added functions to get current player position for all game engines
[rocksndiamonds.git] / src / game.c
index eb58f0c36b96bbd369d0b3d246244e54b1c05a69..3d2f055f27c88415dccb499d83d65932ad8a5f1e 100644 (file)
@@ -1,15 +1,13 @@
-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment                      *
-*               Holger Schemel                             *
-*               Detmolder Strasse 189                      *
-*               33604 Bielefeld                            *
-*               Germany                                    *
-*               e-mail: info@artsoft.org                   *
-*----------------------------------------------------------*
-* game.c                                                   *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+//                         Holger Schemel
+//                 info@artsoft.org
+//                 http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
 
 #include "libgame/libgame.h"
 
 #include "init.h"
 #include "tools.h"
 #include "screens.h"
+#include "events.h"
 #include "files.h"
 #include "tape.h"
 #include "network.h"
+#include "anim.h"
 
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR     FALSE
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER      1
+#define DEBUG_PLAYER_ACTIONS   0
 
 /* 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)
-#define USE_NEW_SP_SLIPPERY    (TRUE   * USE_NEW_STUFF         * 1)
-#define USE_NEW_RANDOMIZE      (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_CAN_MOVE_NOT_MOVING        (TRUE   * USE_NEW_STUFF         * 1)
-#define USE_PREVIOUS_MOVE_DIR  (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_PUSH_BUGFIX                (TRUE   * USE_NEW_STUFF         * 1)
-#if 0
-#define USE_BLOCK_DELAY_BUGFIX (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX   0
+#define USE_QUICKSAND_IMPACT_BUGFIX    0
+#define USE_DELAYED_GFX_REDRAW         0
+#define USE_NEW_PLAYER_ASSIGNMENTS     1
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y)                              \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y)                          \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y)                              \
+            DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
+            DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+            DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y)                          \
+            DrawTwinkleOnField(x, y)
 #endif
-#define USE_GRAVITY_BUGFIX_NEW (TRUE   * USE_NEW_STUFF         * 1)
-#define USE_GRAVITY_BUGFIX_OLD (TRUE   * USE_NEW_STUFF         * 0)
-
-#define USE_PENGUIN_COLLECT_BUG        (TRUE   * USE_NEW_STUFF         * 1)
 
 
 /* for DigField() */
 #define DF_SNAP                        2
 
 /* for MovePlayer() */
-#define MF_NO_ACTION           0
-#define MF_MOVING              1
-#define MF_ACTION              2
+#define MP_NO_ACTION           0
+#define MP_MOVING              1
+#define MP_ACTION              2
+#define MP_DONT_RUN_INTO       (MP_MOVING | MP_ACTION)
 
 /* for ScrollPlayer() */
 #define SCROLL_INIT            0
 #define SCROLL_GO_ON           1
 
-/* for Explode() */
+/* for Bang()/Explode() */
 #define EX_PHASE_START         0
 #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_DYNA           (1 << 4)
 #define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL               37
-#define YY_LEVEL               20
-#define XX_EMERALDS            29
-#define YY_EMERALDS            54
-#define XX_DYNAMITE            29
-#define YY_DYNAMITE            89
-#define XX_KEYS                        18
-#define YY_KEYS                        123
-#define XX_SCORE               15
-#define YY_SCORE               159
-#define XX_TIME1               29
-#define XX_TIME2               30
-#define YY_TIME                        194
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL               (DX + XX_LEVEL)
-#define DY_LEVEL               (DY + YY_LEVEL)
-#define DX_EMERALDS            (DX + XX_EMERALDS)
-#define DY_EMERALDS            (DY + YY_EMERALDS)
-#define DX_DYNAMITE            (DX + XX_DYNAMITE)
-#define DY_DYNAMITE            (DY + YY_DYNAMITE)
-#define DX_KEYS                        (DX + XX_KEYS)
-#define DY_KEYS                        (DY + YY_KEYS)
-#define DX_SCORE               (DX + XX_SCORE)
-#define DY_SCORE               (DY + YY_SCORE)
-#define DX_TIME1               (DX + XX_TIME1)
-#define DX_TIME2               (DX + XX_TIME2)
-#define DY_TIME                        (DY + YY_TIME)
+#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
+
+/* game panel display and control definitions */
+#define GAME_PANEL_LEVEL_NUMBER                        0
+#define GAME_PANEL_GEMS                                1
+#define GAME_PANEL_INVENTORY_COUNT             2
+#define GAME_PANEL_INVENTORY_FIRST_1           3
+#define GAME_PANEL_INVENTORY_FIRST_2           4
+#define GAME_PANEL_INVENTORY_FIRST_3           5
+#define GAME_PANEL_INVENTORY_FIRST_4           6
+#define GAME_PANEL_INVENTORY_FIRST_5           7
+#define GAME_PANEL_INVENTORY_FIRST_6           8
+#define GAME_PANEL_INVENTORY_FIRST_7           9
+#define GAME_PANEL_INVENTORY_FIRST_8           10
+#define GAME_PANEL_INVENTORY_LAST_1            11
+#define GAME_PANEL_INVENTORY_LAST_2            12
+#define GAME_PANEL_INVENTORY_LAST_3            13
+#define GAME_PANEL_INVENTORY_LAST_4            14
+#define GAME_PANEL_INVENTORY_LAST_5            15
+#define GAME_PANEL_INVENTORY_LAST_6            16
+#define GAME_PANEL_INVENTORY_LAST_7            17
+#define GAME_PANEL_INVENTORY_LAST_8            18
+#define GAME_PANEL_KEY_1                       19
+#define GAME_PANEL_KEY_2                       20
+#define GAME_PANEL_KEY_3                       21
+#define GAME_PANEL_KEY_4                       22
+#define GAME_PANEL_KEY_5                       23
+#define GAME_PANEL_KEY_6                       24
+#define GAME_PANEL_KEY_7                       25
+#define GAME_PANEL_KEY_8                       26
+#define GAME_PANEL_KEY_WHITE                   27
+#define GAME_PANEL_KEY_WHITE_COUNT             28
+#define GAME_PANEL_SCORE                       29
+#define GAME_PANEL_HIGHSCORE                   30
+#define GAME_PANEL_TIME                                31
+#define GAME_PANEL_TIME_HH                     32
+#define GAME_PANEL_TIME_MM                     33
+#define GAME_PANEL_TIME_SS                     34
+#define GAME_PANEL_FRAME                       35
+#define GAME_PANEL_SHIELD_NORMAL               36
+#define GAME_PANEL_SHIELD_NORMAL_TIME          37
+#define GAME_PANEL_SHIELD_DEADLY               38
+#define GAME_PANEL_SHIELD_DEADLY_TIME          39
+#define GAME_PANEL_EXIT                                40
+#define GAME_PANEL_EMC_MAGIC_BALL              41
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       42
+#define GAME_PANEL_LIGHT_SWITCH                        43
+#define GAME_PANEL_LIGHT_SWITCH_TIME           44
+#define GAME_PANEL_TIMEGATE_SWITCH             45
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                46
+#define GAME_PANEL_SWITCHGATE_SWITCH           47
+#define GAME_PANEL_EMC_LENSES                  48
+#define GAME_PANEL_EMC_LENSES_TIME             49
+#define GAME_PANEL_EMC_MAGNIFIER               50
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          51
+#define GAME_PANEL_BALLOON_SWITCH              52
+#define GAME_PANEL_DYNABOMB_NUMBER             53
+#define GAME_PANEL_DYNABOMB_SIZE               54
+#define GAME_PANEL_DYNABOMB_POWER              55
+#define GAME_PANEL_PENGUINS                    56
+#define GAME_PANEL_SOKOBAN_OBJECTS             57
+#define GAME_PANEL_SOKOBAN_FIELDS              58
+#define GAME_PANEL_ROBOT_WHEEL                 59
+#define GAME_PANEL_CONVEYOR_BELT_1             60
+#define GAME_PANEL_CONVEYOR_BELT_2             61
+#define GAME_PANEL_CONVEYOR_BELT_3             62
+#define GAME_PANEL_CONVEYOR_BELT_4             63
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      64
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      65
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      66
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      67
+#define GAME_PANEL_MAGIC_WALL                  68
+#define GAME_PANEL_MAGIC_WALL_TIME             69
+#define GAME_PANEL_GRAVITY_STATE               70
+#define GAME_PANEL_GRAPHIC_1                   71
+#define GAME_PANEL_GRAPHIC_2                   72
+#define GAME_PANEL_GRAPHIC_3                   73
+#define GAME_PANEL_GRAPHIC_4                   74
+#define GAME_PANEL_GRAPHIC_5                   75
+#define GAME_PANEL_GRAPHIC_6                   76
+#define GAME_PANEL_GRAPHIC_7                   77
+#define GAME_PANEL_GRAPHIC_8                   78
+#define GAME_PANEL_ELEMENT_1                   79
+#define GAME_PANEL_ELEMENT_2                   80
+#define GAME_PANEL_ELEMENT_3                   81
+#define GAME_PANEL_ELEMENT_4                   82
+#define GAME_PANEL_ELEMENT_5                   83
+#define GAME_PANEL_ELEMENT_6                   84
+#define GAME_PANEL_ELEMENT_7                   85
+#define GAME_PANEL_ELEMENT_8                   86
+#define GAME_PANEL_ELEMENT_COUNT_1             87
+#define GAME_PANEL_ELEMENT_COUNT_2             88
+#define GAME_PANEL_ELEMENT_COUNT_3             89
+#define GAME_PANEL_ELEMENT_COUNT_4             90
+#define GAME_PANEL_ELEMENT_COUNT_5             91
+#define GAME_PANEL_ELEMENT_COUNT_6             92
+#define GAME_PANEL_ELEMENT_COUNT_7             93
+#define GAME_PANEL_ELEMENT_COUNT_8             94
+#define GAME_PANEL_CE_SCORE_1                  95
+#define GAME_PANEL_CE_SCORE_2                  96
+#define GAME_PANEL_CE_SCORE_3                  97
+#define GAME_PANEL_CE_SCORE_4                  98
+#define GAME_PANEL_CE_SCORE_5                  99
+#define GAME_PANEL_CE_SCORE_6                  100
+#define GAME_PANEL_CE_SCORE_7                  101
+#define GAME_PANEL_CE_SCORE_8                  102
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          103
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          104
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          105
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          109
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          110
+#define GAME_PANEL_PLAYER_NAME                 111
+#define GAME_PANEL_LEVEL_NAME                  112
+#define GAME_PANEL_LEVEL_AUTHOR                        113
+
+#define NUM_GAME_PANEL_CONTROLS                        114
+
+struct GamePanelOrderInfo
+{
+  int nr;
+  int sort_priority;
+};
+
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
+
+struct GamePanelControlInfo
+{
+  int nr;
+
+  struct TextPosInfo *pos;
+  int type;
+
+  int value, last_value;
+  int frame, last_frame;
+  int gfx_frame;
+  int gfx_random;
+};
+
+static struct GamePanelControlInfo game_panel_controls[] =
+{
+  {
+    GAME_PANEL_LEVEL_NUMBER,
+    &game.panel.level_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GEMS,
+    &game.panel.gems,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_INVENTORY_COUNT,
+    &game.panel.inventory_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_1,
+    &game.panel.inventory_first[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_2,
+    &game.panel.inventory_first[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_3,
+    &game.panel.inventory_first[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_4,
+    &game.panel.inventory_first[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_5,
+    &game.panel.inventory_first[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_6,
+    &game.panel.inventory_first[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_7,
+    &game.panel.inventory_first[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_FIRST_8,
+    &game.panel.inventory_first[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_1,
+    &game.panel.inventory_last[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_2,
+    &game.panel.inventory_last[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_3,
+    &game.panel.inventory_last[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_4,
+    &game.panel.inventory_last[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_5,
+    &game.panel.inventory_last[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_6,
+    &game.panel.inventory_last[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_7,
+    &game.panel.inventory_last[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_INVENTORY_LAST_8,
+    &game.panel.inventory_last[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_1,
+    &game.panel.key[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_2,
+    &game.panel.key[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_3,
+    &game.panel.key[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_4,
+    &game.panel.key[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_5,
+    &game.panel.key[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_6,
+    &game.panel.key[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_7,
+    &game.panel.key[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_8,
+    &game.panel.key[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HIGHSCORE,
+    &game.panel.highscore,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_FRAME,
+    &game.panel.frame,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EXIT,
+    &game.panel.exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+    &game.panel.emc_magic_ball_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_switch[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_switch[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_switch[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_switch[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GRAVITY_STATE,
+    &game.panel.gravity_state,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_GRAPHIC_1,
+    &game.panel.graphic[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_2,
+    &game.panel.graphic[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_3,
+    &game.panel.graphic[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_4,
+    &game.panel.graphic[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_5,
+    &game.panel.graphic[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_6,
+    &game.panel.graphic[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_7,
+    &game.panel.graphic[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_8,
+    &game.panel.graphic[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_1,
+    &game.panel.element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_2,
+    &game.panel.element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_3,
+    &game.panel.element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_4,
+    &game.panel.element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_5,
+    &game.panel.element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_6,
+    &game.panel.element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_7,
+    &game.panel.element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_8,
+    &game.panel.element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_1,
+    &game.panel.element_count[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_2,
+    &game.panel.element_count[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_3,
+    &game.panel.element_count[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_4,
+    &game.panel.element_count[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_5,
+    &game.panel.element_count[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_6,
+    &game.panel.element_count[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_7,
+    &game.panel.element_count[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_8,
+    &game.panel.element_count[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1,
+    &game.panel.ce_score[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2,
+    &game.panel.ce_score[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3,
+    &game.panel.ce_score[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4,
+    &game.panel.ce_score[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5,
+    &game.panel.ce_score[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6,
+    &game.panel.ce_score[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7,
+    &game.panel.ce_score[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8,
+    &game.panel.ce_score[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1_ELEMENT,
+    &game.panel.ce_score_element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2_ELEMENT,
+    &game.panel.ce_score_element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3_ELEMENT,
+    &game.panel.ce_score_element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4_ELEMENT,
+    &game.panel.ce_score_element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5_ELEMENT,
+    &game.panel.ce_score_element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6_ELEMENT,
+    &game.panel.ce_score_element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7_ELEMENT,
+    &game.panel.ce_score_element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8_ELEMENT,
+    &game.panel.ce_score_element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_STRING,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+  }
+};
+
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING     3
+#define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION  2
+#define CHECK_DELAY_IMPACT     CHECK_DELAY_COLLISION
 
