = player->action_waiting;
+
+  if (player->is_waiting)
+  {
+    if (action != last_action)
+      PlayLevelSoundElementAction(jx, jy, element, action);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[element].sound[last_action]);
+
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+  }
+}
+
+static void PlayAllPlayersSound()
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
+
+  player->last_action_waiting = player->action_waiting;
+
+  if (is_waiting)
+  {
+    if (!last_waiting)         /* not waiting -> waiting */
     {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
+      player->is_waiting = TRUE;
+
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       SimpleRND(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       SimpleRND(game.player_sleeping_delay_random);
+
+      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
     }
-    else if (element == EL_AMOEBA_DROPPING)
+
+    if (game.player_sleeping_delay_fixed +
+       game.player_sleeping_delay_random > 0 &&
+       player->anim_delay_counter == 0 &&
+       player->post_delay_counter == 0 &&
+       FrameCounter >= player->frame_counter_sleeping)
+      player->is_sleeping = TRUE;
+    else if (game.player_boring_delay_fixed +
+            game.player_boring_delay_random > 0 &&
+            FrameCounter >= player->frame_counter_bored)
+      player->is_bored = TRUE;
+
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
+
+    if (player->is_sleeping)
     {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
+      if (player->num_special_action_sleeping > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int last_special_action = player->special_action_sleeping;
+         int num_special_action = player->num_special_action_sleeping;
+         int special_action =
+           (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+            last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+            last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+            last_special_action + 1 : ACTION_SLEEPING);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_sleeping = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_sleeping;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
     }
-    else if (Store[x][y] == EL_ACID)
+    else if (player->is_bored)
     {
-      element = Feld[newx][newy] = EL_ACID;
+      if (player->num_special_action_bored > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_bored = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_bored;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
     }
+  }
+  else if (last_waiting)       /* waiting -> not waiting */
+  {
+    player->is_waiting = FALSE;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
 
-    Store[x][y] = 0;
-    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    MovDelay[newx][newy] = 0;
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-    /* copy element change control values to new field */
-    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-    /* copy animation control values to new field */
-    GfxFrame[newx][newy]  = GfxFrame[x][y];
-    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
+    player->action_waiting = ACTION_DEFAULT;
 
-    ResetGfxAnimation(x, y);   /* reset animation values for old field */
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
 
 #if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
 #if 0
-    if (!CAN_MOVE(element))
-      MovDir[newx][newy] = 0;
-#else
-    /*
-    if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-      MovDir[newx][newy] = 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;
+  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);
 
-    if (!CAN_MOVE(element) ||
-       (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-      MovDir[newx][newy] = 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
 
-    DrawLevelField(x, y);
-    DrawLevelField(newx, newy);
+  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
+    {
+      if (button2)
+       dropped = DropElement(player);
 
-    Stop[newx][newy] = TRUE;
-    JustStopped[newx][newy] = 3;
+      moved = MovePlayer(player, dx, dy);
+    }
 
-    if (DONT_TOUCH(element))   /* object may be nasty to player or others */
+    if (tape.single_step && tape.recording && !tape.pausing)
     {
-      TestIfBadThingTouchesHero(newx, newy);
-      TestIfBadThingTouchesFriend(newx, newy);
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
+      if (button1 || (dropped && !moved))
+      {
+       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+       SnapField(player, 0, 0);                /* stop snapping */
+      }
     }
-    else if (element == EL_PENGUIN)
-      TestIfFriendTouchesBadThing(newx, newy);
+
+    SetPlayerWaiting(player, FALSE);
 
 #if 1
-    if (CAN_FALL(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
-      Impact(x, newy);
+    return player_action;
 #else
-    if (CAN_SMASH(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
-      Impact(x, newy);
+    stored_player_action[player->index_nr] = player_action;
 #endif
   }
-  else                         /* still moving on */
+  else
   {
-    DrawLevelField(x, y);
-  }
-}
+#if 0
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
 
-int AmoebeNachbarNr(int ax, int ay)
-{
-  int i;
-  int element = Feld[ax][ay];
-  int group_nr = 0;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    /* no actions for this player (no input at player's configured device) */
 
-  for (i=0; i<4; i++)
-  {
-    int x = ax + xy[i][0];
-    int y = ay + xy[i][1];
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
 
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
 
-    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
-      group_nr = AmoebaNr[x][y];
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+
+    player->is_dropping = FALSE;
+
+    return 0;
   }
 
-  return group_nr;
+#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
 }
 
-void AmoebenVereinigen(int ax, int ay)
+#else
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
-  int i, x, y, xx, yy;
-  int new_group_nr = AmoebaNr[ax][ay];
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+  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);
 
-  if (new_group_nr == 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;
 
-  for (i=0; i<4; i++)
+  if (player_action)
   {
-    x = ax + xy[i][0];
-    y = ay + xy[i][1];
-
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
 
-    if ((Feld[x][y] == EL_AMOEBA_FULL ||
-        Feld[x][y] == EL_BD_AMOEBA ||
-        Feld[x][y] == EL_AMOEBA_DEAD) &&
-       AmoebaNr[x][y] != new_group_nr)
+    if (button1)
+      snapped = SnapField(player, dx, dy);
+    else
     {
-      int old_group_nr = AmoebaNr[x][y];
-
-      if (old_group_nr == 0)
-       return;
+      if (button2)
+       dropped = DropElement(player);
 
-      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
-      AmoebaCnt[old_group_nr] = 0;
-      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
-      AmoebaCnt2[old_group_nr] = 0;
+      moved = MovePlayer(player, dx, dy);
+    }
 
-      for (yy=0; yy<lev_fieldy; yy++)
+    if (tape.single_step && tape.recording && !tape.pausing)
+    {
+      if (button1 || (dropped && !moved))
       {
-       for (xx=0; xx<lev_fieldx; xx++)
-       {
-         if (AmoebaNr[xx][yy] == old_group_nr)
-           AmoebaNr[xx][yy] = new_group_nr;
-       }
+       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);
 
-void AmoebeUmwandeln(int ax, int ay)
-{
-  int i, x, y;
+    /* no actions for this player (no input at player's configured device) */
 
-  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+    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)
   {
-    int group_nr = AmoebaNr[ax][ay];
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
 
-#ifdef DEBUG
-    if (group_nr == 0)
-    {
-      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
-      printf("AmoebeUmwandeln(): This should never happen!\n");
-      return;
-    }
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
+  }
+}
 #endif
 
-    for (y=0; y<lev_fieldy; y++)
-    {
-      for (x=0; x<lev_fieldx; x++)
-      {
-       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
-       {
-         AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
-       }
-      }
-    }
-    PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
-                           SND_AMOEBA_TURNING_TO_GEM :
-                           SND_AMOEBA_TURNING_TO_ROCK));
-    Bang(ax, ay);
-  }
-  else
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+  int i;
+
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
+
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    static int xy[4][2] =
-    {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 }
-    };
+    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
 
-    for (i=0; i<4; i++)
-    {
-      x = ax + xy[i][0];
-      y = ay + xy[i][1];
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
 
-      if (!IN_LEV_FIELD(x, y))
-       continue;
+    stored_player[i].Frame += move_frames;
+
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
+
+#if USE_NEW_MOVE_DELAY
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
+#endif
+
+#if USE_NEW_PUSH_DELAY
+    /* due to bugs in previous versions, counter must count up, not down */
+    if (stored_player[i].push_delay != -1)
+      stored_player[i].push_delay++;
+#endif
 
-      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
-      {
-       PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
-                             SND_AMOEBA_TURNING_TO_GEM :
-                             SND_AMOEBA_TURNING_TO_ROCK));
-       Bang(x, y);
-      }
-    }
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
   }
 }
 
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+void GameActions()
 {
-  int x, y;
-  int group_nr = AmoebaNr[ax][ay];
-  boolean done = FALSE;
+  static unsigned long game_frame_delay = 0;
+  unsigned long game_frame_delay_value;
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
+  byte *recorded_player_action;
+  byte summarized_player_action = 0;
+#if 1
+  byte tape_action[MAX_PLAYERS];
+#endif
 
-#ifdef DEBUG
-  if (group_nr == 0)
-  {
-    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
-    printf("AmoebeUmwandelnBD(): This should never happen!\n");
+  if (game_status != GAME_MODE_PLAYING)
     return;
-  }
-#endif
 
-  for (y=0; y<lev_fieldy; y++)
-  {
-    for (x=0; x<lev_fieldx; x++)
-    {
-      if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBA_DEAD ||
-          Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_GROWING))
-      {
-       AmoebaNr[x][y] = 0;
-       Feld[x][y] = new_element;
-       InitField(x, y, FALSE);
-       DrawLevelField(x, y);
-       done = TRUE;
-      }
-    }
-  }
+  game_frame_delay_value =
+    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-  if (done)
-    PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
-                           SND_BD_AMOEBA_TURNING_TO_ROCK :
-                           SND_BD_AMOEBA_TURNING_TO_GEM));
-}
+  if (tape.playing && tape.warp_forward && !tape.pausing)
+    game_frame_delay_value = 0;
 
-void AmoebeWaechst(int x, int y)
-{
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+  /* ---------- main game synchronization point ---------- */
 
-  if (!MovDelay[x][y])         /* start new growing cycle */
-  {
-    MovDelay[x][y] = 7;
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
-    if (DelayReached(&sound_delay, sound_delay_value))
-    {
-#if 1
-      PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
-      if (Store[x][y] == EL_BD_AMOEBA)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
-      else
-       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+  if (network_playing && !network_player_action_received)
+  {
+    /*
+#ifdef DEBUG
+    printf("DEBUG: try to get network player actions in time\n");
 #endif
-      sound_delay_value = 30;
-    }
-  }
+    */
 
-  if (MovDelay[x][y])          /* wait some time before growing bigger */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-    {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
-                                          6 - MovDelay[x][y]);
+#if defined(NETWORK_AVALIABLE)
+    /* last chance to get network player actions without main loop delay */
+    HandleNetworking();
+#endif
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
-    }
+    if (game_status != GAME_MODE_PLAYING)
+      return;
 
-    if (!MovDelay[x][y])
+    if (!network_player_action_received)
     {
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      DrawLevelField(x, y);
+      /*
+#ifdef DEBUG
+      printf("DEBUG: failed to get network player actions in time\n");
+#endif
+      */
+      return;
     }
   }
-}
-
-void AmoebaDisappearing(int x, int y)
-{
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
 
-  if (!MovDelay[x][y])         /* start new shrinking cycle */
-  {
-    MovDelay[x][y] = 7;
+  if (tape.pausing)
+    return;
 
-    if (DelayReached(&sound_delay, sound_delay_value))
-      sound_delay_value = 30;
-  }
+#if 0
+  printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
 
-  if (MovDelay[x][y])          /* wait some time before shrinking */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-    {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
-                                          6 - MovDelay[x][y]);
+  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
-    }
+#if 1
+  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
+  if (recorded_player_action == NULL && tape.pausing)
+    return;
+#endif
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
+#if 0
+  printf("::: %d\n", stored_player[0].action);
+#endif
 
-      /* don't let mole enter this field in this cycle;
-        (give priority to objects falling to this field from above) */
-      Stop[x][y] = TRUE;
-    }
-  }
-}
+#if 0
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].action = recorded_player_action[i];
+#endif
 
-void AmoebeAbleger(int ax, int ay)
-{
-  int i;
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  int newax = ax, neway = ay;
-  static int xy[4][2] =
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    summarized_player_action |= stored_player[i].action;
 
-  if (!level.amoeba_speed)
-  {
-    Feld[ax][ay] = EL_AMOEBA_DEAD;
-    DrawLevelField(ax, ay);
-    return;
+    if (!network_playing)
+      stored_player[i].effective_action = stored_player[i].action;
   }
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+#if defined(NETWORK_AVALIABLE)
+  if (network_playing)
+    SendToServer_MovePlayer(summarized_player_action);
+#endif
 
-  if (!MovDelay[ax][ay])       /* start making new amoeba field */
-    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+  if (!options.network && !setup.team_mode)
+    local_player->effective_action = summarized_player_action;
 
-  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
+#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++)
   {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
+    tape_action[i] = stored_player[i].effective_action;
+
+    if (tape.recording && tape_action[i] && !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
   }
 
-  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
+  /* only save actions from input devices, but not programmed actions */
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    int start = RND(4);
-    int x = ax + xy[start][0];
-    int y = ay + xy[start][1];
+    int actual_player_action = stored_player[i].effective_action;
 
-    if (!IN_LEV_FIELD(x, y))
-      return;
+#if 1
+    /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
+       - rnd_equinox_tetrachloride 048
+       - rnd_equinox_tetrachloride_ii 096
+       - rnd_emanuel_schmieg 002
+       - doctor_sloan_ww 001, 020
+    */
+    if (stored_player[i].MovPos == 0)
+      CheckGravityMovement(&stored_player[i]);
+#endif
 
-    if (IS_FREE(x, y) ||
-       Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
+#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)
     {
-      newax = x;
-      neway = y;
+#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 (newax == ax && neway == ay)
-      return;
+#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);
+#else
+    tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+    if (tape.recording && tape_action[i] && !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+#endif
+
+    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
-  else                         /* normal or "filled" (BD style) amoeba */
-  {
-    int start = RND(4);
-    boolean waiting_for_player = FALSE;
 
-    for (i=0; i<4; i++)
-    {
-      int j = (start + i) % 4;
-      int x = ax + xy[j][0];
-      int y = ay + xy[j][1];
+#if 0
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
 
-      if (!IN_LEV_FIELD(x, y))
-       continue;
+  network_player_action_received = FALSE;
 
-      if (IS_FREE(x, y) ||
-         Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
-      {
-       newax = x;
-       neway = y;
-       break;
-      }
-      else if (IS_PLAYER(x, y))
-       waiting_for_player = TRUE;
-    }
+  ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if 0
+  FrameCounter++;
+  TimeFrames++;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].Frame++;
+#endif
 
-    if (newax == ax && neway == ay)            /* amoeba cannot grow */
+#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
+     same game frame, which is bad); this code is also needed to use the famous
+     "spring push bug" which is used in older levels and might be wanted to be
+     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++)
     {
-      if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+      struct PlayerInfo *player = &stored_player[i];
+      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
       {
-       Feld[ax][ay] = EL_AMOEBA_DEAD;
-       DrawLevelField(ax, ay);
-       AmoebaCnt[AmoebaNr[ax][ay]]--;
+       ContinueMoving(x, y);
 