 /* values for initial player move delay (initial delay counter value) */
 #define INITIAL_MOVE_DELAY_OFF -1
 #define INITIAL_MOVE_DELAY_ON  0
 
 /* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED   32
 #define MOVE_DELAY_NORMAL_SPEED        8
 #define MOVE_DELAY_HIGH_SPEED  4
+#define MOVE_DELAY_MAX_SPEED   1
+
+#define DOUBLE_MOVE_DELAY(x)   (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x)    (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
 
-#define DOUBLE_MOVE_DELAY(x)   (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x)    (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
-#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_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 MOVE_STEPSIZE_MIN      (1)
+#define MOVE_STEPSIZE_MAX      (TILEX)
 
 #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        INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
 
 #define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
                                 RND(element_info[e].push_delay_random))
                                 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 GET_NEW_CE_VALUE(e)    (   (element_info[e].ce_value_fixed_initial) +\
+                                RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e)                (   (element_info[e].collect_score))
+#define GET_CHANGE_DELAY(c)    (   ((c)->delay_fixed  * (c)->delay_frames) + \
+                                RND((c)->delay_random * (c)->delay_frames))
+#define GET_CE_DELAY_VALUE(c)  (   ((c)->delay_fixed) + \
+                                RND((c)->delay_random))
+
+
+#define GET_VALID_RUNTIME_ELEMENT(e)                                   \
+        ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
+
+#define RESOLVED_REFERENCE_ELEMENT(be, e)                              \
+       ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
+        (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
+        (be) + (e) - EL_SELF)
+
+#define GET_PLAYER_FROM_BITS(p)                                                \
+       (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
+#define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                          \
+       ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
+        (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
+        (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
+        (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
+        (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
+        (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
+        (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
+        RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
+        (e))
 
 #define CAN_GROW_INTO(e)                                               \
        ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
                                         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 ANDROID_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y)                                  \
+       (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
+                               CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
 
 #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)
 
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
 
 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
+                                                Feld[x][y] == EL_EM_EXIT_OPEN || \
+                                                Feld[x][y] == EL_STEEL_EXIT_OPEN || \
+                                                Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
                                                 IS_FOOD_PENGUIN(Feld[x][y])))
 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 #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 SPRING_CAN_BUMP_FROM_FIELD(x, y)                               \
+       (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
+                               Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
 
-#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 GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 #define GAME_CTRL_ID_PLAY              2
-#define SOUND_CTRL_ID_MUSIC            3
-#define SOUND_CTRL_ID_LOOPS            4
-#define SOUND_CTRL_ID_SIMPLE           5
+#define GAME_CTRL_ID_UNDO              3
+#define GAME_CTRL_ID_REDO              4
+#define GAME_CTRL_ID_SAVE              5
+#define GAME_CTRL_ID_PAUSE2            6
+#define GAME_CTRL_ID_LOAD              7
+#define SOUND_CTRL_ID_MUSIC            8
+#define SOUND_CTRL_ID_LOOPS            9
+#define SOUND_CTRL_ID_SIMPLE           10
 
-#define NUM_GAME_BUTTONS               6
+#define NUM_GAME_BUTTONS               11
 
 
 /* forward declaration for internal use */
 
+static void CreateField(int, int, int);
+
+static void ResetGfxAnimation(int, int);
+
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
 static void AdvanceFrameAndPlayerCounters(int);
 
 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
@@ -322,45 +998,43 @@ static boolean MovePlayer(struct PlayerInfo *, int, int);
 static void ScrollPlayer(struct PlayerInfo *, int);
 static void ScrollScreen(struct PlayerInfo *, int);
 
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
 
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(int, int);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(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 ChangeElement(int, int, int);
+static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, 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)
+       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)
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
 
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
+static boolean CheckElementChangeExt(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)
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                  \
-       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
+       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
 #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)
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
 
 static void PlayLevelSound(int, int, int);
 static void PlayLevelSoundNearest(int, int, int);
@@ -371,11 +1045,65 @@ static void PlayLevelSoundActionIfLoop(int, int, int);
 static void StopLevelSoundActionIfLoop(int, int, int);
 static void PlayLevelMusic();
 
-static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
+int AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(void);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
+
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
+/* for detection of endless loops, caused by custom element programming */
+/* (using maximal playfield width x 10 is just a rough approximation) */
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH     (MAX_PLAYFIELD_WIDTH * 10)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc)                          \
+{                                                                      \
+  if (recursion_loop_detected)                                         \
+    return (rc);                                                       \
+                                                                       \
+  if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)       \
+  {                                                                    \
+    recursion_loop_detected = TRUE;                                    \
+    recursion_loop_element = (e);                                      \
+  }                                                                    \
+                                                                       \
+  recursion_loop_depth++;                                              \
+}
+
+#define RECURSION_LOOP_DETECTION_END()                                 \
+{                                                                      \
+  recursion_loop_depth--;                                              \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
+static int map_player_action[MAX_PLAYERS];
+
 
 /* ------------------------------------------------------------------------- */
 /* definition of elements that automatically change to other elements after  */
@@ -383,19 +1111,22 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 /* ------------------------------------------------------------------------- */
 
 /* forward declaration for changer functions */
-static void InitBuggyBase(int x, int y);
-static void WarnBuggyBase(int x, int y);
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
 