-       if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
+       /* continue moving after pushing (this is actually a bug) */
+       if (!IS_MOVING(x, y))
        {
-         if (element == EL_AMOEBA_FULL)
-           AmoebeUmwandeln(ax, ay);
-         else if (element == EL_BD_AMOEBA)
-           AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+         Stop[x][y] = FALSE;
        }
       }
-      return;
     }
-    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+  }
+#endif
+
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+  {
+    Changed[x][y] = CE_BITMASK_DEFAULT;
+    ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+#if USE_NEW_BLOCK_STYLE
+    /* this must be handled before main playfield loop */
+    if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
     {
-      /* amoeba gets larger by growing in some direction */
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+       RemoveField(x, y);
+    }
+#endif
 
-      int new_group_nr = AmoebaNr[ax][ay];
+#if DEBUG
+    if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+    {
+      printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+      printf("GameActions(): This should never happen!\n");
 
-#ifdef DEBUG
-  if (new_group_nr == 0)
-  {
-    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
-    printf("AmoebeAbleger(): This should never happen!\n");
-    return;
-  }
+      ChangePage[x][y] = -1;
+    }
 #endif
 
-      AmoebaNr[newax][neway] = new_group_nr;
-      AmoebaCnt[new_group_nr]++;
-      AmoebaCnt2[new_group_nr]++;
+    Stop[x][y] = FALSE;
+    if (WasJustMoving[x][y] > 0)
+      WasJustMoving[x][y]--;
+    if (WasJustFalling[x][y] > 0)
+      WasJustFalling[x][y]--;
+    if (CheckCollision[x][y] > 0)
+      CheckCollision[x][y]--;
 
-      /* if amoeba touches other amoeba(s) after growing, unify them */
-      AmoebenVereinigen(newax, neway);
+    GfxFrame[x][y]++;
 
-      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+#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))
+    {
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
+#endif
+
+#if DEBUG
+    if (IS_BLOCKED(x, y))
+    {
+      int oldx, oldy;
+
+      Blocked2Moving(x, y, &oldx, &oldy);
+      if (!IS_MOVING(oldx, oldy))
       {
-       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
-       return;
+       printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
+       printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
+       printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
+       printf("GameActions(): This should never happen!\n");
       }
     }
+#endif
   }
 
-  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
-      (neway == lev_fieldy - 1 && newax != ax))
-  {
-    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
-    Store[newax][neway] = element;
-  }
-  else if (neway == ay)
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
-    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
+    element = Feld[x][y];
 #if 1
-    PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 #else
-    PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+    graphic = el2img(element);
 #endif
-  }
-  else
-  {
-    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DROPPING;
-    Store[ax][ay] = EL_AMOEBA_DROP;
-    ContinueMoving(ax, ay);
-    return;
-  }
 
-  DrawLevelField(newax, neway);
-}
+#if 0
+    if (element == -1)
+    {
+      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
 
-void Life(int ax, int ay)
-{
-  int x1, y1, x2, y2;
-  static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
-  int life_time = 40;
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  boolean changed = FALSE;
+      element = graphic = 0;
+    }
+#endif
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+    if (graphic_info[graphic].anim_global_sync)
+      GfxFrame[x][y] = FrameCounter;
 
-  if (Stop[ax][ay])
-    return;
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
 
-  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
-    MovDelay[ax][ay] = life_time;
+    SetRandomAnimationValue(x, y);
 
-  if (MovDelay[ax][ay])                /* wait some time before next cycle */
-  {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
-  }
+#if 1
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
 
-  for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
-  {
-    int xx = ax+x1, yy = ay+y1;
-    int nachbarn = 0;
+    if (IS_INACTIVE(element))
+    {
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    if (!IN_LEV_FIELD(xx, yy))
       continue;
+    }
 
-    for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
+#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
     {
-      int x = xx+x2, y = yy+y2;
-
-      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
-       continue;
+#if 0
+      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
+                   element_info[element].event_page_nr[CE_DELAY]);
+#else
+      ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+#endif
 
-      if (((Feld[x][y] == element ||
-           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
-          !Stop[x][y]) ||
-         (IS_FREE(x, y) && Stop[x][y]))
-       nachbarn++;
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
+#endif
 
-    if (xx == ax && yy == ay)          /* field in the middle */
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
-      if (nachbarn < life[0] || nachbarn > life[1])
-      {
-       Feld[xx][yy] = EL_EMPTY;
-       if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
-      }
-    }
-    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;
-      }
-    }
-  }
-
-  if (changed)
-    PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
-                  SND_GAME_OF_LIFE_GROWING);
-}
-
-static void InitRobotWheel(int x, int y)
-{
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
-
-static void RunRobotWheel(int x, int y)
-{
-  PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
-}
-
-static void StopRobotWheel(int x, int y)
-{
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
-}
-
-static void InitTimegateWheel(int x, int y)
-{
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
-
-static void RunTimegateWheel(int x, int y)
-{
-  PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-}
+      StartMoving(x, y);
 
-void CheckExit(int x, int y)
-{
-  if (local_player->gems_still_needed > 0 ||
-      local_player->sokobanfields_still_needed > 0 ||
-      local_player->lights_still_needed > 0)
-  {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+#if 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))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+      {
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    return;
-  }
+#if 0
+       if (element == EL_BUG)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
 
-  Feld[x][y] = EL_EXIT_OPENING;
+#if 0
+       if (element == EL_MOLE)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+      }
 
-  PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
-}
+      if (IS_GEM(element) || element == EL_SP_INFOTRON)
+       EdelsteinFunkeln(x, y);
+    }
+    else if ((element == EL_ACID ||
+             element == EL_EXIT_OPEN ||
+             element == EL_SP_EXIT_OPEN ||
+             element == EL_SP_TERMINAL ||
+             element == EL_SP_TERMINAL_ACTIVE ||
+             element == EL_EXTRA_TIME ||
+             element == EL_SHIELD_NORMAL ||
+             element == EL_SHIELD_DEADLY) &&
+            IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    else if (IS_MOVING(x, y))
+      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)
+      AmoebaDisappearing(x, y);
 
-void CheckExitSP(int x, int y)
-{
-  if (local_player->gems_still_needed > 0)
-  {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+#if !USE_NEW_AMOEBA_CODE
+    else if (IS_AMOEBALIVE(element))
+      AmoebeAbleger(x, y);
+#endif
 
-    if (IS_ANIMATED(graphic))
+    else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
+      Life(x, y);
+    else if (element == EL_EXIT_CLOSED)
+      CheckExit(x, y);
+    else if (element == EL_SP_EXIT_CLOSED)
+      CheckExitSP(x, y);
+    else if (element == EL_EXPANDABLE_WALL_GROWING)
+      MauerWaechst(x, y);
+    else if (element == EL_EXPANDABLE_WALL ||
+            element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_WALL_VERTICAL ||
+            element == EL_EXPANDABLE_WALL_ANY)
+      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);
 
-    return;
-  }
+#if 0
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(Feld[x][y]))
+      ChangeElement(x, y);
+#endif
 
-  Feld[x][y] = EL_SP_EXIT_OPEN;
+    if (IS_BELT_ACTIVE(element))
+      PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
-  PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
-}
+    if (game.magic_wall_active)
+    {
+      int jx = local_player->jx, jy = local_player->jy;
 
-static void CloseAllOpenTimegates()
-{
-  int x, y;
+      /* play the element sound at the position nearest to the player */
+      if ((element == EL_MAGIC_WALL_FULL ||
+          element == EL_MAGIC_WALL_ACTIVE ||
+          element == EL_MAGIC_WALL_EMPTYING ||
+          element == EL_BD_MAGIC_WALL_FULL ||
+          element == EL_BD_MAGIC_WALL_ACTIVE ||
+          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+         ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+      {
+       magic_wall_x = x;
+       magic_wall_y = y;
+      }
+    }
+  }
 
-  for (y=0; y<lev_fieldy; y++)
+#if USE_NEW_AMOEBA_CODE
+  /* new experimental amoeba growth stuff */
+#if 1
+  if (!(FrameCounter % 8))
+#endif
   {
-    for (x=0; x<lev_fieldx; x++)
+    static unsigned long random = 1684108901;
+
+    for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
-      int element = Feld[x][y];
+#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 (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
-      {
-       Feld[x][y] = EL_TIMEGATE_CLOSING;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_CLOSING);
+      if (!IS_PLAYER(x,y) &&
+         (element == EL_EMPTY ||
+          CAN_GROW_INTO(element) ||
+          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;
+      }
 #else
-       PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
-#endif
+      /* !!! 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;
     }
   }
-}
-
-void EdelsteinFunkeln(int x, int y)
-{
-  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
-    return;
-
-  if (Feld[x][y] == EL_BD_DIAMOND)
-    return;
-
-  if (MovDelay[x][y] == 0)     /* next animation frame */
-    MovDelay[x][y] = 11 * !SimpleRND(500);
+#endif
 
-  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+#if 0
+  if (game.explosions_delayed)
+#endif
   {
-    MovDelay[x][y]--;
-
-    if (setup.direct_draw && MovDelay[x][y])
-      SetDrawtoField(DRAW_BUFFERED);
-
-    DrawLevelElementAnimation(x, y, Feld[x][y]);
+    game.explosions_delayed = FALSE;
 
-    if (MovDelay[x][y] != 0)
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
-      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
-                                          10 - MovDelay[x][y]);
-
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
-      if (setup.direct_draw)
-      {
-       int dest_x, dest_y;
+      element = Feld[x][y];
 
-       dest_x = FX + SCREENX(x) * TILEX;
-       dest_y = FY + SCREENY(y) * TILEY;
+      if (ExplodeField[x][y])
+       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+      else if (element == EL_EXPLOSION)
+       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 
-       BlitBitmap(drawto_field, window,
-                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-       SetDrawtoField(DRAW_DIRECT);
-      }
+      ExplodeField[x][y] = EX_TYPE_NONE;
     }
-  }
-}
-
-void MauerWaechst(int x, int y)
-{
-  int delay = 6;
 
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3 * delay;
+    game.explosions_delayed = TRUE;
+  }
 
-  if (MovDelay[x][y])          /* wait some time before next frame */
+  if (game.magic_wall_active)
   {
-    MovDelay[x][y]--;
-
-    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    if (!(game.magic_wall_time_left % 4))
     {
-      int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
-      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+      int element = Feld[magic_wall_x][magic_wall_y];
 
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      if (element == EL_BD_MAGIC_WALL_FULL ||
+         element == EL_BD_MAGIC_WALL_ACTIVE ||
+         element == EL_BD_MAGIC_WALL_EMPTYING)
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+      else
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
 
-    if (!MovDelay[x][y])
+    if (game.magic_wall_time_left > 0)
     {
-      if (MovDir[x][y] == MV_LEFT)
-      {
-       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
-         DrawLevelField(x - 1, y);
-      }
-      else if (MovDir[x][y] == MV_RIGHT)
-      {
-       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
-         DrawLevelField(x + 1, y);
-      }
-      else if (MovDir[x][y] == MV_UP)
-      {
-       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
-         DrawLevelField(x, y - 1);
-      }
-      else
+      game.magic_wall_time_left--;
+      if (!game.magic_wall_time_left)
       {
-       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
-         DrawLevelField(x, y + 1);
-      }
+       for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+       {
+         element = Feld[x][y];
 
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      MovDir[x][y] = MV_NO_MOVING;
-      DrawLevelField(x, y);
+         if (element == EL_MAGIC_WALL_ACTIVE ||
+             element == EL_MAGIC_WALL_FULL)
+         {
+           Feld[x][y] = EL_MAGIC_WALL_DEAD;
+           DrawLevelField(x, y);
+         }
+         else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+                  element == EL_BD_MAGIC_WALL_FULL)
+         {
+           Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+           DrawLevelField(x, y);
+         }
+       }
+
+       game.magic_wall_active = FALSE;
+      }
     }
   }
-}
-
-void MauerAbleger(int ax, int ay)
-{
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  boolean oben_frei = FALSE, unten_frei = FALSE;
-  boolean links_frei = FALSE, rechts_frei = FALSE;
-  boolean oben_massiv = FALSE, unten_massiv = FALSE;
-  boolean links_massiv = FALSE, rechts_massiv = FALSE;
-  boolean new_wall = FALSE;
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
-
-  if (!MovDelay[ax][ay])       /* start building new wall */
-    MovDelay[ax][ay] = 6;
-
-  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  if (game.light_time_left > 0)
   {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
+    game.light_time_left--;
+
+    if (game.light_time_left == 0)
+      RedrawAllLightSwitchesAndInvisibleElements();
   }
 
-  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
-    oben_frei = TRUE;
-  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
-    unten_frei = TRUE;
-  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
-    links_frei = TRUE;
-  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
-    rechts_frei = TRUE;
+  if (game.timegate_time_left > 0)
+  {
+    game.timegate_time_left--;
 
-  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
-      element == EL_EXPANDABLE_WALL_ANY)
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
+  }
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    if (oben_frei)
-    {
-      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax][ay-1] = element;
-      MovDir[ax][ay-1] = MV_UP;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
-                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
-      new_wall = TRUE;
-    }
-    if (unten_frei)
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (SHIELD_ON(player))
     {
-      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax][ay+1] = element;
-      MovDir[ax][ay+1] = MV_DOWN;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
-                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
-      new_wall = TRUE;
+      if (player->shield_deadly_time_left)
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+      else if (player->shield_normal_time_left)
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
     }
   }
 
-  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-      element == EL_EXPANDABLE_WALL_ANY ||
-      element == EL_EXPANDABLE_WALL)
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
-    if (links_frei)
+    TimeFrames = 0;
+    TapeTime++;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax-1][ay] = element;
-      MovDir[ax-1][ay] = MV_LEFT;
-      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
-                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
-      new_wall = TRUE;
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
+
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
+      }
     }
 
-    if (rechts_frei)
+    if (!level.use_step_counter)
     {
-      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax+1][ay] = element;
-      MovDir[ax+1][ay] = MV_RIGHT;
-      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
-                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
-      new_wall = TRUE;
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillHero(&stored_player[i]);
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
     }
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
 
-  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
+  DrawAllPlayers();
+  PlayAllPlayersSound();
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
-    oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
-    unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
-    links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
-    rechts_massiv = TRUE;
+  if (options.debug)                   /* calculate frames per second */
+  {
+    static unsigned long fps_counter = 0;
+    static int fps_frames = 0;
+    unsigned long fps_delay_ms = Counter() - fps_counter;
 