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
 
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
 
 struct ChangingElementInfo
 {
@@ -441,6 +1172,54 @@ static struct ChangingElementInfo change_delay_list[] =
     NULL,
     NULL
   },
+  {
+    EL_STEEL_EXIT_OPENING,
+    EL_STEEL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_STEEL_EXIT_CLOSING,
+    EL_STEEL_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_EXIT_OPENING,
+    EL_EM_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_EXIT_CLOSING,
+    EL_EMPTY,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_OPENING,
+    EL_EM_STEEL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_CLOSING,
+    EL_STEELWALL,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
   {
     EL_SP_EXIT_OPENING,
     EL_SP_EXIT_OPEN,
@@ -562,6 +1341,46 @@ static struct ChangingElementInfo change_delay_list[] =
     RunTimegateWheel,
     NULL
   },
+  {
+    EL_DC_TIMEGATE_SWITCH_ACTIVE,
+    EL_DC_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
+  {
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    0,
+    InitMagicBallDelay,
+    NULL,
+    ActivateMagicBall
+  },
+  {
+    EL_EMC_SPRING_BUMPER_ACTIVE,
+    EL_EMC_SPRING_BUMPER,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_SHRINKING,
+    EL_UNDEFINED,
+    0,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_GROWING,
+    EL_UNDEFINED,
+    0,
+    NULL,
+    NULL,
+    NULL,
+  },
 
   {
     EL_UNDEFINED,
@@ -602,10 +1421,14 @@ move_stepsize_list[] =
   { EL_AMOEBA_DROPPING,                2 },
   { EL_QUICKSAND_FILLING,      1 },
   { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_QUICKSAND_FAST_FILLING, 2 },
+  { EL_QUICKSAND_FAST_EMPTYING,        2 },
   { EL_MAGIC_WALL_FILLING,     2 },
-  { EL_BD_MAGIC_WALL_FILLING,  2 },
   { EL_MAGIC_WALL_EMPTYING,    2 },
+  { EL_BD_MAGIC_WALL_FILLING,  2 },
   { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+  { EL_DC_MAGIC_WALL_FILLING,  2 },
+  { EL_DC_MAGIC_WALL_EMPTYING, 2 },
 
   { EL_UNDEFINED,              0 },
 };
@@ -669,22 +1492,110 @@ access_direction_list[] =
   { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
   { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
 
-  { EL_UNDEFINED,                      MV_NO_MOVING                         }
+  { EL_UNDEFINED,                      MV_NONE                              }
 };
 
-static unsigned long trigger_events[MAX_NUM_ELEMENTS];
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
 
-#define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
-                                CH_EVENT_BIT(CE_DELAY))
+#define IS_AUTO_CHANGING(e)    (element_info[e].has_change_event[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 CE_PAGE(e, ce)         (element_info[e].event_page[ce])
 
+/* static variables for playfield scan mode (scanning forward or backward) */
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y)   for ((y) = playfield_scan_start_y;      \
+                                    (y) >= 0 && (y) <= lev_fieldy - 1; \
+                                    (y) += playfield_scan_delta_y)     \
+                               for ((x) = playfield_scan_start_x;      \
+                                    (x) >= 0 && (x) <= lev_fieldx - 1; \
+                                    (x) += playfield_scan_delta_x)
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite()
+{
+  int i;
+
+  for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+    if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+      local_player->inventory_element[local_player->inventory_size++] =
+       EL_DYNAMITE;
+}
+#endif
+
+static void InitPlayfieldScanModeVars()
+{
+  if (game.use_reverse_scan_direction)
+  {
+    playfield_scan_start_x = lev_fieldx - 1;
+    playfield_scan_start_y = lev_fieldy - 1;
+
+    playfield_scan_delta_x = -1;
+    playfield_scan_delta_y = -1;
+  }
+  else
+  {
+    playfield_scan_start_x = 0;
+    playfield_scan_start_y = 0;
+
+    playfield_scan_delta_x = 1;
+    playfield_scan_delta_y = 1;
+  }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+  game.use_reverse_scan_direction =
+    (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+  InitPlayfieldScanModeVars();
+}
+
+static int get_move_delay_from_stepsize(int move_stepsize)
+{
+  move_stepsize =
+    MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+
+  /* make sure that stepsize value is always a power of 2 */
+  move_stepsize = (1 << log_2(move_stepsize));
+
+  return TILEX / move_stepsize;
+}
+
+static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
+                              boolean init_game)
+{
+  int player_nr = player->index_nr;
+  int move_delay = get_move_delay_from_stepsize(move_stepsize);
+  boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+
+  /* do no immediately change move delay -- the player might just be moving */
+  player->move_delay_value_next = move_delay;
+
+  /* information if player can move must be set separately */
+  player->cannot_move = cannot_move;
+
+  if (init_game)
+  {
+    player->move_delay       = game.initial_move_delay[player_nr];
+    player->move_delay_value = game.initial_move_delay_value[player_nr];
+
+    player->move_delay_value_next = -1;
+
+    player->move_delay_reset_counter = 0;
+  }
+}
 
 void GetPlayerConfig()
 {
+  GameFrameDelay = setup.game_frame_delay;
+
   if (!audio.sound_available)
     setup.sound_simple = FALSE;
 
@@ -703,55 +1614,30 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int getBeltNrFromBeltElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
+int GetElementFromGroupElement(int element)
 {
-  static int belt_base_element[4] =
+  if (IS_GROUP_ELEMENT(element))
   {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
+    struct ElementGroupInfo *group = element_info[element].group;
+    int last_anim_random_frame = gfx.anim_random_frame;
+    int element_pos;
 
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = RND(group->num_elements_resolved);
 
-  return (belt_dir_nr % 3);
-}
+    element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+                                   group->choice_mode, 0,
+                                   group->choice_pos);
 
-static int getBeltDirFromBeltSwitchElement(int element)
-{
-  static int belt_move_dir[3] =
-  {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT
-  };
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = last_anim_random_frame;
 
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+    group->choice_pos++;
+
+    element = group->element_resolved[element_pos];
+  }
 
-  return belt_move_dir[belt_dir_nr];
+  return element;
 }
 
 static void InitPlayerField(int x, int y, int element, boolean init_game)
@@ -768,7 +1654,11 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
       }
       else
       {
-       stored_player[0].use_murphy_graphic = TRUE;
+       stored_player[0].initial_element = element;
+       stored_player[0].use_murphy = TRUE;
+
+       if (!level.use_artwork_element[0])
+         stored_player[0].artwork_element = EL_SP_MURPHY;
       }
 
       Feld[x][y] = EL_PLAYER_1;
@@ -786,9 +1676,6 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
                                level.sp_block_last_field :
                                level.block_last_field);
 
-#if USE_NEW_BLOCK_STYLE
-#if 1
-
     /* ---------- initialize player's last field block delay --------------- */
 
     /* always start with reliable default value (no adjustment needed) */
@@ -802,49 +1689,6 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     if (game.use_block_last_field_bug)
       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
 
-#if 0
-    /* blocking the last field when moving was corrected in version 3.1.1 */
-    if (game.use_block_last_field_bug)
-    {
-      /* even "not blocking" was blocking the last field for one frame */
-      level.block_delay    = (level.block_last_field    ? 7 : 1);
-      level.sp_block_delay = (level.sp_block_last_field ? 7 : 1);
-
-      level.block_last_field = TRUE;
-      level.sp_block_last_field = TRUE;
-    }
-#endif
-
-#if 0  /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */
-    level.block_delay = 8;             /* when blocking, block 8 frames */
-    level.sp_block_delay = 9;          /* SP indeed blocks 9 frames, not 8 */
-#endif
-
-#if 0
-    printf("::: %d, %d\n", level.block_delay, level.sp_block_delay);
-#endif
-
-#else
-
-#if 1
-    player->block_delay = (player->block_last_field ?
-                          (element == EL_SP_MURPHY ?
-                           level.sp_block_delay :
-                           level.block_delay) : 0);
-#else
-    player->block_delay = (element == EL_SP_MURPHY ?
-                          (player->block_last_field ? 7 : 1) :
-                          (player->block_last_field ? 7 : 1));
-#endif
-
-#endif
-
-#if 0
-    printf("::: block_last_field == %d, block_delay = %d\n",
-          player->block_last_field, player->block_delay);
-#endif
-#endif
-
     if (!options.network || player->connected)
     {
       player->active = TRUE;
@@ -855,20 +1699,31 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
 
       StorePlayer[x][y] = Feld[x][y];
 
+#if DEBUG_INIT_PLAYER
       if (options.debug)
       {
-       printf("Player %d activated.\n", player->element_nr);
-       printf("[Local player is %d and currently %s.]\n",
+       printf("- player element %d activated", player->element_nr);
+       printf(" (local player is %d and currently %s)\n",
               local_player->element_nr,
               local_player->active ? "active" : "not active");
       }
     }
+#endif
 
     Feld[x][y] = EL_EMPTY;
 
     player->jx = player->last_jx = x;
     player->jy = player->last_jy = y;
   }
+
+  if (!init_game)
+  {
+    int player_nr = GET_PLAYER_NR(element);
+    struct PlayerInfo *player = &stored_player[player_nr];
+
+    if (player->active && player->killed)
+      player->reanimated = TRUE; /* if player was just killed, reanimate him */
+  }
 }
 
 static void InitField(int x, int y, boolean init_game)
@@ -910,41 +1765,45 @@ static void InitField(int x, int y, boolean init_game)
        Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
+    case EL_BUG:
     case EL_BUG_RIGHT:
     case EL_BUG_UP:
     case EL_BUG_LEFT:
     case EL_BUG_DOWN:
-    case EL_BUG:
+    case EL_SPACESHIP:
     case EL_SPACESHIP_RIGHT:
     case EL_SPACESHIP_UP:
     case EL_SPACESHIP_LEFT:
     case EL_SPACESHIP_DOWN:
-    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
     case EL_BD_BUTTERFLY_RIGHT:
     case EL_BD_BUTTERFLY_UP:
     case EL_BD_BUTTERFLY_LEFT:
     case EL_BD_BUTTERFLY_DOWN:
-    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
     case EL_BD_FIREFLY_RIGHT:
     case EL_BD_FIREFLY_UP:
     case EL_BD_FIREFLY_LEFT:
     case EL_BD_FIREFLY_DOWN:
-    case EL_BD_FIREFLY:
     case EL_PACMAN_RIGHT:
     case EL_PACMAN_UP:
     case EL_PACMAN_LEFT:
     case EL_PACMAN_DOWN:
     case EL_YAMYAM:
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
     case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_SP_SNIKSNAK:
     case EL_SP_ELECTRON:
+    case EL_MOLE:
     case EL_MOLE_LEFT:
     case EL_MOLE_RIGHT:
     case EL_MOLE_UP:
     case EL_MOLE_DOWN:
-    case EL_MOLE:
       InitMovDir(x, y);
       break;
 