-  if (((oben_massiv && unten_massiv) ||
-       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-       element == EL_EXPANDABLE_WALL) &&
-      ((links_massiv && rechts_massiv) ||
-       element == EL_EXPANDABLE_WALL_VERTICAL))
-    Feld[ax][ay] = EL_WALL;
+    fps_frames++;
 
-  if (new_wall)
-#if 1
-    PlaySoundLevelAction(ax, ay, ACTION_GROWING);
-#else
-    PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+    if (fps_delay_ms >= 500)   /* calculate fps every 0.5 seconds */
+    {
+      global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+
+      fps_frames = 0;
+      fps_counter = Counter();
+    }
+
+    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
-}
 
-void CheckForDragon(int x, int y)
-{
-  int i, j;
-  boolean dragon_found = FALSE;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+#if USE_NEW_MOVE_DELAY
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+#else
+  FrameCounter++;
+  TimeFrames++;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    for (j=0; j<4; j++)
-    {
-      int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
 
-      if (IN_LEV_FIELD(xx, yy) &&
-         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
-      {
-       if (Feld[xx][yy] == EL_DRAGON)
-         dragon_found = TRUE;
-      }
-      else
-       break;
-    }
+    stored_player[i].Frame += move_frames;
+
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
+
+#if USE_NEW_MOVE_DELAY
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
+#endif
+
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
   }
+#endif
 
-  if (!dragon_found)
+#if 1
+  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
   {
-    for (i=0; i<4; i++)
-    {
-      for (j=0; j<3; j++)
-      {
-       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
-  
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
-       {
-         Feld[xx][yy] = EL_EMPTY;
-         DrawLevelField(xx, yy);
-       }
-       else
-         break;
-      }
-    }
+    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 */
+  if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+    RND(1);
+#endif
 }
 
-static void InitBuggyBase(int x, int y)
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
 {
-  int element = Feld[x][y];
-  int activating_delay = FRAMES_PER_SECOND / 4;
+  int min_x = x, min_y = y, max_x = x, max_y = y;
+  int i;
 
-  ChangeDelay[x][y] =
-    (element == EL_SP_BUGGY_BASE ?
-     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
-     element == EL_SP_BUGGY_BASE_ACTIVATING ?
-     activating_delay :
-     element == EL_SP_BUGGY_BASE_ACTIVE ?
-     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+    if (!stored_player[i].active || &stored_player[i] == player)
+      continue;
+
+    min_x = MIN(min_x, jx);
+    min_y = MIN(min_y, jy);
+    max_x = MAX(max_x, jx);
+    max_y = MAX(max_y, jy);
+  }
+
+  return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
 }
 
-static void WarnBuggyBase(int x, int y)
+static boolean AllPlayersInVisibleScreen()
 {
   int i;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    int xx = x + xy[i][0], yy = y + xy[i][1];
+    int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
-    if (IS_PLAYER(xx, yy))
-    {
-      PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+    if (!stored_player[i].active)
+      continue;
 
-      break;
-    }
+    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+      return FALSE;
   }
+
+  return TRUE;
 }
 
-static void InitTrap(int x, int y)
+void ScrollLevel(int dx, int dy)
 {
-  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+  int x, y;
+
+  BlitBitmap(drawto_field, drawto_field,
+            FX + TILEX * (dx == -1) - softscroll_offset,
+            FY + TILEY * (dy == -1) - softscroll_offset,
+            SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset);
+
+  if (dx)
+  {
+    x = (dx == 1 ? BX1 : BX2);
+    for (y = BY1; y <= BY2; y++)
+      DrawScreenField(x, y);
+  }
+
+  if (dy)
+  {
+    y = (dy == 1 ? BY1 : BY2);
+    for (x = BX1; x <= BX2; x++)
+      DrawScreenField(x, y);
+  }
+
+  redraw_mask |= REDRAW_FIELD;
 }
 
-static void ActivateTrap(int x, int y)
+#if 0
+static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
 {
-  PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+  int nextx = x + dx, nexty = y + dy;
+  int element = Feld[x][y];
+
+  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 void ChangeActiveTrap(int x, int y)
+static boolean canFallDown(struct PlayerInfo *player)
 {
-  int graphic = IMG_TRAP_ACTIVE;
+  int jx = player->jx, jy = player->jy;
 
-  /* if new animation frame was drawn, correct crumbled sand border */
-  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    DrawLevelFieldCrumbledSand(x, y);
+  return (IN_LEV_FIELD(jx, jy + 1) &&
+         (IS_FREE(jx, jy + 1) ||
+          (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+         IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
+         !IS_WALKABLE_INSIDE(Feld[jx][jy]));
 }
 
-static void ChangeElementDoIt(int x, int y, int element)
+static boolean canPassField(int x, int y, int move_dir)
 {
-  RemoveField(x, y);
-  Feld[x][y] = element;
+  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 nextx = x + dx;
+  int nexty = y + dy;
+  int element = Feld[x][y];
 
-  ResetGfxAnimation(x, y);
-  ResetRandomAnimationValue(x, y);
+  return (IS_PASSABLE_FROM(element, opposite_dir) &&
+         !CAN_MOVE(element) &&
+         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)));
+}
 
-  InitField(x, y, FALSE);
-  if (CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+{
+  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 newx = x + dx;
+  int newy = y + dy;
+#if 0
+  int nextx = newx + dx;
+  int nexty = newy + dy;
+#endif
 
-  DrawLevelField(x, y);
+#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
+}
 
-  if (CAN_BE_CRUMBLED(Feld[x][y]))
+static void CheckGravityMovement(struct PlayerInfo *player)
+{
+  if (game.gravity && !player->programmed_action)
   {
-    int sx = SCREENX(x), sy = SCREENY(y);
-    static int xy[4][2] =
-    {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 }
-    };
-    int i;
-
-    for(i=0; i<4; i++)
-    {
-      int xx = x + xy[i][0];
-      int yy = y + xy[i][1];
-      int sxx = sx + xy[i][0];
-      int syy = sy + xy[i][1];
+#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 (!IN_LEV_FIELD(xx, yy) ||
-         !IN_SCR_FIELD(sxx, syy) ||
-         !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
-         IS_MOVING(xx, yy))
-       continue;
+#if 1
+    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
+    boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
 
-      DrawLevelField(xx, yy);
-    }
-  }
-}
+    int jx = player->jx, jy = player->jy;
 
-static void ChangeElement(int x, int y)
-{
-  int element = Feld[x][y];
+    boolean player_is_moving_to_valid_field =
+      (!player_is_snapping &&
+       (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+       canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
 
-  if (ChangeDelay[x][y] == 0)          /* initialize element change */
-  {
-    ChangeDelay[x][y] = changing_element[element].change_delay + 1;
+#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 (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
-    {
-      int max_random_delay = element_info[element].change.delay_random;
-      int delay_frames = element_info[element].change.delay_frames;
+#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
 
-      ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
-    }
+#if 1
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+#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
 
-    if (changing_element[element].pre_change_function)
-      changing_element[element].pre_change_function(x, y);
-  }
+#else
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1)));
+#endif
 
-  ChangeDelay[x][y]--;
+#if 0
+    boolean player_is_moving_to_valid_field =
+      (
+#if 1
+       !player_is_snapping &&
+#endif
 
-  if (ChangeDelay[x][y] != 0)          /* continue element change */
-  {
-    int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#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 (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#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 (changing_element[element].change_function)
-      changing_element[element].change_function(x, y);
-  }
-  else                                 /* finish element change */
-  {
-    int next_element = changing_element[element].next_element;
+#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 (IS_MOVING(x, y))               /* never change a running system ;-) */
+    if (player_can_fall_down &&
+#if 0
+       !player_is_standing_on_valid_field &&
+#endif
+       !player_is_moving_to_valid_field)
     {
-      ChangeDelay[x][y] = 1;           /* try change after next move step */
+#if 0
+      printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
+            jx, jy, FrameCounter);
+#endif
 
-      return;
+      player->programmed_action = MV_DOWN;
     }
-
-    if (next_element != EL_UNDEFINED)
-      ChangeElementDoIt(x, y, next_element);
-    else
-      ChangeElementDoIt(x, y, element_info[element].change.successor);
-
-    if (changing_element[element].post_change_function)
-      changing_element[element].post_change_function(x, y);
   }
 }
 
-static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 {
-  int i, x, y;
-
-  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
-    return;
+#if 1
+  return CheckGravityMovement(player);
+#endif
 
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  if (game.gravity && !player->programmed_action)
   {
-    if (!HAS_CHANGE_EVENT(i, trigger_event) ||
-       element_info[i].change.trigger != trigger_element)
-      continue;
+    int jx = player->jx, jy = player->jy;
+    boolean field_under_player_is_free =
+      (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+    boolean player_is_standing_on_valid_field =
+      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+       (IS_WALKABLE(Feld[jx][jy]) &&
+       !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
 
-    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-    {
-      if (Feld[x][y] == i)
-      {
-       ChangeDelay[x][y] = 1;
-       ChangeElement(x, y);
-      }
-    }
+    if (field_under_player_is_free && !player_is_standing_on_valid_field)
+      player->programmed_action = MV_DOWN;
   }
 }
 
-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, bombed = 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++;
-
-  if (!player->active || tape.pausing)
-    return;
+/*
+  MovePlayerOneStep()
+  -----------------------------------------------------------------------------
+  dx, dy:              direction (non-diagonal) to try to move the player to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+*/
 
-  if (player_action)
+boolean MovePlayerOneStep(struct PlayerInfo *player,
+                         int dx, int dy, int real_dx, int real_dy)
+{
+#if 0
+  static int trigger_sides[4][2] =
   {
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
-    {
-      if (button2)
-       bombed = PlaceBomb(player);
-      moved = MoveFigure(player, dx, dy);
-    }
+    /* 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;
+  int can_move;
 
-    if (tape.single_step && tape.recording && !tape.pausing)
-    {
-      if (button1 || (bombed && !moved))
-      {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
-      }
-    }
+  if (!player->active || (!dx && !dy))
+    return MF_NO_ACTION;
 
-    stored_player_action[player->index_nr] = player_action;
-  }
-  else
-  {
-    /* no actions for this player (no input at player's configured device) */
+  player->MovDir = (dx < 0 ? MV_LEFT :
+                   dx > 0 ? MV_RIGHT :
+                   dy < 0 ? MV_UP :
+                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovement(player);
+  if (!IN_LEV_FIELD(new_jx, new_jy))
+    return MF_NO_ACTION;
+
+  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+    return MF_NO_ACTION;
 
-    if (player->MovPos == 0)
-    {
 #if 0
-      printf("Trying... Player frame reset\n");
+  element = MovingOrBlocked2Element(new_jx, new_jy);
+#else
+  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
 #endif
 
-      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+  if (DONT_RUN_INTO(element))
+  {
+    if (element == EL_ACID && dx == 0 && dy == 1)
+    {
+      SplashAcid(new_jx, new_jy);
+      Feld[jx][jy] = EL_PLAYER_1;
+      InitMovingField(jx, jy, MV_DOWN);
+      Store[jx][jy] = EL_ACID;
+      ContinueMoving(jx, jy);
+      BuryHero(player);
     }
+    else
+      TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
-  }
-
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
+    return MF_MOVING;
   }
-}
-
-void GameActions()
-{
-  static unsigned long action_delay = 0;
-  unsigned long action_delay_value;
-  int magic_wall_x = 0, magic_wall_y = 0;
-  int i, x, y, element, graphic;
-  byte *recorded_player_action;
-  byte summarized_player_action = 0;
 
-  if (game_status != GAME_MODE_PLAYING)
-    return;
-
-  action_delay_value =
-    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
-
-  if (tape.playing && tape.index_search && !tape.pausing)
-    action_delay_value = 0;
-
-  /* ---------- main game synchronization point ---------- */
-
-  WaitUntilDelayReached(&action_delay, action_delay_value);
-
-  if (network_playing && !network_player_action_received)
-  {
-    /*
-#ifdef DEBUG
-    printf("DEBUG: try to get network player actions in time\n");
-#endif
-    */
+  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
+  if (can_move != MF_MOVING)
+    return can_move;
 
-#if defined(PLATFORM_UNIX)
-    /* last chance to get network player actions without main loop delay */
-    HandleNetworking();
-#endif
+  /* check if DigField() has caused relocation of the player */
+  if (player->jx != jx || player->jy != jy)
+    return MF_NO_ACTION;
 
-    if (game_status != GAME_MODE_PLAYING)
-      return;
+  StorePlayer[jx][jy] = 0;
+  player->last_jx = jx;
+  player->last_jy = jy;
+  player->jx = new_jx;
+  player->jy = new_jy;
+  StorePlayer[new_jx][new_jy] = player->element_nr;
 
-    if (!network_player_action_received)
-    {
-      /*
-#ifdef DEBUG
-      printf("DEBUG: failed to get network player actions in time\n");
+  player->MovPos =
+    (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
+
+  player->step_counter++;
+
+#if 0
+  player->drop_delay = 0;
 #endif
-      */
-      return;
-    }
-  }
 
-  if (tape.pausing)
-    return;
+  PlayerVisit[jx][jy] = FrameCounter;
 
-  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+  ScrollPlayer(player, SCROLL_INIT);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+#if 0
+  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
   {
-    summarized_player_action |= stored_player[i].action;
-
-    if (!network_playing)
-      stored_player[i].effective_action = stored_player[i].action;
+    CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
+                                     leave_side);
+    CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
   }
 
-#if defined(PLATFORM_UNIX)
-  if (network_playing)
-    SendToServer_MovePlayer(summarized_player_action);
+  if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
+  {
+    CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+                                     CE_OTHER_GETS_ENTERED, enter_side);
+    CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+                            CE_ENTERED_BY_PLAYER, enter_side);
+  }
 #endif
 
-  if (!options.network && !setup.team_mode)
-    local_player->effective_action = summarized_player_action;
+  return MF_MOVING;
+}
 
-  for (i=0; i<MAX_PLAYERS; i++)
-  {
-    int actual_player_action = stored_player[i].effective_action;
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
+{
+  int jx = player->jx, jy = player->jy;
+  int old_jx = jx, old_jy = jy;
+  int moved = MF_NO_ACTION;
 
-    if (stored_player[i].programmed_action)
-      actual_player_action = stored_player[i].programmed_action;
+#if 1
+  if (!player->active)
+    return FALSE;
 
-    if (recorded_player_action)
-      actual_player_action = recorded_player_action[i];
+  if (!dx && !dy)
+  {
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+      player->is_snapping = FALSE;
+      player->is_pushing = FALSE;
+    }
 
-    PlayerActions(&stored_player[i], actual_player_action);
-    ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+    return FALSE;
   }
+#else
+  if (!player->active || (!dx && !dy))
+    return FALSE;
+#endif
 
-  network_player_action_received = FALSE;
+#if 0
+  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+      !tape.playing)
+    return FALSE;
+#else
 
-  ScrollScreen(NULL, SCROLL_GO_ON);
+#if 1
 
 #if 0
-  FrameCounter++;
-  TimeFrames++;
-
-  for (i=0; i<MAX_PLAYERS; i++)
-    stored_player[i].Frame++;
+  printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
+        player->move_delay + player->move_delay_value);
 #endif
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+#if USE_NEW_MOVE_DELAY
+  if (player->move_delay > 0)
+#else
+  if (!FrameReached(&player->move_delay, player->move_delay_value))
+#endif
   {
-    Stop[x][y] = FALSE;
-    if (JustStopped[x][y] > 0)
-      JustStopped[x][y]--;
-
-    GfxFrame[x][y]++;
-
-#if DEBUG
-    if (IS_BLOCKED(x, y))
-    {
-      int oldx, oldy;
-
-      Blocked2Moving(x, y, &oldx, &oldy);
-      if (!IS_MOVING(oldx, oldy))
-      {
-       printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
-       printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
-       printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
-       printf("GameActions(): This should never happen!\n");
-      }
-    }
+#if 0
+    printf("::: can NOT move\n");
 #endif
-  }
 
-  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], MovDir[x][y]);
+    return FALSE;
+  }
 #else
-    graphic = el2img(element);
+  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
+      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+    return FALSE;
+#endif
+
 #endif
 
 #if 0
-    if (element == -1)
-    {
-      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+  printf("::: COULD move now\n");
+#endif
 
-      element = graphic = 0;
-    }
+#if USE_NEW_MOVE_DELAY
+  player->move_delay = -1;             /* set to "uninitialized" value */
 #endif
 
-    if (graphic_info[graphic].anim_global_sync)
-      GfxFrame[x][y] = FrameCounter;
+  /* store if player is automatically moved to next field */
+  player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
 
-    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
-       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
-      ResetRandomAnimationValue(x, y);
+  /* remove the last programmed player action */
+  player->programmed_action = 0;
 
-    SetRandomAnimationValue(x, y);
+  if (player->MovPos)
+  {
+    /* should only happen if pre-1.2 tape recordings are played */
+    /* this is only for backward compatibility */
 
-#if 1
-    PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+    int original_move_delay_value = player->move_delay_value;
+
+#if DEBUG
+    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+          tape.counter);
 #endif
 
-    if (IS_INACTIVE(element))
+    /* scroll remaining steps with finest movement resolution */
+    player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+
+    while (player->MovPos)
     {
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
 
-      continue;
-    }
+#if USE_NEW_MOVE_DELAY
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
+      FrameCounter++;
+#endif
 
-#if 1
-    /* this may take place after moving, so 'element' may have changed */
-    if (IS_CHANGING(x, y))
-    {
-      ChangeElement(x, y);
-      element = Feld[x][y];
-      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+      DrawAllPlayers();
+      BackToFront();
     }
-#endif
 
-    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
-    {
-      StartMoving(x, y);
+    player->move_delay_value = original_move_delay_value;
+  }
 
-#if 1
-      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
-#if 0
-      if (element == EL_PACMAN)
-       printf("::: %d, %d, %d\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[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 (player->last_move_dir & MV_HORIZONTAL)
+  {
+    if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+      moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
+  }
+  else
+  {
+    if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+      moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
+  }
 
-      if (IS_ANIMATED(graphic) &&
-         !IS_MOVING(x, y) &&
-         !Stop[x][y])
-      {
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+  jx = player->jx;
+  jy = player->jy;
 
-#if 0
-       if (element == EL_YAMYAM)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
-      }
+  if (moved & MF_MOVING && !ScreenMovPos &&
+      (player == local_player || !options.network))
+  {
+    int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
+    int offset = (setup.scroll_delay ? 3 : 0);
 
-      if (IS_GEM(element) || element == EL_SP_INFOTRON)
-       EdelsteinFunkeln(x, y);
+    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+    {
+      /* actual player has left the screen -- scroll in that direction */
+      if (jx != old_jx)                /* player has moved horizontally */
+       scroll_x += (jx - old_jx);
+      else                     /* player has moved vertically */
+       scroll_y += (jy - old_jy);
     }
-    else if ((element == EL_ACID ||
-             element == EL_EXIT_OPEN ||
-             element == EL_SP_EXIT_OPEN ||
-             element == EL_SP_TERMINAL ||
-             element == EL_SP_TERMINAL_ACTIVE ||
-             element == EL_EXTRA_TIME ||
-             element == EL_SHIELD_NORMAL ||
-             element == EL_SHIELD_DEADLY) &&
-            IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-    else if (IS_MOVING(x, y))
-      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_NORMAL);
-#endif
-    else if (element == EL_AMOEBA_GROWING)
-      AmoebeWaechst(x, y);
-    else if (element == EL_AMOEBA_SHRINKING)
-      AmoebaDisappearing(x, y);
+    else
+    {
+      if (jx != old_jx)                /* player has moved horizontally */
+      {
+       if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
+           (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+         scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
 
-#if !USE_NEW_AMOEBA_CODE
-    else if (IS_AMOEBALIVE(element))
-      AmoebeAbleger(x, y);
-#endif
+       /* 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);
 
-    else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
-      Life(x, y);
-    else if (element == EL_EXIT_CLOSED)
-      CheckExit(x, y);
-    else if (element == EL_SP_EXIT_CLOSED)
-      CheckExitSP(x, y);
-    else if (element == EL_EXPANDABLE_WALL_GROWING)
-      MauerWaechst(x, y);
-    else if (element == EL_EXPANDABLE_WALL ||
-            element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-            element == EL_EXPANDABLE_WALL_VERTICAL ||
-            element == EL_EXPANDABLE_WALL_ANY)
-      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);
+       /* don't scroll more than one field at a time */
+       scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+
+       /* don't scroll against the player's moving direction */
+       if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
+           (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
+         scroll_x = old_scroll_x;
+      }
+      else                     /* player has moved vertically */
+      {
+       if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
+           (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+         scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
 
-#if 0
-    /* this may take place after moving, so 'element' may have changed */
-    if (IS_AUTO_CHANGING(Feld[x][y]))
-      ChangeElement(x, y);
-#endif
+       /* 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);
 
-    if (IS_BELT_ACTIVE(element))
-      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+       /* don't scroll more than one field at a time */
+       scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
 
-    if (game.magic_wall_active)
-    {
-      int jx = local_player->jx, jy = local_player->jy;
+       /* don't scroll against the player's moving direction */
+       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
+           (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+         scroll_y = old_scroll_y;
+      }
+    }
 
-      /* play the element sound at the position nearest to the player */
-      if ((element == EL_MAGIC_WALL_FULL ||
-          element == EL_MAGIC_WALL_ACTIVE ||
-          element == EL_MAGIC_WALL_EMPTYING ||
-          element == EL_BD_MAGIC_WALL_FULL ||
-          element == EL_BD_MAGIC_WALL_ACTIVE ||
-          element == EL_BD_MAGIC_WALL_EMPTYING) &&
-         ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+    if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+    {
+      if (!options.network && !AllPlayersInVisibleScreen())
       {
-       magic_wall_x = x;
-       magic_wall_y = y;
+       scroll_x = old_scroll_x;
+       scroll_y = old_scroll_y;
+      }
+      else
+      {
+       ScrollScreen(player, SCROLL_INIT);
+       ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
       }
     }
   }
 
-#if USE_NEW_AMOEBA_CODE
-  /* new experimental amoeba growth stuff */
+#if 0
 #if 1
-  if (!(FrameCounter % 8))
+  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+#else
+  if (!(moved & MF_MOVING) && !player->is_pushing)
+    player->Frame = 0;
+#endif
 #endif
-  {
-    static unsigned long random = 1684108901;
 
-    for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
-    {
+  player->StepFrame = 0;
+
+  if (moved & MF_MOVING)
+  {
 #if 0
-      x = (random >> 10) % lev_fieldx;
-      y = (random >> 20) % lev_fieldy;
-#else
-      x = RND(lev_fieldx);
-      y = RND(lev_fieldy);
+    printf("::: REALLY moves now\n");
 #endif
-      element = Feld[x][y];
 
-      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;
-      }
+    if (old_jx != jx && old_jy == jy)
+      player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
+    else if (old_jx == jx && old_jy != jy)
+      player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-      random = random * 129 + 1;
-    }
-  }
+    DrawLevelField(jx, jy);    /* for "crumbled sand" */
+
+    player->last_move_dir = player->MovDir;
+    player->is_moving = TRUE;
+#if 1
+    player->is_snapping = FALSE;
 #endif
 
-#if 0
-  if (game.explosions_delayed)
+#if 1
+    player->is_switching = FALSE;
 #endif
-  {
-    game.explosions_delayed = FALSE;
 
-    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    player->is_dropping = FALSE;
+
+
+#if 0
+    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+
+#if 1
+    if (game.engine_version < VERSION_IDENT(3,1,0,0))
+#endif
     {
-      element = Feld[x][y];
+      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 (ExplodeField[x][y])
-       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
-      else if (element == EL_EXPLOSION)
-       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+#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_OTHER_GETS_LEFT,
+                                         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_OTHER_GETS_ENTERED,
+                                         player->index_bit, enter_side);
+#endif
 
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
     }
+#endif
 
-    game.explosions_delayed = TRUE;
-  }
 
-  if (game.magic_wall_active)
+  }
+  else
   {
-    if (!(game.magic_wall_time_left % 4))
-    {
-      int element = Feld[magic_wall_x][magic_wall_y];
-
-      if (element == EL_BD_MAGIC_WALL_FULL ||
-         element == EL_BD_MAGIC_WALL_ACTIVE ||
-         element == EL_BD_MAGIC_WALL_EMPTYING)
-       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
-      else
-       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
-    }
+    CheckGravityMovementWhenNotMoving(player);
 
-    if (game.magic_wall_time_left > 0)
-    {
-      game.magic_wall_time_left--;
-      if (!game.magic_wall_time_left)
-      {
-       for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-       {
-         element = Feld[x][y];
+    /*
+    player->last_move_dir = MV_NO_MOVING;
+    */
+    player->is_moving = FALSE;
 
-         if (element == EL_MAGIC_WALL_ACTIVE ||
-             element == EL_MAGIC_WALL_FULL)
-         {
-           Feld[x][y] = EL_MAGIC_WALL_DEAD;
-           DrawLevelField(x, y);
-         }
-         else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
-                  element == EL_BD_MAGIC_WALL_FULL)
-         {
-           Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-           DrawLevelField(x, y);
-         }
-       }
+#if USE_NEW_MOVE_STYLE
+    /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
+    /* ensure that the player is also allowed to move in the next frame */
+    /* (currently, the player is forced to wait eight frames before he can try
+       again!!!) */
 
-       game.magic_wall_active = FALSE;
-      }
-    }
+    if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+      player->move_delay = 0;  /* allow direct movement in the next frame */
+#endif
   }
 
-  if (game.light_time_left > 0)
-  {
-    game.light_time_left--;
+#if USE_NEW_MOVE_DELAY
+  if (player->move_delay == -1)                /* not yet initialized by DigField() */
+    player->move_delay = player->move_delay_value;
+#endif
 
-    if (game.light_time_left == 0)
-      RedrawAllLightSwitchesAndInvisibleElements();
+  if (game.engine_version < VERSION_IDENT(3,0,7,0))
+  {
+    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesCustomElement(jx, jy);
   }
 
-  if (game.timegate_time_left > 0)
-  {
-    game.timegate_time_left--;
+  if (!player->active)
+    RemoveHero(player);
 
-    if (game.timegate_time_left == 0)
-      CloseAllOpenTimegates();
-  }
+  return moved;
+}
+
+void ScrollPlayer(struct PlayerInfo *player, int mode)
+{
+  int jx = player->jx, jy = player->jy;
+  int last_jx = player->last_jx, last_jy = player->last_jy;
+  int move_stepsize = TILEX / player->move_delay_value;
+
+  if (!player->active || !player->MovPos)
+    return;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  if (mode == SCROLL_INIT)
   {
-    struct PlayerInfo *player = &stored_player[i];
+    player->actual_frame_counter = FrameCounter;
+    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
-    if (SHIELD_ON(player))
+#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_delay > 0 &&
+       Feld[last_jx][last_jy] == EL_EMPTY)
     {
-      if (player->shield_deadly_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
-      else if (player->shield_normal_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+      MovDelay[last_jx][last_jy] = player->block_delay + 1;
     }
+#else
+#if USE_NEW_MOVE_STYLE
+    if ((game.engine_version < VERSION_IDENT(3,1,1,0) ||
+        player->block_last_field) &&
+       Feld[last_jx][last_jy] == EL_EMPTY)
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#else
+    if (Feld[last_jx][last_jy] == EL_EMPTY)
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#endif
+#endif
+
+#if 0
+    DrawPlayer(player);
+#endif
+
+    return;
   }
+  else if (!FrameReached(&player->actual_frame_counter, 1))
+    return;
 
-  if (TimeFrames >= (1000 / GameFrameDelay))
-  {
-    TimeFrames = 0;
-    TimePlayed++;
+  player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+  player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+#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
+
+  /* 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
 
-    for (i=0; i<MAX_PLAYERS; i++)
+  if (player->MovPos == 0)     /* player reached destination field */
+  {
+#if 1
+    if (player->move_delay_reset_counter > 0)
     {
-      struct PlayerInfo *player = &stored_player[i];
+      player->move_delay_reset_counter--;
 
-      if (SHIELD_ON(player))
+      if (player->move_delay_reset_counter == 0)
       {
-       player->shield_normal_time_left--;
+       /* continue with normal speed after quickly moving through gate */
+       HALVE_PLAYER_SPEED(player);
 