@@ -970,6 +1829,10 @@ static void InitField(int x, int y, boolean init_game)
       MovDelay[x][y] = 96;
       break;
 
+    case EL_EM_DYNAMITE_ACTIVE:
+      MovDelay[x][y] = 32;
+      break;
+
     case EL_LAMP:
       local_player->lights_still_needed++;
       break;
@@ -983,27 +1846,6 @@ static void InitField(int x, int y, boolean init_game)
       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
       break;
 
-#if 0
-    case EL_SP_EMPTY:
-      Feld[x][y] = EL_EMPTY;
-      break;
-#endif
-
-#if 0
-    case EL_EM_KEY_1_FILE:
-      Feld[x][y] = EL_EM_KEY_1;
-      break;
-    case EL_EM_KEY_2_FILE:
-      Feld[x][y] = EL_EM_KEY_2;
-      break;
-    case EL_EM_KEY_3_FILE:
-      Feld[x][y] = EL_EM_KEY_3;
-      break;
-    case EL_EM_KEY_4_FILE:
-      Feld[x][y] = EL_EM_KEY_4;
-      break;
-#endif
-
     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
@@ -1034,46 +1876,81 @@ static void InitField(int x, int y, boolean init_game)
       }
       break;
 
-    case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
-      if (init_game)
-       Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
-      break;
-
     case EL_LIGHT_SWITCH_ACTIVE:
       if (init_game)
        game.light_time_left = level.time_light * FRAMES_PER_SECOND;
       break;
 
-    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;
+    case EL_INVISIBLE_STEELWALL:
+    case EL_INVISIBLE_WALL:
+    case EL_INVISIBLE_SAND:
+      if (game.light_time_left > 0 ||
+         game.lenses_time_left > 0)
+        Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+      break;
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = RND(group->num_elements_resolved);
+    case EL_EMC_MAGIC_BALL:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+      break;
 
-       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
-                                       group->choice_mode, 0,
-                                       group->choice_pos);
+    case EL_EMC_MAGIC_BALL_SWITCH:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+      break;
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = last_anim_random_frame;
+    case EL_TRIGGER_PLAYER:
+    case EL_TRIGGER_ELEMENT:
+    case EL_TRIGGER_CE_VALUE:
+    case EL_TRIGGER_CE_SCORE:
+    case EL_SELF:
+    case EL_ANY_ELEMENT:
+    case EL_CURRENT_CE_VALUE:
+    case EL_CURRENT_CE_SCORE:
+    case EL_PREV_CE_1:
+    case EL_PREV_CE_2:
+    case EL_PREV_CE_3:
+    case EL_PREV_CE_4:
+    case EL_PREV_CE_5:
+    case EL_PREV_CE_6:
+    case EL_PREV_CE_7:
+    case EL_PREV_CE_8:
+    case EL_NEXT_CE_1:
+    case EL_NEXT_CE_2:
+    case EL_NEXT_CE_3:
+    case EL_NEXT_CE_4:
+    case EL_NEXT_CE_5:
+    case EL_NEXT_CE_6:
+    case EL_NEXT_CE_7:
+    case EL_NEXT_CE_8:
+      /* reference elements should not be used on the playfield */
+      Feld[x][y] = EL_EMPTY;
+      break;
 
-       group->choice_pos++;
+    default:
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       if (CAN_MOVE(element))
+         InitMovDir(x, y);
 
-       Feld[x][y] = group->element_resolved[element_pos];
+       if (!element_info[element].use_last_ce_value || init_game)
+         CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
+      }
+      else if (IS_GROUP_ELEMENT(element))
+      {
+       Feld[x][y] = GetElementFromGroupElement(element);
 
        InitField(x, y, init_game);
       }
+
       break;
   }
+
+  if (!init_game)
+    CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
 }
 
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
+inline static void InitField_WithBug1(int x, int y, boolean init_game)
 {
   InitField(x, y, init_game);
 
@@ -1083,7 +1960,7 @@ static inline void InitField_WithBug1(int x, int y, boolean init_game)
     InitMovDir(x, y);
 }
 
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+inline static void InitField_WithBug2(int x, int y, boolean init_game)
 {
   int old_element = Feld[x][y];
 
@@ -1104,158 +1981,620 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game)
   */
 }
 
-inline void DrawGameValue_Emeralds(int value)
+static int get_key_element_from_nr(int key_nr)
 {
-  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+  int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+                         level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                         EL_EM_KEY_1 : EL_KEY_1);
+
+  return key_base_element + key_nr;
 }
 
-inline void DrawGameValue_Dynamite(int value)
+static int get_next_dropped_element(struct PlayerInfo *player)
 {
-  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+  return (player->inventory_size > 0 ?
+         player->inventory_element[player->inventory_size - 1] :
+         player->inventory_infinite_element != EL_UNDEFINED ?
+         player->inventory_infinite_element :
+         player->dynabombs_left > 0 ?
+         EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+         EL_UNDEFINED);
 }
 
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
 {
-  int i;
+  /* pos >= 0: get element from bottom of the stack;
+     pos <  0: get element from top of the stack */
 
-  /* currently only 4 of 8 possible keys are displayed */
-  for (i = 0; i < STD_NUM_KEYS; i++)
-    if (key[i])
-      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
-                        el2edimg(EL_KEY_1 + i));
-}
+  if (pos < 0)
+  {
+    int min_inventory_size = -pos;
+    int inventory_pos = player->inventory_size - min_inventory_size;
+    int min_dynabombs_left = min_inventory_size - player->inventory_size;
 
-inline void DrawGameValue_Score(int value)
-{
-  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+    return (player->inventory_size >= min_inventory_size ?
+           player->inventory_element[inventory_pos] :
+           player->inventory_infinite_element != EL_UNDEFINED ?
+           player->inventory_infinite_element :
+           player->dynabombs_left >= min_dynabombs_left ?
+           EL_DYNABOMB_PLAYER_1 + player->index_nr :
+           EL_UNDEFINED);
+  }
+  else
+  {
+    int min_dynabombs_left = pos + 1;
+    int min_inventory_size = pos + 1 - player->dynabombs_left;
+    int inventory_pos = pos - player->dynabombs_left;
+
+    return (player->inventory_infinite_element != EL_UNDEFINED ?
+           player->inventory_infinite_element :
+           player->dynabombs_left >= min_dynabombs_left ?
+           EL_DYNABOMB_PLAYER_1 + player->index_nr :
+           player->inventory_size >= min_inventory_size ?
+           player->inventory_element[inventory_pos] :
+           EL_UNDEFINED);
+  }
 }
 
-inline void DrawGameValue_Time(int value)
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
 {
-  if (value < 1000)
-    DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+  const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+  const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+  int compare_result;
+
+  if (gpo1->sort_priority != gpo2->sort_priority)
+    compare_result = gpo1->sort_priority - gpo2->sort_priority;
   else
-    DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+    compare_result = gpo1->nr - gpo2->nr;
+
+  return compare_result;
 }
 
-inline void DrawGameValue_Level(int value)
+void InitGameControlValues()
 {
-  if (level_nr < 100)
-    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
-  else
+  int i;
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
   {
-    /* misuse area for displaying emeralds to draw bigger level number */
-    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
-               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+    struct TextPosInfo *pos = gpc->pos;
+    int nr = gpc->nr;
+    int type = gpc->type;
 
-    /* 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);
+    if (nr != i)
+    {
+      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+      Error(ERR_EXIT, "this should not happen -- please debug");
+    }
 
-    /* restore the area for displaying emeralds */
-    DrawGameValue_Emeralds(local_player->gems_still_needed);
+    /* force update of game controls after initialization */
+    gpc->value = gpc->last_value = -1;
+    gpc->frame = gpc->last_frame = -1;
+    gpc->gfx_frame = -1;
+
+    /* determine panel value width for later calculation of alignment */
+    if (type == TYPE_INTEGER || type == TYPE_STRING)
+    {
+      pos->width = pos->size * getFontWidth(pos->font);
+      pos->height = getFontHeight(pos->font);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      pos->width = pos->size;
+      pos->height = pos->size;
+    }
 
-    /* yes, this is all really ugly :-) */
+    /* fill structure for game panel draw order */
+    gpo->nr = gpc->nr;
+    gpo->sort_priority = pos->sort_priority;
   }
+
+  /* sort game panel controls according to sort_priority and control number */
+  qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+       sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
 }
 
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
-                      int key_bits)
+void UpdatePlayfieldElementCount()
 {
-  int key[MAX_NUM_KEYS];
-  int i;
+  boolean use_element_count = FALSE;
+  int i, j, x, y;
+
+  /* first check if it is needed at all to calculate playfield element count */
+  for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+    if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+      use_element_count = TRUE;
+
+  if (!use_element_count)
+    return;
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    element_info[i].element_count = 0;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element_info[Feld[x][y]].element_count++;
+  }
 