-       if (player->shield_deadly_time_left > 0)
-         player->shield_deadly_time_left--;
+       /* be able to make the next move without delay */
+       player->move_delay = 0;
       }
     }
-
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
-
-    if (TimeLeft > 0)
+#else
+    if (IS_PASSABLE(Feld[last_jx][last_jy]))
     {
-      TimeLeft--;
-
-      if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
-
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+      /* continue with normal speed after quickly moving through gate */
+      HALVE_PLAYER_SPEED(player);
 
-      if (!TimeLeft && setup.time_limit)
-       for (i=0; i<MAX_PLAYERS; i++)
-         KillHero(&stored_player[i]);
+      /* be able to make the next move without delay */
+      player->move_delay = 0;
     }
-    else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
-  }
-
-  DrawAllPlayers();
+#endif
 
-  if (options.debug)                   /* calculate frames per second */
-  {
-    static unsigned long fps_counter = 0;
-    static int fps_frames = 0;
-    unsigned long fps_delay_ms = Counter() - fps_counter;
+#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
 
-    fps_frames++;
+    player->last_jx = jx;
+    player->last_jy = jy;
 
-    if (fps_delay_ms >= 500)   /* calculate fps every 0.5 seconds */
+    if (Feld[jx][jy] == EL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
-      global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+      DrawPlayer(player);      /* needed here only to cleanup last field */
+      RemoveHero(player);
 
-      fps_frames = 0;
-      fps_counter = Counter();
+      if (local_player->friends_still_needed == 0 ||
+         IS_SP_ELEMENT(Feld[jx][jy]))
+       player->LevelSolved = player->GameOver = TRUE;
     }
 
-    redraw_mask |= REDRAW_FPS;
-  }
-
+#if 1
+    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
+    /* this breaks one level: "machine", level 000 */
 #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);
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
 #endif
-
+    {
+      int move_direction = player->MovDir;
 #if 1
-  FrameCounter++;
-  TimeFrames++;
-
-  for (i=0; i<MAX_PLAYERS; i++)
-  {
-    int move_frames =
-      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+      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];
 
-    stored_player[i].Frame += move_frames;
+#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_OTHER_GETS_LEFT,
+                                         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_OTHER_GETS_ENTERED,
+                                         player->index_bit, enter_side);
+#endif
 
-    if (stored_player[i].MovPos != 0)
-      stored_player[i].StepFrame += move_frames;
-  }
+    }
 #endif
-}
 
-static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
-{
-  int min_x = x, min_y = y, max_x = x, max_y = y;
-  int i;
+    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
 
-  for (i=0; i<MAX_PLAYERS; i++)
-  {
-    int jx = stored_player[i].jx, jy = stored_player[i].jy;
+      if (!player->active)
+       RemoveHero(player);
+    }
 
-    if (!stored_player[i].active || &stored_player[i] == player)
-      continue;
+    if (level.use_step_counter)
+    {
+      int i;
 
-    min_x = MIN(min_x, jx);
-    min_y = MIN(min_y, jy);
-    max_x = MAX(max_x, jx);
-    max_y = MAX(max_y, jy);
-  }
+      TimePlayed++;
 
-  return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
-}
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
 
-static boolean AllPlayersInVisibleScreen()
-{
-  int i;
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
 
-  for (i=0; i<MAX_PLAYERS; i++)
-  {
-    int jx = stored_player[i].jx, jy = stored_player[i].jy;
+       DrawGameValue_Time(TimeLeft);
 
-    if (!stored_player[i].active)
-      continue;
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillHero(&stored_player[i]);
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
+    }
 
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
-      return FALSE;
+    if (tape.single_step && tape.recording && !tape.pausing &&
+       !player->programmed_action)
+      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
   }
-
-  return TRUE;
 }
 
-void ScrollLevel(int dx, int dy)
+void ScrollScreen(struct PlayerInfo *player, int mode)
 {
-  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
-  int x, y;
-
-  BlitBitmap(drawto_field, drawto_field,
-            FX + TILEX*(dx == -1) - softscroll_offset,
-            FY + TILEY*(dy == -1) - softscroll_offset,
-            SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
-            SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
-            FX + TILEX*(dx == 1) - softscroll_offset,
-            FY + TILEY*(dy == 1) - softscroll_offset);
+  static unsigned long screen_frame_counter = 0;
 
-  if (dx)
+  if (mode == SCROLL_INIT)
   {
-    x = (dx == 1 ? BX1 : BX2);
-    for (y=BY1; y<=BY2; y++)
-      DrawScreenField(x, y);
-  }
+    /* set scrolling step size according to actual player's moving speed */
+    ScrollStepSize = TILEX / player->move_delay_value;
 
-  if (dy)
-  {
-    y = (dy == 1 ? BY1 : BY2);
-    for (x=BX1; x<=BX2; x++)
-      DrawScreenField(x, y);
+    screen_frame_counter = FrameCounter;
+    ScreenMovDir = player->MovDir;
+    ScreenMovPos = player->MovPos;
+    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+    return;
   }
+  else if (!FrameReached(&screen_frame_counter, 1))
+    return;
 
-  redraw_mask |= REDRAW_FIELD;
-}
-
-static void CheckGravityMovement(struct PlayerInfo *player)
-{
-  if (level.gravity && !player->programmed_action)
+  if (ScreenMovPos)
   {
-    int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
-    int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
-    int move_dir =
-      (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
-       (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
-       (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-    int jx = player->jx, jy = player->jy;
-    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;
-    boolean field_under_player_is_free =
-      (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
-    boolean player_is_moving_to_valid_field =
-      (IN_LEV_FIELD(new_jx, new_jy) &&
-       (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       Feld[new_jx][new_jy] == EL_SAND));
-
-    if (field_under_player_is_free &&
-       !player_is_moving_to_valid_field &&
-       !IS_WALKABLE_INSIDE(Feld[jx][jy]))
-      player->programmed_action = MV_DOWN;
+    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+    redraw_mask |= REDRAW_FIELD;
   }
+  else
+    ScreenMovDir = MV_NO_MOVING;
 }
 
-/*
-  MoveFigureOneStep()
-  -----------------------------------------------------------------------------
-  dx, dy:              direction (non-diagonal) to try to move the player to
-  real_dx, real_dy:    direction as read from input device (can be diagonal)
-*/
-
-boolean MoveFigureOneStep(struct PlayerInfo *player,
-                         int dx, int dy, int real_dx, int real_dy)
+void TestIfPlayerTouchesCustomElement(int x, int y)
 {
-  int jx = player->jx, jy = player->jy;
-  int new_jx = jx+dx, new_jy = jy+dy;
-  int element;
-  int can_move;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    /* center side       border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
+  };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
+  int center_element = Feld[x][y];     /* should always be non-moving! */
+  int i;
 
-  if (!player->active || (!dx && !dy))
-    return MF_NO_ACTION;
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int center_side = trigger_sides[i][0];
+    int border_side = trigger_sides[i][1];
+    int border_element;
 
-  player->MovDir = (dx < 0 ? MV_LEFT :
-                   dx > 0 ? MV_RIGHT :
-                   dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
 
-  if (!IN_LEV_FIELD(new_jx, new_jy))
-    return MF_NO_ACTION;
+    if (IS_PLAYER(x, y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(x, y);
 
-  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
-    return MF_NO_ACTION;
+      if (game.engine_version < VERSION_IDENT(3,0,7,0))
+       border_element = Feld[xx][yy];          /* may be moving! */
+      else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+       border_element = Feld[xx][yy];
+      else if (MovDir[xx][yy] & touch_dir[i])  /* elements are touching */
+       border_element = MovingOrBlocked2Element(xx, yy);
+      else
+       continue;               /* center and border element do not touch */
 
-#if 0
-  element = MovingOrBlocked2Element(new_jx, new_jy);
+#if 1
+      /* !!! TEST ONLY !!! */
+      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, border_side);
+      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, border_side);
 #else
-  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, border_side);
+      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, border_side);
 #endif
-
-  if (DONT_RUN_INTO(element))
-  {
-    if (element == EL_ACID && dx == 0 && dy == 1)
-    {
-      SplashAcid(jx, jy);
-      Feld[jx][jy] = EL_PLAYER_1;
-      InitMovingField(jx, jy, MV_DOWN);
-      Store[jx][jy] = EL_ACID;
-      ContinueMoving(jx, jy);
-      BuryHero(player);
     }
-    else
-      TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
-
-    return MF_MOVING;
-  }
-
-  can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
-  if (can_move != MF_MOVING)
-    return can_move;
-
-  StorePlayer[jx][jy] = 0;
-  player->last_jx = jx;
-  player->last_jy = jy;
-  jx = player->jx = new_jx;
-  jy = player->jy = new_jy;
-  StorePlayer[jx][jy] = player->element_nr;
-
-  player->MovPos =
-    (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
-
-  ScrollFigure(player, SCROLL_INIT);
-
-  return MF_MOVING;
-}
-
-boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
-{
-  int jx = player->jx, jy = player->jy;
-  int old_jx = jx, old_jy = jy;
-  int moved = MF_NO_ACTION;
+    else if (IS_PLAYER(xx, yy))
+    {
+      struct PlayerInfo *player = PLAYERINFO(xx, yy);
 
-  if (!player->active || (!dx && !dy))
-    return FALSE;
+      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+      {
+       if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+         continue;             /* center and border element do not touch */
+      }
 
-#if 0
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !tape.playing)
-    return FALSE;
+#if 1
+      /* !!! TEST ONLY !!! */
+      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, center_side);
+      CheckTriggeredElementChangeByPlayer(x, y, center_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, center_side);
 #else
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
-    return FALSE;
-#endif
-
-  /* remove the last programmed player action */
-  player->programmed_action = 0;
-
-  if (player->MovPos)
-  {
-    /* should only happen if pre-1.2 tape recordings are played */
-    /* this is only for backward compatibility */
-
-    int original_move_delay_value = player->move_delay_value;
-
-#if DEBUG
-    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
-          tape.counter);
+      CheckTriggeredElementChangeByPlayer(x, y, center_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, center_side);
+      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, center_side);
 #endif
 
-    /* scroll remaining steps with finest movement resolution */
-    player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
-
-    while (player->MovPos)
-    {
-      ScrollFigure(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
-      FrameCounter++;
-      DrawAllPlayers();
-      BackToFront();
+      break;
     }
-
-    player->move_delay_value = original_move_delay_value;
   }
+}
 
-  if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
   {
-    if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
-      moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
-  }
-  else
+    /* center side     border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
+  };
+  static int touch_dir[4] =
   {
-    if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
-      moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
-  }
-
-  jx = player->jx;
-  jy = player->jy;
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    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 border_trigger_element = EL_UNDEFINED;
+  int i, j;
 
-  if (moved & MF_MOVING && !ScreenMovPos &&
-      (player == local_player || !options.network))
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
-    int offset = (setup.scroll_delay ? 3 : 0);
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int center_side = trigger_sides[i][0];
+    int border_side = trigger_sides[i][1];
+    int border_element;
 
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
-    {
-      /* actual player has left the screen -- scroll in that direction */
-      if (jx != old_jx)                /* player has moved horizontally */
-       scroll_x += (jx - old_jx);
-      else                     /* player has moved vertically */
-       scroll_y += (jy - old_jy);
-    }
-    else
-    {
-      if (jx != old_jx)                /* player has moved horizontally */
-      {
-       if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
-           (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
-         scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
-
-       /* 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);
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
 
-       /* don't scroll more than one field at a time */
-       scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+    if (game.engine_version < VERSION_IDENT(3,0,7,0))
+      border_element = Feld[xx][yy];   /* may be moving! */
+    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+      border_element = Feld[xx][yy];
+    else if (MovDir[xx][yy] & touch_dir[i])    /* elements are touching */
+      border_element = MovingOrBlocked2Element(xx, yy);
+    else
+      continue;                        /* center and border element do not touch */
 
-       /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
-           (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
-         scroll_x = old_scroll_x;
-      }
-      else                     /* player has moved vertically */
+    /* check for change of center element (but change it only once) */
+    if (IS_CUSTOM_ELEMENT(center_element) &&
+       HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+       !change_center_element)
+    {
+      for (j = 0; j < element_info[center_element].num_change_pages; j++)
       {
-       if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
-           (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
-         scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
-
-       /* don't scroll over playfield boundaries */
-       if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
-         scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+       struct ElementChangeInfo *change =
+         &element_info[center_element].change_page[j];
 
-       /* don't scroll more than one field at a time */
-       scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+           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;
 
-       /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
-           (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
-         scroll_y = old_scroll_y;
+         break;
+       }
       }
     }
 
-    if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+    /* check for change of border element */
+    if (IS_CUSTOM_ELEMENT(border_element) &&
+       HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
     {
-      if (!options.network && !AllPlayersInVisibleScreen())
+      for (j = 0; j < element_info[border_element].num_change_pages; j++)
       {
-       scroll_x = old_scroll_x;
-       scroll_y = old_scroll_y;
-      }
-      else
-      {
-       ScrollScreen(player, SCROLL_INIT);
-       ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
-      }
-    }
-  }
+       struct ElementChangeInfo *change =
+         &element_info[border_element].change_page[j];
 
-#if 0
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+           change->trigger_side & center_side &&
 #if 1
-  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+           IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
 #else
-  if (!(moved & MF_MOVING) && !player->Pushing)
-    player->Frame = 0;
+           change->trigger_element == center_element
 #endif
+           )
+       {
+#if 0
+         printf("::: border_element %d, %d\n", x, y);
 #endif
 
-  player->StepFrame = 0;
-
-  if (moved & MF_MOVING)
-  {
-    if (old_jx != jx && old_jy == jy)
-      player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
-    else if (old_jx == jx && old_jy != jy)
-      player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
-
-    DrawLevelField(jx, jy);    /* for "crumbled sand" */
-
-    player->last_move_dir = player->MovDir;
-    player->is_moving = TRUE;
+         CheckElementChangeByPage(xx, yy, border_element, center_element,
+                                  CE_OTHER_IS_TOUCHING, j);
+         break;
+       }
+      }
+    }
   }
-  else
+
+  if (change_center_element)
   {
-    CheckGravityMovement(player);
+#if 0
+    printf("::: center_element %d, %d\n", x, y);
+#endif
 
-    /*
-    player->last_move_dir = MV_NO_MOVING;
-    */
-    player->is_moving = FALSE;
+    CheckElementChangeByPage(x, y, center_element, border_trigger_element,
+                            CE_OTHER_IS_TOUCHING, center_element_change_page);
   }
-
-  TestIfHeroTouchesBadThing(jx, jy);
-
-  if (!player->active)
-    RemoveHero(player);
-
-  return moved;
 }
 
-void ScrollFigure(struct PlayerInfo *player, int mode)
+void TestIfElementHitsCustomElement(int x, int y, int direction)
 {
-  int jx = player->jx, jy = player->jy;
-  int last_jx = player->last_jx, last_jy = player->last_jy;
-  int move_stepsize = TILEX / player->move_delay_value;
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int hitx = x + dx, hity = y + dy;
+  int hitting_element = Feld[x][y];
+  int touched_element;
+#if 0
+  boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
+                       !IS_FREE(hitx, hity) &&
+                       (!IS_MOVING(hitx, hity) ||
+                        MovDir[hitx][hity] != direction ||
+                        ABS(MovPos[hitx][hity]) <= TILEY / 2));
+#endif
 
-  if (!player->active || !player->MovPos)
+  if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
     return;
 
-  if (mode == SCROLL_INIT)
-  {
-    player->actual_frame_counter = FrameCounter;
-    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-
-    if (Feld[last_jx][last_jy] == EL_EMPTY)
-      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
-
-    DrawPlayer(player);
-    return;
-  }
-  else if (!FrameReached(&player->actual_frame_counter, 1))
+#if 0
+  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
     return;
+#endif
 
-  player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
-  player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
 
-  if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-    Feld[last_jx][last_jy] = EL_EMPTY;
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          CE_HITTING_SOMETHING, direction);
 
-  /* before DrawPlayer() to draw correct player graphic for this case */
-  if (player->MovPos == 0)
-    CheckGravityMovement(player);
+  if (IN_LEV_FIELD(hitx, hity))
+  {
+    int opposite_direction = MV_DIR_OPPOSITE(direction);
+    int hitting_side = direction;
+    int touched_side = opposite_direction;
+#if 0
+    int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
+#if 1
+    boolean object_hit = (!IS_MOVING(hitx, hity) ||
+                         MovDir[hitx][hity] != direction ||
+                         ABS(MovPos[hitx][hity]) <= TILEY / 2);
 
-  DrawPlayer(player);
+    object_hit = TRUE;
+#endif
 
-  if (player->MovPos == 0)
-  {
-    if (IS_PASSABLE(Feld[last_jx][last_jy]))
+    if (object_hit)
     {
-      /* continue with normal speed after quickly moving through gate */
-      HALVE_PLAYER_SPEED(player);
+      int i;
 
-      /* be able to make the next move without delay */
-      player->move_delay = 0;
-    }
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_SOMETHING, opposite_direction);
 
-    player->last_jx = jx;
-    player->last_jy = jy;
+      if (IS_CUSTOM_ELEMENT(hitting_element) &&
+         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+      {
+       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[hitting_element].change_page[i];
 
-    if (Feld[jx][jy] == EL_EXIT_OPEN ||
-       Feld[jx][jy] == EL_SP_EXIT_OPEN)
-    {
-      RemoveHero(player);
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
+             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_HITTING, i);
+           break;
+         }
+       }
+      }
 
-      if (local_player->friends_still_needed == 0 ||
-         Feld[jx][jy] == EL_SP_EXIT_OPEN)
-       player->LevelSolved = player->GameOver = TRUE;
-    }
+      if (IS_CUSTOM_ELEMENT(touched_element) &&
+         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+      {
+       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[touched_element].change_page[i];
 
-    if (tape.single_step && tape.recording && !tape.pausing &&
-       !player->programmed_action)
-      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
+             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_HIT, i);
+           break;
+         }
+       }
+      }
+    }
   }
 }
 
-void ScrollScreen(struct PlayerInfo *player, int mode)
+#if 0
+void TestIfElementSmashesCustomElement(int x, int y, int direction)
 {
-  static unsigned long screen_frame_counter = 0;
-
-  if (mode == SCROLL_INIT)
-  {
-    /* set scrolling step size according to actual player's moving speed */
-    ScrollStepSize = TILEX / player->move_delay_value;
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int hitx = x + dx, hity = y + dy;
+  int hitting_element = Feld[x][y];
+  int touched_element;
+#if 0
+  boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
+                       !IS_FREE(hitx, hity) &&
+                       (!IS_MOVING(hitx, hity) ||
+                        MovDir[hitx][hity] != direction ||
+                        ABS(MovPos[hitx][hity]) <= TILEY / 2));
+#endif
 
-    screen_frame_counter = FrameCounter;
-    ScreenMovDir = player->MovDir;
-    ScreenMovPos = player->MovPos;
-    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+  if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
     return;
-  }
-  else if (!FrameReached(&screen_frame_counter, 1))
+
+#if 0
+  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
     return;
+#endif
 
-  if (ScreenMovPos)
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          EP_CAN_SMASH_EVERYTHING, direction);
+
+  if (IN_LEV_FIELD(hitx, hity))
   {
-    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
-    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
-    redraw_mask |= REDRAW_FIELD;
+    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;
+
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_SMASHED_BY_SOMETHING, opposite_direction);
+
+      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];
+
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(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->events & CH_EVENT_BIT(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;
+         }
+       }
+      }
+    }
   }
-  else
-    ScreenMovDir = MV_NO_MOVING;
 }
+#endif
 
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 {
   int i, kill_x = -1, kill_y = -1;
+  int bad_element = -1;
   static int test_xy[4][2] =
   {
     { 0, -1 },
@@ -5994,12 +10730,13 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     MV_DOWN
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
     test_x = good_x + test_xy[i][0];
     test_y = good_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
@@ -6020,6 +10757,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       kill_x = test_x;
       kill_y = test_y;
+      bad_element = test_element;
+
       break;
     }
   }
@@ -6030,10 +10769,18 @@ 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_PROTECTED(good_x, good_y))
+      else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
        KillHero(player);
+#endif
     }
     else
       Bang(good_x, good_y);
@@ -6051,6 +10798,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     { +1, 0 },
     { 0, +1 }
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
   static int test_dir[4] =
   {
     MV_UP,
@@ -6062,7 +10816,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   if (bad_element == EL_EXPLOSION)     /* skip just exploding bad things */
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -6090,6 +10844,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        if (bad_element == EL_ROBOT && player->is_moving)
          continue;     /* robot does not kill player if he is moving */
 
+       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+       {
+         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+           continue;           /* center and border element do not touch */
+       }
+
        kill_x = test_x;
        kill_y = test_y;
        break;
@@ -6109,28 +10869,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-#if 0
-      int dir = player->MovDir;
-      int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-      int newy = player->jy + (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       printf("-> %d\n", player->MovDir);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       ;
-#endif
-
+#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_PROTECTED(kill_x, kill_y))
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
        KillHero(player);
+#endif
     }
     else
       Bang(kill_x, kill_y);
@@ -6178,7 +10928,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int x, y, element;
 
@@ -6219,9 +10969,15 @@ void KillHero(struct PlayerInfo *player)
   BuryHero(player);
 }
 
-static void KillHeroUnlessProtected(int x, int y)
+static void KillHeroUnlessEnemyProtected(int x, int y)
+{
+  if (!PLAYER_ENEMY_PROTECTED(x, y))
+    KillHero(PLAYERINFO(x, y));
+}
+
+static void KillHeroUnlessExplosionProtected(int x, int y)
 {
-  if (!PLAYER_PROTECTED(x, y))
+  if (!PLAYER_EXPLOSION_PROTECTED(x, y))
     KillHero(PLAYERINFO(x, y));
 }
 
@@ -6233,586 +10989,211 @@ void BuryHero(struct PlayerInfo *player)
     return;
 
 #if 1
-  PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
 #else
-  PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
 #endif
-  PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+  PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
   RemoveHero(player);
 }
 
-void RemoveHero(struct PlayerInfo *player)
-{
-  int jx = player->jx, jy = player->jy;
-  int i, found = FALSE;
-
-  player->present = FALSE;
-  player->active = FALSE;
-
-  if (!ExplodeField[jx][jy])
-    StorePlayer[jx][jy] = 0;
-
-  for (i=0; i<MAX_PLAYERS; i++)
-    if (stored_player[i].active)
-      found = TRUE;
-
-  if (!found)
-    AllPlayersGone = TRUE;
-
-  ExitX = ZX = jx;
-  ExitY = ZY = jy;
-}
-
-/*
-  checkDiagonalPushing()
-  -----------------------------------------------------------------------------
-  check if diagonal input device direction results in pushing of object
-  (by checking if the alternative direction is walkable, diggable, ...)
-*/
-
-static boolean checkDiagonalPushing(struct PlayerInfo *player,
-                                   int x, int y, int real_dx, int real_dy)
-{
-  int jx, jy, dx, dy, xx, yy;
-
-  if (real_dx == 0 || real_dy == 0)    /* no diagonal direction => push */
-    return TRUE;
-
-  /* diagonal direction: check alternative direction */
-  jx = player->jx;
-  jy = player->jy;
-  dx = x - jx;
-  dy = y - jy;
-  xx = jx + (dx == 0 ? real_dx : 0);
-  yy = jy + (dy == 0 ? real_dy : 0);
-
-  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
-}
-
-/*
-  DigField()
-  -----------------------------------------------------------------------------
-  x, y:                        field next to player (non-diagonal) to try to dig to
-  real_dx, real_dy:    direction as read from input device (can be diagonal)
-*/
-
-int DigField(struct PlayerInfo *player,
-            int x, int y, int real_dx, int real_dy, int mode)
-{
-  int jx = player->jx, jy = player->jy;
-  int dx = x - jx, dy = y - jy;
-  int move_direction = (dx == -1 ? MV_LEFT :
-                       dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
-  int element;
-
-  if (player->MovPos == 0)
-  {
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
-  }
-
-  if (player->MovPos == 0)     /* last pushing move finished */
-    player->Pushing = FALSE;
-
-  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
-  {
-    player->Switching = FALSE;
-    player->push_delay = 0;
-
-    return MF_NO_ACTION;
-  }
-
-  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MF_NO_ACTION;
-
-#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)))
-#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 */
-  }
-
-  element = Feld[x][y];
-
-#if 1
-  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0))
-    return MF_NO_ACTION;
-#endif
-
-  switch (element)
-  {
-    case EL_EMPTY:
-    case EL_SAND:
-    case EL_INVISIBLE_SAND:
-    case EL_INVISIBLE_SAND_ACTIVE:
-    case EL_TRAP:
-    case EL_SP_BASE:
-    case EL_SP_BUGGY_BASE:
-    case EL_SP_BUGGY_BASE_ACTIVATING:
-      RemoveField(x, y);
-#if 1
-      if (mode != DF_SNAP && element != EL_EMPTY)
-      {
-       GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
-       player->is_digging = TRUE;
-      }
-#endif
-      PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
-      break;
-
-    case EL_EMERALD:
-    case EL_BD_DIAMOND:
-    case EL_EMERALD_YELLOW:
-    case EL_EMERALD_RED:
-    case EL_EMERALD_PURPLE:
-    case EL_DIAMOND:
-    case EL_SP_INFOTRON:
-    case EL_PEARL:
-    case EL_CRYSTAL:
-      RemoveField(x, y);
-#if 1
-      if (mode != DF_SNAP)
-      {
-       GfxElement[x][y] = element;
-       player->is_collecting = TRUE;
-      }
-#endif
-      local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
-                                         element == EL_PEARL ? 5 :
-                                         element == EL_CRYSTAL ? 8 : 1);
-      if (local_player->gems_still_needed < 0)
-       local_player->gems_still_needed = 0;
-      RaiseScoreElement(element);
-      DrawText(DX_EMERALDS, DY_EMERALDS,
-              int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_SPEED_PILL:
-      RemoveField(x, y);
-      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_ENVELOPE:
-      Feld[x][y] = EL_EMPTY;
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_EXTRA_TIME:
-      RemoveField(x, y);
-      if (level.time > 0)
-      {
-       TimeLeft += 10;
-       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
-      }
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_SHIELD_NORMAL:
-      RemoveField(x, y);
-      player->shield_normal_time_left += 10;
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_SHIELD_DEADLY:
-      RemoveField(x, y);
-      player->shield_normal_time_left += 10;
-      player->shield_deadly_time_left += 10;
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_DYNAMITE:
-    case EL_SP_DISK_RED:
-      RemoveField(x, y);
-      player->dynamite++;
-      player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
-      RaiseScoreElement(EL_DYNAMITE);
-      DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-              FONT_TEXT_2);
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_DYNABOMB_INCREASE_NUMBER:
-      RemoveField(x, y);
-      player->dynabomb_count++;
-      player->dynabombs_left++;
-      RaiseScoreElement(EL_DYNAMITE);
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_DYNABOMB_INCREASE_SIZE:
-      RemoveField(x, y);
-      player->dynabomb_size++;
-      RaiseScoreElement(EL_DYNAMITE);
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_DYNABOMB_INCREASE_POWER:
-      RemoveField(x, y);
-      player->dynabomb_xl = TRUE;
-      RaiseScoreElement(EL_DYNAMITE);
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-
-    case EL_KEY_1:
-    case EL_KEY_2:
-    case EL_KEY_3:
-    case EL_KEY_4:
-    {
-      int key_nr = element - EL_KEY_1;
-      int graphic = el2edimg(element);
-
-      RemoveField(x, y);
-      player->key[key_nr] = TRUE;
-      RaiseScoreElement(element);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-    }
-
-    case EL_EM_KEY_1:
-    case EL_EM_KEY_2:
-    case EL_EM_KEY_3:
-    case EL_EM_KEY_4:
-    {
-      int key_nr = element - EL_EM_KEY_1;
-      int graphic = el2edimg(EL_KEY_1 + key_nr);
-
-      RemoveField(x, y);
-      player->key[key_nr] = TRUE;
-      RaiseScoreElement(element);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-#if 1
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-#else
-      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
-#endif
-      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
-      break;
-    }
-
-    case EL_ROBOT_WHEEL:
-      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-      ZX = x;
-      ZY = y;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
-      return MF_ACTION;
-      break;
+void RemoveHero(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int i, found = FALSE;
 
-    case EL_SP_TERMINAL:
-      {
-       int xx, yy;
+  player->present = FALSE;
+  player->active = FALSE;
 
-       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
+  if (!ExplodeField[jx][jy])
+    StorePlayer[jx][jy] = 0;
 
-       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;
-         }
-       }
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      found = TRUE;
 
-       return MF_ACTION;
-      }
-      break;
+  if (!found)
+    AllPlayersGone = TRUE;
 