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+      if (IS_IN_GROUP(j, i))
+       element_info[EL_GROUP_START + i].element_count +=
+         element_info[j].element_count;
+}
+
+void UpdateGameControlValues()
+{
+  int i, k;
+  int time = (local_player->LevelSolved ?
+             local_player->LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->time :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->time_played :
+             game.no_time_limit ? TimePlayed : TimeLeft);
+  int score = (local_player->LevelSolved ?
+              local_player->LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+              level.native_em_level->lev->score :
+              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+              level.native_sp_level->game_sp->score :
+              local_player->score);
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->required :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->infotrons_still_needed :
+             local_player->gems_still_needed);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                    level.native_em_level->lev->required > 0 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+                    level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+                    local_player->gems_still_needed > 0 ||
+                    local_player->sokobanfields_still_needed > 0 ||
+                    local_player->lights_still_needed > 0);
+
+  UpdatePlayfieldElementCount();
+
+  /* update game panel control values */
+
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+  game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
   for (i = 0; i < MAX_NUM_KEYS; i++)
-    key[i] = key_bits & (1 << i);
+    game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
+
+  if (game.centered_player_nr == -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      /* only one player in Supaplex game engine */
+      if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+       break;
 
-  DrawGameValue_Level(level_nr);
+      for (k = 0; k < MAX_NUM_KEYS; k++)
+      {
+       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       {
+         if (level.native_em_level->ply[i]->keys & (1 << k))
+           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+             get_key_element_from_nr(k);
+       }
+       else if (stored_player[i].key[k])
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
 
-  DrawGameValue_Emeralds(emeralds);
-  DrawGameValue_Dynamite(dynamite);
-  DrawGameValue_Score(score);
-  DrawGameValue_Time(time);
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_em_level->ply[i]->dynamite;
+      else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_sp_level->game_sp->red_disk_count;
+      else
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         stored_player[i].inventory_size;
 
-  DrawGameValue_Keys(key);
-}
+      if (stored_player[i].num_white_keys > 0)
+       game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+         EL_DC_KEY_WHITE;
 
-void DrawGameDoorValues()
-{
-  int i;
+      game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+       stored_player[i].num_white_keys;
+    }
+  }
+  else
+  {
+    int player_nr = game.centered_player_nr;
 
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    for (k = 0; k < MAX_NUM_KEYS; k++)
+    {
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      {
+       if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
+      else if (stored_player[player_nr].key[k])
+       game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+         get_key_element_from_nr(k);
+    }
+
+    if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_em_level->ply[player_nr]->dynamite;
+    else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_sp_level->game_sp->red_disk_count;
+    else
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       stored_player[player_nr].inventory_size;
+
+    if (stored_player[player_nr].num_white_keys > 0)
+      game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
+
+    game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+      stored_player[player_nr].num_white_keys;
+  }
+
+  for (i = 0; i < NUM_PANEL_INVENTORY; i++)
   {
-    DrawGameDoorValues_EM();
+    game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+      get_inventory_element_from_pos(local_player, i);
+    game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+      get_inventory_element_from_pos(local_player, -i - 1);
+  }
 
-    return;
+  game_panel_controls[GAME_PANEL_SCORE].value = score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
+
+  game_panel_controls[GAME_PANEL_TIME].value = time;
+
+  game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+  game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+  game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+
+  game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+    (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+    local_player->shield_normal_time_left;
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+    (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+    local_player->shield_deadly_time_left;
+
+  game_panel_controls[GAME_PANEL_EXIT].value =
+    (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
+
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+     EL_EMC_MAGIC_BALL_SWITCH);
+
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+    (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+    game.light_time_left;
+
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+    (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+    game.timegate_time_left;
+
+  game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+    EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+  game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+    (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+    game.lenses_time_left;
+
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+    (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+    game.magnify_time_left;
+
+  game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+    (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
+     game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+     game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
+     game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
+     EL_BALLOON_SWITCH_NONE);
+
+  game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+    local_player->dynabomb_count;
+  game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+    local_player->dynabomb_size;
+  game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+    (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+  game_panel_controls[GAME_PANEL_PENGUINS].value =
+    local_player->friends_still_needed;
+
+  game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+    local_player->sokobanfields_still_needed;
+  game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+    local_player->sokobanfields_still_needed;
+
+  game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+    (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+      (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+       EL_CONVEYOR_BELT_1_MIDDLE) + i;
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+      getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
   }
 
-  DrawGameValue_Level(level_nr);
+  game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+    (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+  game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
+    game.magic_wall_time_left;
 
-  DrawGameValue_Emeralds(local_player->gems_still_needed);
-  DrawGameValue_Dynamite(local_player->inventory_size);
-  DrawGameValue_Score(local_player->score);
-  DrawGameValue_Time(TimeLeft);
+  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+    local_player->gravity;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    DrawGameValue_Keys(stored_player[i].key);
+  for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+    game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+      (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+       game.panel.element[i].id : EL_UNDEFINED);
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+      (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+       element_info[game.panel.element_count[i].id].element_count : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+       element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+       element_info[game.panel.ce_score_element[i].id].collect_score :
+       EL_UNDEFINED);
+
+  game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+  /* update game panel control frames */
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (gpc->type == TYPE_ELEMENT)
+    {
+      if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+      {
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int element = gpc->value;
+       int graphic = el2panelimg(element);
+
+       if (gpc->value != gpc->last_value)
+       {
+         gpc->gfx_frame = 0;
+         gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+       else
+       {
+         gpc->gfx_frame++;
+
+         if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+             IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+           gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = gpc->gfx_random;
+
+       if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+         gpc->gfx_frame = element_info[element].collect_score;
+
+       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+                                             gpc->gfx_frame);
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+      }
+    }
+  }
 }
 
-static void resolve_group_element(int group_element, int recursion_depth)
+void DisplayGameControlValues()
 {
-  static int group_nr;
-  static struct ElementGroupInfo *group;
-  struct ElementGroupInfo *actual_group = element_info[group_element].group;
+  boolean redraw_panel = FALSE;
   int i;
 
-  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
   {
-    Error(ERR_WARN, "recursion too deep when resolving group element %d",
-         group_element - EL_GROUP_START + 1);
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
 
-    /* replace element which caused too deep recursion by question mark */
-    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+    if (PANEL_DEACTIVATED(gpc->pos))
+      continue;
 
-    return;
+    if (gpc->value == gpc->last_value &&
+       gpc->frame == gpc->last_frame)
+      continue;
+
+    redraw_panel = TRUE;
   }
 
-  if (recursion_depth == 0)                    /* initialization */
-  {
-    group = element_info[group_element].group;
-    group_nr = group_element - EL_GROUP_START;
+  if (!redraw_panel)
+    return;
 
-    group->num_elements_resolved = 0;
-    group->choice_pos = 0;
-  }
+  /* copy default game door content to main double buffer */
+
+  /* !!! CHECK AGAIN !!! */
+  SetPanelBackground();
+  // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+  DrawBackground(DX, DY, DXSIZE, DYSIZE);
+
+  /* redraw game control buttons */
+  RedrawGameButtons();
+
+  SetGameStatus(GAME_MODE_PSEUDO_PANEL);
 
-  for (i = 0; i < actual_group->num_elements; i++)
+  for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
   {
-    int element = actual_group->element[i];
+    int nr = game_panel_order[i].nr;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+    struct TextPosInfo *pos = gpc->pos;
+    int type = gpc->type;
+    int value = gpc->value;
+    int frame = gpc->frame;
+    int size = pos->size;
+    int font = pos->font;
+    boolean draw_masked = pos->draw_masked;
+    int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
 
-    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
-      break;
+    if (PANEL_DEACTIVATED(pos))
+      continue;
 
-    if (IS_GROUP_ELEMENT(element))
-      resolve_group_element(element, recursion_depth + 1);
-    else
+    gpc->last_value = value;
+    gpc->last_frame = frame;
+
+    if (type == TYPE_INTEGER)
+    {
+      if (nr == GAME_PANEL_LEVEL_NUMBER ||
+         nr == GAME_PANEL_TIME)
+      {
+       boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
+
+       if (use_dynamic_size)           /* use dynamic number of digits */
+       {
+         int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
+         int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
+         int size2 = size1 + 1;
+         int font1 = pos->font;
+         int font2 = pos->font_alt;
+
+         size = (value < value_change ? size1 : size2);
+         font = (value < value_change ? font1 : font2);
+       }
+      }
+
+      /* correct text size if "digits" is zero or less */
+      if (size <= 0)
+       size = strlen(int2str(value, size));
+
+      /* dynamically correct text alignment */
+      pos->width = size * getFontWidth(font);
+
+      DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                 int2str(value, size), font, mask_mode);
+    }
+    else if (type == TYPE_ELEMENT)
     {
-      group->element_resolved[group->num_elements_resolved++] = element;
-      element_info[element].in_group[group_nr] = TRUE;
+      int element, graphic;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
+
+      if (value != EL_UNDEFINED && value != EL_EMPTY)
+      {
+       element = value;
+       graphic = el2panelimg(value);
+
+       // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+       if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+         size = TILESIZE;
+
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+                             &src_x, &src_y);
+
+       width  = graphic_info[graphic].width  * size / TILESIZE;
+       height = graphic_info[graphic].height * size / TILESIZE;
+
+       if (draw_masked)
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       else
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+      }
     }
-  }
+    else if (type == TYPE_STRING)
+    {
+      boolean active = (value != 0);
+      char *state_normal = "off";
+      char *state_active = "on";
+      char *state = (active ? state_active : state_normal);
+      char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+                nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
+                nr == GAME_PANEL_LEVEL_NAME    ? level.name :
+                nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
 
-#if 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);
+      if (nr == GAME_PANEL_GRAVITY_STATE)
+      {
+       int font1 = pos->font;          /* (used for normal state) */
+       int font2 = pos->font_alt;      /* (used for active state) */
+
+       font = (active ? font2 : font1);
+      }
+
+      if (s != NULL)
+      {
+       char *s_cut;
+
+       if (size <= 0)
+       {
+         /* don't truncate output if "chars" is zero or less */
+         size = strlen(s);
+
+         /* dynamically correct text alignment */
+         pos->width = size * getFontWidth(font);
+       }
+
+       s_cut = getStringCopyN(s, size);
+
+       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                   s_cut, font, mask_mode);
+
+       free(s_cut);
+      }
+    }
+
+    redraw_mask |= REDRAW_DOOR_1;
   }
-#endif
+
+  SetGameStatus(GAME_MODE_PLAYING);
+}
+
+void UpdateAndDisplayGameControlValues()
+{
+  if (tape.deactivate_display)
+    return;
+
+  UpdateGameControlValues();
+  DisplayGameControlValues();
+}
+
+void UpdateGameDoorValues()
+{
+  UpdateGameControlValues();
+}
+
+void DrawGameDoorValues()
+{
+  DisplayGameControlValues();
 }
 
 
@@ -1269,12 +2608,27 @@ static void resolve_group_element(int group_element, int recursion_depth)
 
 static void InitGameEngine()
 {
-  int i, j, k;
+  int i, j, k, l, x, y;
 
   /* set game engine from tape file when re-playing, else from level file */
   game.engine_version = (tape.playing ? tape.engine_version :
                         level.game_version);
 
+  /* set single or multi-player game mode (needed for re-playing tapes) */
+  game.team_mode = setup.team_mode;
+
+  if (tape.playing)
+  {
+    int num_players = 0;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (tape.player_participates[i])
+       num_players++;
+
+    /* multi-player tapes contain input data for more than one player */
+    game.team_mode = (num_players > 1);
+  }
+
   /* ---------------------------------------------------------------------- */
   /* set flags for bugs and changes according to active game engine version */
   /* ---------------------------------------------------------------------- */
@@ -1343,6 +2697,12 @@ static void InitGameEngine()
 
   /* ---------------------------------------------------------------------- */
 
+  /* set maximal allowed number of custom element changes per game frame */
+  game.max_num_changes_per_frame = 1;
+
+  /* default scan direction: scan playfield from top/left to bottom/right */
+  InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+
   /* dynamically adjust element properties according to game engine version */
   InitElementPropertiesEngine(game.engine_version);
 
@@ -1354,35 +2714,18 @@ static void InitGameEngine()
   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);
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.initial_move_delay_value[i] =
+      get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
 
   /* 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
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.initial_move_delay[i] =
+      (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+       game.initial_move_delay_value[i] : 0);
 
   /* ---------- initialize player's initial push delay --------------------- */
 
@@ -1408,9 +2751,10 @@ static void InitGameEngine()
       ei->change->delay_frames = 1;
     }
 
-    ei->change_events = CE_BITMASK_DEFAULT;
     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
     {
+      ei->has_change_event[j] = FALSE;
+
       ei->event_page_nr[j] = 0;
       ei->event_page[j] = &ei->change_page[0];
     }
@@ -1429,14 +2773,29 @@ static void InitGameEngine()
     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);
+    ei->change->can_change = TRUE;
+    ei->change->can_change_or_has_action = TRUE;
+
+    ei->has_change_event[CE_DELAY] = TRUE;
 
-#if 1
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-#endif
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+  }
+
+  /* ---------- initialize internal run-time variables --------------------- */
+
+  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].can_change_or_has_action =
+       (ei->change_page[j].can_change |
+        ei->change_page[j].has_action);
+    }
   }
 
-#if 1
   /* add change events from custom element configuration */
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
@@ -1444,16 +2803,16 @@ static void InitGameEngine()
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change)
+      if (!ei->change_page[j].can_change_or_has_action)
        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)))
+       if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
        {
-         ei->change_events |= CH_EVENT_BIT(k);
+         ei->has_change_event[k] = TRUE;
+
          ei->event_page_nr[k] = j;
          ei->event_page[k] = &ei->change_page[j];
        }
@@ -1461,18 +2820,24 @@ static void InitGameEngine()
     }
   }
 
-#else
+  /* ---------- initialize reference elements in change conditions --------- */
 
-  /* add change events from custom element configuration */
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
+    struct ElementInfo *ei = &element_info[element];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      int trigger_element = ei->change_page[j].initial_trigger_element;
 
-    /* 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);
+      if (trigger_element >= EL_PREV_CE_8 &&
+         trigger_element <= EL_NEXT_CE_8)
+       trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+      ei->change_page[j].trigger_element = trigger_element;
+    }
   }
-#endif
 
   /* ---------- initialize run-time trigger player and element ------------- */
 
@@ -1483,7 +2848,11 @@ static void InitGameEngine()
     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;
+      ei->change_page[j].actual_trigger_player = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
+      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
+      ei->change_page[j].actual_trigger_ce_value = 0;
+      ei->change_page[j].actual_trigger_ce_score = 0;
     }
   }
 
@@ -1491,9 +2860,9 @@ static void InitGameEngine()
 
   /* initialize trigger events information */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    trigger_events[i] = EP_BITMASK_DEFAULT;
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+      trigger_events[i][j] = FALSE;
 
-#if 1
   /* add trigger events from element change event properties */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1501,33 +2870,35 @@ static void InitGameEngine()
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change)
+      if (!ei->change_page[j].can_change_or_has_action)
        continue;
 
-      if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
       {
        int trigger_element = ei->change_page[j].trigger_element;
 
-       if (IS_GROUP_ELEMENT(trigger_element))
+       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
        {
-         struct ElementGroupInfo *group = element_info[trigger_element].group;
+         if (ei->change_page[j].has_event[k])
+         {
+           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;
+             for (l = 0; l < group->num_elements_resolved; l++)
+               trigger_events[group->element_resolved[l]][k] = TRUE;
+           }
+           else if (trigger_element == EL_ANY_ELEMENT)
+             for (l = 0; l < MAX_NUM_ELEMENTS; l++)
+               trigger_events[l][k] = TRUE;
+           else
+             trigger_events[trigger_element][k] = TRUE;
+         }
        }
-       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 -------------------------------------- */
 
@@ -1536,8 +2907,17 @@ static void InitGameEngine()
   {
     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 default push delay values (corrected since version 3.0.7-1) */
+      if (game.engine_version < VERSION_IDENT(3,0,7,1))
+      {
+       element_info[i].push_delay_fixed = 2;
+       element_info[i].push_delay_random = 8;
+      }
+      else
+      {
+       element_info[i].push_delay_fixed = 8;
+       element_info[i].push_delay_random = 8;
+      }
     }
   }
 
@@ -1557,16 +2937,11 @@ static void InitGameEngine()
     {
       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
       }
     }
   }
@@ -1586,26 +2961,23 @@ static void InitGameEngine()
     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
 
-#if 0
-  /* ---------- initialize move dig/leave ---------------------------------- */
+  /* ---------- initialize collect score ----------------------------------- */
 
+  /* initialize collect score values for custom elements from initial value */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    element_info[i].can_leave_element = FALSE;
-    element_info[i].can_leave_element_last = FALSE;
-  }
-#endif
+    if (IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_score = element_info[i].collect_score_initial;
 
-  /* ---------- initialize gem count --------------------------------------- */
+  /* ---------- initialize collect count ----------------------------------- */
 
-  /* initialize gem count values for each element */
+  /* initialize collect count values for non-custom elements */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].collect_count = 0;
+      element_info[i].collect_count_initial = 0;
 
-  /* add gem count values for all elements from pre-defined list */
+  /* add collect 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 =
+    element_info[collect_count_list[i].element].collect_count_initial =
       collect_count_list[i].count;
 
   /* ---------- initialize access direction -------------------------------- */
@@ -1619,6 +2991,88 @@ static void InitGameEngine()
   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;
+
+  /* ---------- initialize explosion content ------------------------------- */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (IS_CUSTOM_ELEMENT(i))
+      continue;
+
+    for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+    {
+      /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+
+      element_info[i].content.e[x][y] =
+       (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
+        i == EL_PLAYER_2 ? EL_EMERALD_RED :
+        i == EL_PLAYER_3 ? EL_EMERALD :
+        i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
+        i == EL_MOLE ? EL_EMERALD_RED :
+        i == EL_PENGUIN ? EL_EMERALD_PURPLE :
+        i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
+        i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
+        i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
+        i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
+        i == EL_WALL_EMERALD ? EL_EMERALD :
+        i == EL_WALL_DIAMOND ? EL_DIAMOND :
+        i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
+        i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
+        i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
+        i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
+        i == EL_WALL_PEARL ? EL_PEARL :
+        i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
+        EL_EMPTY);
+    }
+  }
+
+  /* ---------- initialize recursion detection ------------------------------ */
+  recursion_loop_depth = 0;
+  recursion_loop_detected = FALSE;
+  recursion_loop_element = EL_UNDEFINED;
+
+  /* ---------- initialize graphics engine ---------------------------------- */
+  game.scroll_delay_value =
+    (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+     setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
+  game.scroll_delay_value =
+    MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+
+  /* ---------- initialize game engine snapshots ---------------------------- */
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.snapshot.last_action[i] = 0;
+  game.snapshot.changed_action = FALSE;
+  game.snapshot.collected_item = FALSE;
+  game.snapshot.mode =
+    (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+     SNAPSHOT_MODE_EVERY_STEP :
+     strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+     SNAPSHOT_MODE_EVERY_MOVE :
+     strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
+     SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
+  game.snapshot.save_snapshot = FALSE;
+}
+
+int get_num_special_action(int element, int action_first, int action_last)
+{
+  int num_special_action = 0;
+  int i, j;
+
+  for (i = action_first; i <= action_last; i++)
+  {
+    boolean found = FALSE;
+
+    for (j = 0; j < NUM_DIRECTIONS; j++)
+      if (el_act_dir2img(element, i, j) !=
+         el_act_dir2img(element, ACTION_DEFAULT, j))
+       found = TRUE;
+
+    if (found)
+      num_special_action++;
+    else
+      break;
+  }
+
+  return num_special_action;
 }
 
 
@@ -1632,22 +3086,49 @@ static void InitGameEngine()
 
 void InitGame()
 {
+  int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+  int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+  int fade_mask = REDRAW_FIELD;
+
   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, k, x, y;
+  int initial_move_dir = MV_DOWN;
+  int i, j, x, y;
 
-  InitGameEngine();
+  // required here to update video display before fading (FIX THIS)
+  DrawMaskedBorder(REDRAW_DOOR_2);
 