-    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleBeltSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
+  ExitX = ZX = jx;
+  ExitY = ZY = jy;
+}
 
-    case EL_SWITCHGATE_SWITCH_UP:
-    case EL_SWITCHGATE_SWITCH_DOWN:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
+/*
+  =============================================================================
+  checkDiagonalPushing()
+  -----------------------------------------------------------------------------
+  check if diagonal input device direction results in pushing of object
+  (by checking if the alternative direction is walkable, diggable, ...)
+  =============================================================================
+*/
 
-    case EL_LIGHT_SWITCH:
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleLightSwitch(x, y);
-       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
-                      SND_LIGHT_SWITCH_ACTIVATING :
-                      SND_LIGHT_SWITCH_DEACTIVATING);
-      }
-      return MF_ACTION;
-      break;
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+                                   int x, int y, int real_dx, int real_dy)
+{
+  int jx, jy, dx, dy, xx, yy;
 
-    case EL_TIMEGATE_SWITCH:
-      ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
+  if (real_dx == 0 || real_dy == 0)    /* no diagonal direction => push */
+    return TRUE;
 
-      return MF_ACTION;
-      break;
+  /* diagonal direction: check alternative direction */
+  jx = player->jx;
+  jy = player->jy;
+  dx = x - jx;
+  dy = y - jy;
+  xx = jx + (dx == 0 ? real_dx : 0);
+  yy = jy + (dy == 0 ? real_dy : 0);
 
-    case EL_BALLOON_SWITCH_LEFT:
-    case EL_BALLOON_SWITCH_RIGHT:
-    case EL_BALLOON_SWITCH_UP:
-    case EL_BALLOON_SWITCH_DOWN:
-    case 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);
-      PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
+  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
 
-      /* the following elements cannot be pushed by "snapping" */
-    case EL_ROCK:
-    case EL_BOMB:
-    case EL_DX_SUPABOMB:
-    case EL_NUT:
-    case EL_TIME_ORB_EMPTY:
-    case EL_SP_ZONK:
-    case EL_SP_DISK_ORANGE:
-    case EL_SPRING:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
+/*
+  =============================================================================
+  DigField()
+  -----------------------------------------------------------------------------
+  x, y:                        field next to player (non-diagonal) to try to dig to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+  =============================================================================
+*/
 
-      /* no "break" -- fall through to next case */
+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;
+  int dx = x - jx, dy = y - jy;
+  int nextx = x + dx, nexty = y + dy;
+  int move_direction = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       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;
 
-      /* the following elements can be pushed by "snapping" */
-    case EL_BD_ROCK:
-      if (dy)
-       return MF_NO_ACTION;
+  if (is_player)               /* function can also be called by EL_PENGUIN */
+  {
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
 
-      player->Pushing = TRUE;
+    if (player->MovPos == 0)   /* last pushing move finished */
+      player->is_pushing = FALSE;
 
-#if 0
-      if (element == EL_ROCK)
-       printf("::: wanna push [%d] [%d]\n",
-              FrameCounter, player->push_delay_value);
+    if (mode == DF_NO_PUSH)    /* player just stopped pushing */
+    {
+      player->is_switching = FALSE;
+#if USE_NEW_PUSH_DELAY
+      player->push_delay = -1;
+#else
+      player->push_delay = 0;
 #endif
 
-      if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
-       return MF_NO_ACTION;
+      return MF_NO_ACTION;
+    }
+  }
 
-      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-       return MF_NO_ACTION;
+  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+    return MF_NO_ACTION;
 
-      if (player->push_delay == 0)
-       player->push_delay = FrameCounter;
 #if 0
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing &&
-         element != EL_SPRING)
-       return MF_NO_ACTION;
+
+#if 0
+  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
 #else
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-         element != EL_SPRING)
-       return MF_NO_ACTION;
+  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 }
+    };
 
-      if (mode == DF_SNAP)
-      {
-       InitMovingField(x, y, move_direction);
-       ContinueMoving(x, y);
-      }
-      else
-      {
-       RemoveField(x, y);
-       Feld[x + dx][y + dy] = element;
-      }
-
-      if (element == EL_SPRING)
-      {
-       Feld[x + dx][y + dy] = EL_SPRING;
-       MovDir[x + dx][y + dy] = move_direction;
-      }
+    while (tube_leave_directions[i][0] != tube_element)
+    {
+      i++;
+      if (tube_leave_directions[i][0] == -1)   /* should not happen */
+       break;
+    }
 
-      player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
+    if (!(tube_leave_directions[i][1] & move_direction))
+      return MF_NO_ACTION;     /* tube has no opening in this direction */
+  }
 
-      DrawLevelField(x + dx, y + dy);
-      PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-      break;
+#else
 
-    case EL_GATE_1:
-    case EL_GATE_2:
-    case EL_GATE_3:
-    case EL_GATE_4:
-      if (!player->key[element - EL_GATE_1])
-       return MF_NO_ACTION;
-      break;
+  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+    old_element = Back[jx][jy];
 
-    case EL_GATE_1_GRAY:
-    case EL_GATE_2_GRAY:
-    case EL_GATE_3_GRAY:
-    case EL_GATE_4_GRAY:
-      if (!player->key[element - EL_GATE_1_GRAY])
-       return MF_NO_ACTION;
-      break;
+#endif
 
-    case EL_EM_GATE_1:
-    case EL_EM_GATE_2:
-    case EL_EM_GATE_3:
-    case EL_EM_GATE_4:
-      if (!player->key[element - EL_EM_GATE_1])
-       return MF_NO_ACTION;
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+    return MF_NO_ACTION;       /* field has no opening in this direction */
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+    return MF_NO_ACTION;       /* field has no opening in this direction */
 
-      PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
-      break;
+  element = Feld[x][y];
 
-    case EL_EM_GATE_1_GRAY:
-    case EL_EM_GATE_2_GRAY:
-    case EL_EM_GATE_3_GRAY:
-    case EL_EM_GATE_4_GRAY:
-      if (!player->key[element - EL_EM_GATE_1_GRAY])
-       return MF_NO_ACTION;
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MF_NO_ACTION;
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
+    return MF_NO_ACTION;
 
 #if 1
-      PlaySoundLevelAction(x, y, ACTION_PASSING);
-#else
-      PlaySoundLevel(x, y, SND_GATE_PASSING);
+  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
-      break;
-
-    case EL_SWITCHGATE_OPEN:
-    case EL_TIMEGATE_OPEN:
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
-
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
-      break;
+#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
 
+  switch (element)
+  {
+#if 0
     case EL_SP_PORT_LEFT:
     case EL_SP_PORT_RIGHT:
     case EL_SP_PORT_UP:
@@ -6824,6 +11205,10 @@ int DigField(struct PlayerInfo *player,
     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 ((dx == -1 &&
           element != EL_SP_PORT_LEFT &&
           element != EL_SP_GRAVITY_PORT_LEFT &&
@@ -6844,17 +11229,41 @@ int DigField(struct PlayerInfo *player,
           element != EL_SP_GRAVITY_PORT_DOWN &&
           element != EL_SP_PORT_VERTICAL &&
           element != EL_SP_PORT_ANY) ||
-         !IN_LEV_FIELD(x + dx, y + dy) ||
-         !IS_FREE(x + dx, y + dy))
+         !IN_LEV_FIELD(nextx, nexty) ||
+         !IS_FREE(nextx, nexty))
        return MF_NO_ACTION;
+#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;
 
       /* 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
+
+#if 0
+      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+#endif
 
-      PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
+      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
+#endif
 
+#if 0
     case EL_TUBE_ANY:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
@@ -6894,235 +11303,672 @@ int DigField(struct PlayerInfo *player,
        if (!(tube_enter_directions[i][1] & move_direction))
          return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-       PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
+       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
       }
       break;
+#endif
 
-    case EL_EXIT_CLOSED:
-    case EL_SP_EXIT_CLOSED:
-    case EL_EXIT_OPENING:
-      return MF_NO_ACTION;
-      break;
-
-    case EL_EXIT_OPEN:
-    case EL_SP_EXIT_OPEN:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
-
-      if (element == EL_EXIT_OPEN)
-       PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
-      else
-       PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
-
-      break;
-
-    case EL_LAMP:
-      Feld[x][y] = EL_LAMP_ACTIVE;
-      local_player->lights_still_needed--;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
-      return MF_ACTION;
-      break;
-
-    case EL_TIME_ORB_FULL:
-      Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
-      DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-      return MF_ACTION;
-      break;
-
-    case EL_SOKOBAN_FIELD_EMPTY:
-      break;
-
-    case EL_SOKOBAN_OBJECT:
-    case EL_SOKOBAN_FIELD_FULL:
-    case EL_SATELLITE:
-    case EL_SP_DISK_YELLOW:
-    case EL_BALLOON:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
-
-      player->Pushing = TRUE;
+    default:
 
-      if (!IN_LEV_FIELD(x+dx, y+dy)
-         || (!IS_FREE(x+dx, y+dy)
-             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
-                 || !IS_SB_ELEMENT(element))))
-       return MF_NO_ACTION;
+#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;
 
-      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-       return MF_NO_ACTION;
+#if 0
+       if (!ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#endif
 
-      if (player->push_delay == 0)
-       player->push_delay = FrameCounter;
 #if 0
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing && element != EL_BALLOON)
-       return MF_NO_ACTION;
-#else
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-         element != EL_BALLOON)
-       return MF_NO_ACTION;
+       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
 
-      if (IS_SB_ELEMENT(element))
-      {
-       if (element == EL_SOKOBAN_FIELD_FULL)
+       if (IS_GATE(element))
+       {
+         if (!player->key[element - EL_GATE_1])
+           return MF_NO_ACTION;
+       }
+       else if (IS_GATE_GRAY(element))
+       {
+         if (!player->key[element - EL_GATE_1_GRAY])
+           return MF_NO_ACTION;
+       }
+       else if (element == EL_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPENING)
        {
-         Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-         local_player->sokobanfields_still_needed++;
+         sound_action = ACTION_PASSING;        /* player is passing exit */
        }
+       else if (element == EL_EMPTY)
+       {
+         sound_action = ACTION_MOVING;         /* nothing to walk on */
+       }
+
+       /* 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
-         RemoveField(x, y);
+         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
 
-       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
-       {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
-         local_player->sokobanfields_still_needed--;
-         if (element == EL_SOKOBAN_OBJECT)
+       break;
+      }
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
+      else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
 #else
-           PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
+      else if (IS_PASSABLE(element))
 #endif
-         else
+      {
+#if 0
+       if (!canPassField(x, y, move_direction))
+         return MF_NO_ACTION;
+#else
+
+#if 0
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+       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
-           PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+         return MF_NO_ACTION;
 #endif
-       }
-       else
-       {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
-         if (element == EL_SOKOBAN_FIELD_FULL)
+#endif
+
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
+       if (!ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
 #else
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
+       if (IS_CUSTOM_ELEMENT(element) &&
+           !ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
 #endif
-         else
+
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
-           PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
+         return MF_NO_ACTION;
 #endif
-       }
-      }
-      else
-      {
-       RemoveField(x, y);
-       Feld[x+dx][y+dy] = element;
-       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-      }
 
-      player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
+#endif
 
-      DrawLevelField(x, y);
-      DrawLevelField(x + dx, y + dy);
+       if (IS_EM_GATE(element))
+       {
+         if (!player->key[element - EL_EM_GATE_1])
+           return MF_NO_ACTION;
+       }
+       else if (IS_EM_GATE_GRAY(element))
+       {
+         if (!player->key[element - EL_EM_GATE_1_GRAY])
+           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;
+       }
 
-      if (IS_SB_ELEMENT(element) &&
-         local_player->sokobanfields_still_needed == 0 &&
-         game.emulation == EMU_SOKOBAN)
-      {
-       player->LevelSolved = player->GameOver = TRUE;
-       PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
-      }
+       /* 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 */
 
-      break;
+         DOUBLE_PLAYER_SPEED(player);
+       }
+#else
+       player->move_delay_reset_counter = 2;
 
-    case EL_PENGUIN:
-    case EL_PIG:
-    case EL_DRAGON:
-      break;
+       DOUBLE_PLAYER_SPEED(player);
+#endif
 
-    default:
+       PlayLevelSoundAction(x, y, ACTION_PASSING);
 
-      if (IS_WALKABLE(element))
-      {
        break;
       }
       else if (IS_DIGGABLE(element))
       {
        RemoveField(x, y);
-#if 1
+
        if (mode != DF_SNAP)
        {
+#if 1
+         GfxElement[x][y] = GFX_ELEMENT(element);
+#else
          GfxElement[x][y] =
-           (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
          player->is_digging = TRUE;
        }
+
+       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+
+       CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
+                                           player->index_bit, dig_side);
+
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
 #endif
-       PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
 
        break;
       }
       else if (IS_COLLECTIBLE(element))
       {
        RemoveField(x, y);
-#if 1
-       if (mode != DF_SNAP)
+
+       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 == 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 ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+                (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+       {
+         int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+                       element - EL_KEY_1 : element - EL_EM_KEY_1);
+
+         player->key[key_nr] = TRUE;
+
+         DrawGameValue_Keys(player);
+
+         redraw_mask |= REDRAW_DOOR_1;
+       }
+       else if (IS_ENVELOPE(element))
+       {
+#if 1
+         player->show_envelope = element;
+#else
+         ShowEnvelope(element - EL_ENVELOPE_1);
 #endif
-       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+       }
+       else if (IS_DROPPABLE(element) ||
+                IS_THROWABLE(element)) /* can be collected and dropped */
+       {
+         int i;
+
+         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;
+
+         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_Emeralds(local_player->gems_still_needed);
+       }
+
+       RaiseScoreElement(element);
+       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-       CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
+       if (is_player)
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_GETS_COLLECTED,
+                                             player->index_bit, dig_side);
+
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
        break;
       }
       else if (IS_PUSHABLE(element))
       {
-       if (mode == DF_SNAP)
+       if (mode == DF_SNAP && element != EL_BD_ROCK)
          return MF_NO_ACTION;
 
        if (CAN_FALL(element) && dy)
          return MF_NO_ACTION;
 