-#if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
-  printf("Using new amoeba code.\n");
-#else
-  printf("Using old amoeba code.\n");
-#endif
-#endif
-#endif
+  if (!game.restart_level)
+    CloseDoor(DOOR_CLOSE_1);
+
+  SetGameStatus(GAME_MODE_PLAYING);
+
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetEnterScreen();
+
+  if (CheckIfGlobalBorderHasChanged())
+    fade_mask = REDRAW_ALL;
+
+  FadeSoundsAndMusic();
+
+  ExpireSoundLoops(TRUE);
+
+  FadeOut(fade_mask);
+
+  /* needed if different viewport properties defined for playing */
+  ChangeViewportPropertiesIfNeeded();
+
+  ClearField();
+
+  OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
+  DrawCompleteVideoDisplay();
+
+  InitGameEngine();
+  InitGameControlValues();
 
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
@@ -1662,12 +3143,18 @@ void InitGame()
 
     player->present = FALSE;
     player->active = FALSE;
+    player->mapped = FALSE;
+
+    player->killed = FALSE;
+    player->reanimated = FALSE;
 
     player->action = 0;
     player->effective_action = 0;
     player->programmed_action = 0;
 
     player->score = 0;
+    player->score_final = 0;
+
     player->gems_still_needed = level.gems_needed;
     player->sokobanfields_still_needed = 0;
     player->lights_still_needed = 0;
@@ -1676,31 +3163,41 @@ void InitGame()
     for (j = 0; j < MAX_NUM_KEYS; j++)
       player->key[j] = FALSE;
 
+    player->num_white_keys = 0;
+
     player->dynabomb_count = 0;
     player->dynabomb_size = 1;
     player->dynabombs_left = 0;
     player->dynabomb_xl = FALSE;
 
-    player->MovDir = MV_NO_MOVING;
+    player->MovDir = initial_move_dir;
     player->MovPos = 0;
     player->GfxPos = 0;
-    player->GfxDir = MV_NO_MOVING;
+    player->GfxDir = initial_move_dir;
     player->GfxAction = ACTION_DEFAULT;
     player->Frame = 0;
     player->StepFrame = 0;
 
-    player->use_murphy_graphic = FALSE;
+    player->initial_element = player->element_nr;
+    player->artwork_element =
+      (level.use_artwork_element[i] ? level.artwork_element[i] :
+       player->element_nr);
+    player->use_murphy = FALSE;
 
     player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
     player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
 
+    player->gravity = level.initial_player_gravity[i];
+
     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->last_move_dir = initial_move_dir;
+
+    player->is_active = FALSE;
 
     player->is_waiting = FALSE;
     player->is_moving = FALSE;
@@ -1711,76 +3208,48 @@ void InitGame()
     player->is_pushing = FALSE;
     player->is_switching = FALSE;
     player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
 
     player->is_bored = FALSE;
     player->is_sleeping = FALSE;
 
+    player->was_waiting = TRUE;
+    player->was_moving = FALSE;
+    player->was_snapping = FALSE;
+    player->was_dropping = FALSE;
+
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
+    player->dir_waiting = initial_move_dir;
     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->drop_x = -1;
+    player->drop_y = -1;
 
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+    player->show_envelope = 0;
 
-    player->move_delay_reset_counter = 0;
+    SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
 
-#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->drop_delay = 0;
+    player->drop_pressed_delay = 0;
 
-    player->last_jx = player->last_jy = 0;
-    player->jx = player->jy = 0;
+    player->last_jx = -1;
+    player->last_jy = -1;
+    player->jx = -1;
+    player->jy = -1;
 
     player->shield_normal_time_left = 0;
     player->shield_deadly_time_left = 0;
@@ -1788,11 +3257,41 @@ void InitGame()
     player->inventory_infinite_element = EL_UNDEFINED;
     player->inventory_size = 0;
 
+    if (level.use_initial_inventory[i])
+    {
+      for (j = 0; j < level.initial_inventory_size[i]; j++)
+      {
+       int element = level.initial_inventory_content[i][j];
+       int collect_count = element_info[element].collect_count_initial;
+       int k;
+
+       if (!IS_CUSTOM_ELEMENT(element))
+         collect_count = 1;
+
+       if (collect_count == 0)
+         player->inventory_infinite_element = element;
+       else
+         for (k = 0; k < collect_count; k++)
+           if (player->inventory_size < MAX_INVENTORY_SIZE)
+             player->inventory_element[player->inventory_size++] = element;
+      }
+    }
+
     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
     player->LevelSolved = FALSE;
     player->GameOver = FALSE;
+
+    player->LevelSolved_GameWon = FALSE;
+    player->LevelSolved_GameEnd = FALSE;
+    player->LevelSolved_PanelOff = FALSE;
+    player->LevelSolved_SaveTape = FALSE;
+    player->LevelSolved_SaveScore = FALSE;
+    player->LevelSolved_CountingTime = 0;
+    player->LevelSolved_CountingScore = 0;
+
+    map_player_action[i] = i;
   }
 
   network_player_action_received = FALSE;
@@ -1800,7 +3299,7 @@ void InitGame()
 #if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
-    SendToServer_MovePlayer(MV_NO_MOVING);
+    SendToServer_MovePlayer(MV_NONE);
 #endif
 
   ZX = ZY = -1;
@@ -1812,7 +3311,7 @@ void InitGame()
   TimeLeft = level.time;
   TapeTime = 0;
 
-  ScreenMovDir = MV_NO_MOVING;
+  ScreenMovDir = MV_NONE;
   ScreenMovPos = 0;
   ScreenGfxPos = 0;
 
@@ -1820,82 +3319,138 @@ void InitGame()
 
   AllPlayersGone = FALSE;
 
+  game.no_time_limit = (level.time == 0);
+
   game.yamyam_content_nr = 0;
+  game.robot_wheel_active = FALSE;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
   game.light_time_left = 0;
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
-  game.balloon_dir = MV_NO_MOVING;
-  game.gravity = level.initial_gravity;
-  game.explosions_delayed = TRUE;
+  game.wind_direction = level.wind_direction_initial;
+
+  game.lenses_time_left = 0;
+  game.magnify_time_left = 0;
+
+  game.ball_state = level.ball_state_initial;
+  game.ball_content_nr = 0;
 
   game.envelope_active = FALSE;
 
+  /* set focus to local player for network games, else to all players */
+  game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+  game.centered_player_nr_next = game.centered_player_nr;
+  game.set_centered_player = FALSE;
+
+  if (network_playing && tape.recording)
+  {
+    /* store client dependent player focus when recording network games */
+    tape.centered_player_nr_next = game.centered_player_nr_next;
+    tape.set_centered_player = TRUE;
+  }
+
   for (i = 0; i < NUM_BELTS; i++)
   {
-    game.belt_dir[i] = MV_NO_MOVING;
+    game.belt_dir[i] = MV_NONE;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
   }
 
   for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x = 0; x < lev_fieldx; x++)
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
   {
-    for (y = 0; y < lev_fieldy; 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;
-      WasJustMoving[x][y] = 0;
-      WasJustFalling[x][y] = 0;
-      CheckCollision[x][y] = 0;
-      Stop[x][y] = FALSE;
-      Pushed[x][y] = FALSE;
+    printf("Player status at level initialization:\n");
+  }
+#endif
+
+  SCAN_PLAYFIELD(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;
+    CustomValue[x][y] = 0;             /* initialized in InitField() */
+    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+    AmoebaNr[x][y] = 0;
+    WasJustMoving[x][y] = 0;
+    WasJustFalling[x][y] = 0;
+    CheckCollision[x][y] = 0;
+    CheckImpact[x][y] = 0;
+    Stop[x][y] = FALSE;
+    Pushed[x][y] = FALSE;
 
-      Changed[x][y] = CE_BITMASK_DEFAULT;
-      ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-      ExplodePhase[x][y] = 0;
-      ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_TYPE_NONE;
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-      RunnerVisit[x][y] = 0;
-      PlayerVisit[x][y] = 0;
+    RunnerVisit[x][y] = 0;
+    PlayerVisit[x][y] = 0;
 
-      GfxFrame[x][y] = 0;
-      GfxRandom[x][y] = INIT_GFX_RANDOM();
-      GfxElement[x][y] = EL_UNDEFINED;
-      GfxAction[x][y] = ACTION_DEFAULT;
-      GfxDir[x][y] = MV_NO_MOVING;
-    }
+    GfxFrame[x][y] = 0;
+    GfxRandom[x][y] = INIT_GFX_RANDOM();
+    GfxElement[x][y] = EL_UNDEFINED;
+    GfxAction[x][y] = ACTION_DEFAULT;
+    GfxDir[x][y] = MV_NONE;
+    GfxRedraw[x][y] = GFX_REDRAW_NONE;
   }
 
-  for (y = 0; y < lev_fieldy; y++)
+  SCAN_PLAYFIELD(x, y)
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
-       emulate_bd = FALSE;
-      if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
-       emulate_sb = FALSE;
-      if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
-       emulate_sp = FALSE;
+    if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+      emulate_bd = FALSE;
+    if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+      emulate_sb = FALSE;
+    if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+      emulate_sp = FALSE;
 
-      InitField(x, y, TRUE);
-    }
+    InitField(x, y, TRUE);
+
+    ResetGfxAnimation(x, y);
   }
 
   InitBeltMovement();
 
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    /* set number of special actions for bored and sleeping animation */
+    player->num_special_action_bored =
+      get_num_special_action(player->artwork_element,
+                            ACTION_BORING_1, ACTION_BORING_LAST);
+    player->num_special_action_sleeping =
+      get_num_special_action(player->artwork_element,
+                            ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+  }
+
   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
                    emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
+  /* initialize type of slippery elements */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      /* default: elements slip down either to the left or right randomly */
+      element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+      /* SP style elements prefer to slip down on the left side */
+      if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+      /* BD style elements prefer to slip down on the left side */
+      if (game.emulation == EMU_BOULDERDASH)
+       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+    }
+  }
+
   /* initialize explosion and ignition delay */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1911,29 +3466,71 @@ void InitGame()
       element_info[i].explosion_delay = last_phase - 1;
       element_info[i].ignition_delay = half_phase;
 
-#if 0
-      if (i == EL_BLACK_ORB)
-       element_info[i].ignition_delay = 0;
-#else
       if (i == EL_BLACK_ORB)
        element_info[i].ignition_delay = 1;
-#endif
     }
-
-#if 0
-    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 < NUM_BELTS; i++)
-    if (game.belt_dir[i] == MV_NO_MOVING)
+    if (game.belt_dir[i] == MV_NONE)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
+#if USE_NEW_PLAYER_ASSIGNMENTS
+  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+  /* choose default local player */
+  local_player = &stored_player[0];
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].connected = FALSE;
+
+  local_player->connected = TRUE;
+  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+
+  if (tape.playing)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].connected = tape.player_participates[i];
+  }
+  else if (game.team_mode && !options.network)
+  {
+    /* try to guess locally connected team mode players (needed for correct
+       assignment of player figures from level to locally playing players) */
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (setup.input[i].use_joystick ||
+         setup.input[i].key.left != KSYM_UNDEFINED)
+       stored_player[i].connected = TRUE;
+  }
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after level initialization:\n");
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+    printf("Reassigning players ...\n");
+#endif
+
   /* check if any connected player was not found in playfield */
   for (i = 0; i < MAX_PLAYERS; i++)
   {
@@ -1941,107 +3538,254 @@ void InitGame()
 
     if (player->connected && !player->present)
     {
+      struct PlayerInfo *field_player = NULL;
+
+#if DEBUG_INIT_PLAYER
+      if (options.debug)
+       printf("- looking for field player for player %d ...\n", i + 1);
+#endif
+
+      /* assign first free player found that is present in the playfield */
+
+      /* first try: look for unmapped playfield player that is not connected */
       for (j = 0; j < MAX_PLAYERS; j++)
-      {
-       struct PlayerInfo *some_player = &stored_player[j];
-       int jx = some_player->jx, jy = some_player->jy;
+       if (field_player == NULL &&
+           stored_player[j].present &&
+           !stored_player[j].mapped &&
+           !stored_player[j].connected)
+         field_player = &stored_player[j];
 
-       /* assign first free player found that is present in the playfield */
-       if (some_player->present && !some_player->connected)
-       {
-         player->present = TRUE;
-         player->active = TRUE;
+      /* second try: look for *any* unmapped playfield player */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           stored_player[j].present &&
+           !stored_player[j].mapped)
+         field_player = &stored_player[j];
 
-         some_player->present = FALSE;
-         some_player->active = FALSE;
+      if (field_player != NULL)
+      {
+       int jx = field_player->jx, jy = field_player->jy;
 
-#if 0
-         player->element_nr = some_player->element_nr;
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- found player %d\n", field_player->index_nr + 1);
 #endif
 
-#if USE_NEW_BLOCK_STYLE
-         player->block_last_field       = some_player->block_last_field;
-         player->block_delay_adjustment = some_player->block_delay_adjustment;
-#endif
+       player->present = FALSE;
+       player->active = FALSE;
 
-         StorePlayer[jx][jy] = player->element_nr;
-         player->jx = player->last_jx = jx;
-         player->jy = player->last_jy = jy;
+       field_player->present = TRUE;
+       field_player->active = TRUE;
 
-         break;
-       }
-      }
-    }
-  }
+       /*
+       player->initial_element = field_player->initial_element;
+       player->artwork_element = field_player->artwork_element;
 
-  if (tape.playing)
-  {
-    /* when playing a tape, eliminate all players which do not participate */
+       player->block_last_field       = field_player->block_last_field;
+       player->block_delay_adjustment = field_player->block_delay_adjustment;
+       */
 
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      if (stored_player[i].active && !tape.player_participates[i])
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+       StorePlayer[jx][jy] = field_player->element_nr;
 
-       player->active = FALSE;
-       StorePlayer[jx][jy] = 0;
-       Feld[jx][jy] = EL_EMPTY;
-      }
-    }
-  }
-  else if (!options.network && !setup.team_mode)       /* && !tape.playing */
-  {
-    /* when in single player mode, eliminate all but the first active player */
+       field_player->jx = field_player->last_jx = jx;
+       field_player->jy = field_player->last_jy = jy;
 
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      if (stored_player[i].active)
-      {
-       for (j = i + 1; j < MAX_PLAYERS; j++)
-       {
-         if (stored_player[j].active)
-         {
-           struct PlayerInfo *player = &stored_player[j];
-           int jx = player->jx, jy = player->jy;
+       if (local_player == player)
+         local_player = field_player;
 
-           player->active = FALSE;
-           player->present = FALSE;
+       map_player_action[field_player->index_nr] = i;
 
-           StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_EMPTY;
-         }
-       }
+       field_player->mapped = TRUE;
+
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- map_player_action[%d] == %d\n",
+                field_player->index_nr + 1, i + 1);
+#endif
       }
     }
-  }
 
-  /* when recording the game, store which players take part in the game */
-  if (tape.recording)
-  {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      if (stored_player[i].active)
-       tape.player_participates[i] = TRUE;
+    if (player->connected && player->present)
+      player->mapped = TRUE;
   }
 
+#if DEBUG_INIT_PLAYER
   if (options.debug)
   {
+    printf("Player status after player assignment (first stage):\n");
+
     for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
-      printf("Player %d: present == %d, connected == %d, active == %d.\n",
-            i+1,
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
             player->present,
             player->connected,
             player->active);
+
       if (local_player == player)
-       printf("Player  %d is local player.\n", i+1);
+       printf(" (local player)");
+
+      printf("\n");
     }
   }
+#endif
 
-  if (BorderElement == EL_EMPTY)
+#else
+
+  /* check if any connected player was not found in playfield */
+  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++)
+      {
+       struct PlayerInfo *field_player = &stored_player[j];
+       int jx = field_player->jx, jy = field_player->jy;
+
+       /* assign first free player found that is present in the playfield */
+       if (field_player->present && !field_player->connected)
+       {
+         player->present = TRUE;
+         player->active = TRUE;
+
+         field_player->present = FALSE;
+         field_player->active = FALSE;
+
+         player->initial_element = field_player->initial_element;
+         player->artwork_element = field_player->artwork_element;
+
+         player->block_last_field       = field_player->block_last_field;
+         player->block_delay_adjustment = field_player->block_delay_adjustment;
+
+         StorePlayer[jx][jy] = player->element_nr;
+
+         player->jx = player->last_jx = jx;
+         player->jy = player->last_jy = jy;
+
+         break;
+       }
+      }
+    }
+  }
+#endif
+
+#if 0
+  printf("::: local_player->present == %d\n", local_player->present);
+#endif
+
+  if (tape.playing)
+  {
+    /* when playing a tape, eliminate all players who do not participate */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+
+    if (!game.team_mode)
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (stored_player[i].active &&
+           !tape.player_participates[map_player_action[i]])
+       {
+         struct PlayerInfo *player = &stored_player[i];
+         int jx = player->jx, jy = player->jy;
+
+#if DEBUG_INIT_PLAYER
+         if (options.debug)
+           printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
+         player->active = FALSE;
+         StorePlayer[jx][jy] = 0;
+         Feld[jx][jy] = EL_EMPTY;
+       }
+      }
+    }
+
+#else
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      if (stored_player[i].active &&
+         !tape.player_participates[i])
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       player->active = FALSE;
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
+      }
+    }
+#endif
+  }
+  else if (!options.network && !game.team_mode)                /* && !tape.playing */
+  {
+    /* when in single player mode, eliminate all but the first active player */
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      if (stored_player[i].active)
+      {
+       for (j = i + 1; j < MAX_PLAYERS; j++)
+       {
+         if (stored_player[j].active)
+         {
+           struct PlayerInfo *player = &stored_player[j];
+           int jx = player->jx, jy = player->jy;
+
+           player->active = FALSE;
+           player->present = FALSE;
+
+           StorePlayer[jx][jy] = 0;
+           Feld[jx][jy] = EL_EMPTY;
+         }
+       }
+      }
+    }
+  }
+
+  /* when recording the game, store which players take part in the game */
+  if (tape.recording)
+  {
+#if USE_NEW_PLAYER_ASSIGNMENTS
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].connected)
+       tape.player_participates[i] = TRUE;
+#else
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].active)
+       tape.player_participates[i] = TRUE;
+#endif
+  }
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after player assignment (final stage):\n");
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
+  if (BorderElement == EL_EMPTY)
   {
     SBX_Left = 0;
     SBX_Right = lev_fieldx - SCR_FIELDX;
@@ -2056,12 +3800,16 @@ void InitGame()
     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
   }
 
-  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+  if (full_lev_fieldx <= SCR_FIELDX)
     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
-
-  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+  if (full_lev_fieldy <= SCR_FIELDY)
     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
 
+  if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+    SBX_Left--;
+  if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+    SBY_Upper--;
+
   /* 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)
@@ -2069,14 +3817,26 @@ void InitGame()
     int start_x = 0, start_y = 0;
     int found_rating = 0;
     int found_element = EL_UNDEFINED;
+    int player_nr = local_player->index_nr;
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    SCAN_PLAYFIELD(x, y)
     {
       int element = Feld[x][y];
       int content;
       int xx, yy;
       boolean is_player;
 
+      if (level.use_start_element[player_nr] &&
+         level.start_element[player_nr] == element &&
+         found_rating < 4)
+      {
+       start_x = x;
+       start_y = y;
+
+       found_rating = 4;
+       found_element = element;
+      }
+
       if (!IS_CUSTOM_ELEMENT(element))
        continue;
 
@@ -2084,10 +3844,12 @@ void InitGame()
       {
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
+         /* check for player created from custom element as single target */
          content = element_info[element].change_page[i].target_element;
          is_player = ELEM_IS_PLAYER(content);
 
-         if (is_player && (found_rating < 3 || element < found_element))
+         if (is_player && (found_rating < 3 ||
+                           (found_rating == 3 && element < found_element)))
          {
            start_x = x;
            start_y = y;
@@ -2100,10 +3862,12 @@ void InitGame()
 
       