-       if (!player->Pushing &&
-           game.engine_version >= RELEASE_IDENT(2,2,0,7))
+       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;
+
+#if USE_NEW_PUSH_DELAY
+
+#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 (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 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 < player->push_delay_value &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
+#endif
+
+#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)
+#endif
+       {
+         /* 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;
+#else
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = INITIAL_MOVE_DELAY_OFF;
+#endif
+
+         return MF_NO_ACTION;
+       }
+
+#if 0
+       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
+
+       if (IS_SB_ELEMENT(element))
+       {
+         if (element == EL_SOKOBAN_FIELD_FULL)
+         {
+           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed++;
+         }
+
+         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+         {
+           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed--;
+         }
+
+         Feld[x][y] = EL_SOKOBAN_OBJECT;
+
+         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);
+
+         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);
+
+       InitMovingField(x, y, move_direction);
+       GfxAction[x][y] = ACTION_PUSHING;
+
+       if (mode == DF_SNAP)
+         ContinueMoving(x, y);
+       else
+         MovPos[x][y] = (dx != 0 ? dx : dy);
+
+       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 1
+       if (game.use_bug_change_when_pushing)
+#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_OTHER_GETS_PUSHED,
+                                             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_OTHER_GETS_PUSHED,
+                                           player->index_bit, dig_side);
+#else
+       CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+                                           player->index_bit, dig_side);
+       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+#endif
+#endif
+
+#endif
+
+       break;
+      }
+      else if (IS_SWITCHABLE(element))
+      {
+       if (PLAYER_SWITCHING(player, x, y))
+       {
+         CheckTriggeredElementChangeByPlayer(x,y, element,
+                                             CE_OTHER_GETS_PRESSED,
+                                             player->index_bit, dig_side);
+
+         return MF_ACTION;
+       }
+
+       player->is_switching = TRUE;
+       player->switch_x = x;
+       player->switch_y = y;
+
+       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-       player->Pushing = TRUE;
+       if (element == EL_ROBOT_WHEEL)
+       {
+         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+         ZX = x;
+         ZY = y;
+
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_SP_TERMINAL)
+       {
+         int xx, yy;
+
+         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);
+
+#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--;
+
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_TIME_ORB_FULL)
+       {
+         Feld[x][y] = EL_TIME_ORB_EMPTY;
+         TimeLeft += 10;
+         DrawGameValue_Time(TimeLeft);
 
-       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-         return MF_NO_ACTION;
+         DrawLevelField(x, y);
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+#if 0
+         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+       }
 
-       if (player->push_delay == 0)    /* new pushing; restart delay */
-         player->push_delay = FrameCounter;
+       CheckTriggeredElementChangeByPlayer(x, y, element,
+                                           CE_OTHER_IS_SWITCHING,
+                                           player->index_bit, dig_side);
 
-       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-           !(tape.playing && tape.file_version < FILE_VERSION_2_0))
-         return MF_NO_ACTION;
+       CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+                                           player->index_bit, dig_side);
 
-       RemoveField(x, y);
-       Feld[x + dx][y + dy] = element;
+       return MF_ACTION;
+      }
+      else
+      {
+       if (!PLAYER_SWITCHING(player, x, y))
+       {
+         player->is_switching = TRUE;
+         player->switch_x = x;
+         player->switch_y = y;
 
 #if 1
-       if (game.engine_version < RELEASE_IDENT(2,2,0,7))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+         /* !!! TEST ONLY !!! */
+         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                    player->index_bit, dig_side);
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_IS_SWITCHING,
+                                             player->index_bit, dig_side);
 #else
-       player->push_delay_value = 2 + RND(8);
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_IS_SWITCHING,
+                                             player->index_bit, dig_side);
+         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                    player->index_bit, dig_side);
 #endif
+       }
 
-       DrawLevelField(x + dx, y + dy);
-       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-
-       break;
+#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_OTHER_GETS_PRESSED,
+                                           player->index_bit, dig_side);
+#else
+       CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+                                           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
+  player->push_delay = -1;
+#else
   player->push_delay = 0;
+#endif
 
   if (Feld[x][y] != element)           /* really digged/collected something */
     player->is_collecting = !player->is_digging;
@@ -7134,9 +11980,18 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
+  int snap_direction = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       dy == -1 ? MV_UP :
+                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+#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;
@@ -7147,12 +12002,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   if (!dx && !dy)
   {
     if (player->MovPos == 0)
-      player->Pushing = FALSE;
+      player->is_pushing = FALSE;
 
-    player->snapped = FALSE;
+    player->is_snapping = FALSE;
 
     if (player->MovPos == 0)
     {
+      player->is_moving = FALSE;
       player->is_digging = FALSE;
       player->is_collecting = FALSE;
     }
@@ -7160,93 +12016,271 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
   }
 
-  if (player->snapped)
+  if (player->is_snapping)
     return FALSE;
 
-  player->MovDir = (dx < 0 ? MV_LEFT :
-                   dx > 0 ? MV_RIGHT :
-                   dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+  player->MovDir = snap_direction;
+
+#if 1
+  if (player->MovPos == 0)
+#endif
+  {
+    player->is_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
+
+  player->is_dropping = FALSE;
 
-  if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
-  player->snapped = TRUE;
-  player->is_digging = FALSE;
-  player->is_collecting = FALSE;
+  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;
 }
 
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
 {
-  int jx = player->jx, jy = player->jy;
-  int element;
+  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 ?
+                     player->inventory_infinite_element :
+                     player->dynabombs_left > 0 ?
+                     EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+                     EL_UNDEFINED);
+
+  if (IS_THROWABLE(drop_element))
+  {
+    dropx += GET_DX_FROM_DIR(drop_direction);
+    dropy += GET_DY_FROM_DIR(drop_direction);
 
-  if (!player->active || player->MovPos)
+    if (!IN_LEV_FIELD(dropx, dropy))
+      return FALSE;
+  }
+
+  old_element = Feld[dropx][dropy];    /* old element at dropping position */
+  new_element = drop_element;          /* default: no change when dropping */
+
+  /* check if player is active, not moving and ready to drop */
+  if (!player->active || player->MovPos || player->drop_delay > 0)
     return FALSE;
 
-  element = Feld[jx][jy];
+  /* 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
 
-  if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
-      IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+  /* check if anything can be dropped at the current position */
+  if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
     return FALSE;
 
-#if 0
-  if (element != EL_EMPTY)
+  /* 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 (element != EL_EMPTY)
+  if (old_element != EL_EMPTY)
+    Back[dropx][dropy] = old_element;  /* store old element on this field */
+
+  ResetGfxAnimation(dropx, dropy);
+  ResetRandomAnimationValue(dropx, dropy);
+
+  if (player->inventory_size > 0 ||
+      player->inventory_infinite_element != EL_UNDEFINED)
   {
+    if (player->inventory_size > 0)
+    {
+      player->inventory_size--;
+
 #if 0
-    Store[jx][jy] = element;
+      new_element = player->inventory_element[player->inventory_size];
+#endif
+
+      DrawGameValue_Dynamite(local_player->inventory_size);
+
+      if (new_element == EL_DYNAMITE)
+       new_element = EL_DYNAMITE_ACTIVE;
+      else if (new_element == EL_SP_DISK_RED)
+       new_element = EL_SP_DISK_RED_ACTIVE;
+    }
+
+    Feld[dropx][dropy] = new_element;
+
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
+
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+
+#if 1
+    /* needed if previous element just changed to "empty" in the last frame */
+    Changed[dropx][dropy] = 0;         /* 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_OTHER_GETS_DROPPED,
+                                       player->index_bit, drop_side);
 #else
-    Back[jx][jy] = element;
+    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+                                       CE_OTHER_GETS_DROPPED,
+                                       player->index_bit, drop_side);
+    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+                              player->index_bit, drop_side);
+#endif
+
+    TestIfElementTouchesCustomElement(dropx, dropy);
+  }
+  else         /* player is dropping a dyna bomb */
+  {
+    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)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
+
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
   }
 
-  MovDelay[jx][jy] = 96;
 
-  ResetGfxAnimation(jx, jy);
-  ResetRandomAnimationValue(jx, jy);
 
-  if (player->dynamite)
+#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)
   {
-    Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
-                   EL_DYNAMITE_ACTIVE);
-    player->dynamite--;
+#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)
+      MovDir[dropx][dropy] = drop_direction;
+
+    move_direction = MovDir[dropx][dropy];
+    nextx = dropx + GET_DX_FROM_DIR(move_direction);
+    nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
-    DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-            FONT_TEXT_2);
-    if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+#if 1
+    Changed[dropx][dropy] = 0;         /* 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] = 0;       /* allow another change */
+
 #if 1
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+      TestIfElementHitsCustomElement(dropx, dropy, move_direction);
 #else
-      if (game.emulation == EMU_SUPAPLEX)
-       DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
-      else
-       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
+      CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
+                              CE_HITTING_SOMETHING, move_direction);
 #endif
     }
+#endif
+
+#endif
 
-    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+#if 0
+    player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
   }
-  else
-  {
-    Feld[jx][jy] =
-      EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
-    player->dynabombs_left--;
 
-    if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+#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;
 
-    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
-  }
 
   return TRUE;
 }
@@ -7258,21 +12292,18 @@ boolean PlaceBomb(struct PlayerInfo *player)
 static int *loop_sound_frame = NULL;
 static int *loop_sound_volume = NULL;
 
-void InitPlaySoundLevel()
+void InitPlayLevelSound()
 {
   int num_sounds = getSoundListSize();
 
-  if (loop_sound_frame != NULL)
-    free(loop_sound_frame);
-
-  if (loop_sound_volume != NULL)
-    free(loop_sound_volume);
+  checked_free(loop_sound_frame);
+  checked_free(loop_sound_volume);
 
-  loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
 }
 
-static void PlaySoundLevel(int x, int y, int nr)
+static void PlayLevelSound(int x, int y, int nr)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
@@ -7317,48 +12348,211 @@ static void PlaySoundLevel(int x, int y, int nr)
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-static void PlaySoundLevelNearest(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
 {
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+  PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
                 x > LEVELX(BX2) ? LEVELX(BX2) : x,
                 y < LEVELY(BY1) ? LEVELY(BY1) :
                 y > LEVELY(BY2) ? LEVELY(BY2) : y,
                 sound_action);
 }
 
-static void PlaySoundLevelAction(int x, int y, int action)
+static void PlayLevelSoundAction(int x, int y, int action)
 {
-  PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
 }
 
-static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
-    PlaySoundLevel(x, y, sound_effect);
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+                                             int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
 }
 
-static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlaySoundLevel(x, y, sound_effect);
+    PlayLevelSound(x, y, sound_effect);
 }
 
-static void StopSoundLevelActionIfLoop(int x, int y, int action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+    StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+  if (levelset.music[level_nr] != MUS_UNDEFINED)
+    PlayMusic(levelset.music[level_nr]);       /* from config file */
+  else
+    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
+}
+
+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:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+      break;
+
+    case SAMPLE_roll:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_stone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_nut:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_crack:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
+
+    case SAMPLE_bug:
+      PlayLevelSoundElementAction(x, y, EL_BUG, ACTION_MOVING);
+      break;
+
+    case SAMPLE_tank:
+      PlayLevelSoundElementAction(x, y, EL_SPACESHIP, ACTION_MOVING);
+      break;
+
+    case SAMPLE_android:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_spring:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_slurp:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
+
+    case SAMPLE_eater:
+      PlayLevelSoundElementAction(x, y, EL_YAMYAM, ACTION_WAITING);
+      break;
+
+    case SAMPLE_alien:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_collect:
+      PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+      break;
+
+    case SAMPLE_diamond:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_squash:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
+
+    case SAMPLE_wonderfall:
+      PlayLevelSoundElementAction(x, y, EL_MAGIC_WALL, ACTION_FILLING);
+      break;
+
+    case SAMPLE_drip:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_push:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_dirt:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
+
+    case SAMPLE_acid:
+      PlayLevelSound(x, y, SND_ACID_SPLASHING);
+      break;
+
+    case SAMPLE_ball:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_grow:
+      PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+      break;
+
+    case SAMPLE_wonder:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_door:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_exit:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_dynamite:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_tick:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_press:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+      break;
+
+    case SAMPLE_wheel:
+      PlaySoundStereo(SND_MAGIC_WALL_ACTIVE, SOUND_MIDDLE);
+      break;
+
+    case SAMPLE_boom:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+      break;
+
+    case SAMPLE_time:
+      PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+      break;
+
+    case SAMPLE_die:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
+
+    default:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+      break;
+  }
 }
 
 void RaiseScore(int value)
 {
   local_player->score += value;
-  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
+
+  DrawGameValue_Score(local_player->score);
 }
 
 void RaiseScoreElement(int element)
@@ -7406,6 +12600,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
+    case EL_SP_DISK_RED:
     case EL_DYNABOMB_INCREASE_NUMBER:
     case EL_DYNABOMB_INCREASE_SIZE:
     case EL_DYNABOMB_INCREASE_POWER:
@@ -7425,6 +12620,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
+      RaiseScore(element_info[element].collect_score);
       break;
   }
 }
@@ -7437,7 +12633,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
       Request("Do you really want to quit the game ?",
              REQ_ASK | REQ_STAY_CLOSED))
   {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
     if (options.network)
       SendToServer_StopPlaying();
     else
@@ -7449,7 +12645,19 @@ 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
+
   }
 }
 
@@ -7514,7 +12722,7 @@ void CreateGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
     Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
@@ -7580,7 +12788,7 @@ void FreeGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     FreeGadget(game_gadget[i]);
 }
 
@@ -7588,7 +12796,7 @@ static void MapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     MapGadget(game_gadget[i]);
 }
 
@@ -7596,7 +12804,7 @@ void UnmapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     UnmapGadget(game_gadget[i]);
 }
 
@@ -7616,7 +12824,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PAUSE:
       if (options.network)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
@@ -7630,7 +12838,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PLAY:
       if (tape.pausing)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else
@@ -7651,7 +12859,10 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.music_available)
       { 
        setup.sound = setup.sound_music = TRUE;
-       PlayMusic(level_nr);
+
+       SetAudioMode(setup.sound);
+
+       PlayLevelMusic();
       }
       break;
 
@@ -7659,14 +12870,20 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       if (setup.sound_loops)
        setup.sound_loops = FALSE;
       else if (audio.loops_available)
+      {
        setup.sound = setup.sound_loops = TRUE;
+       SetAudioMode(setup.sound);
+      }
       break;
 
     case SOUND_CTRL_ID_SIMPLE:
       if (setup.sound_simple)
        setup.sound_simple = FALSE;
       else if (audio.sound_available)
+      {
        setup.sound = setup.sound_simple = TRUE;
+       SetAudioMode(setup.sound);
+      }
       break;
 
     default: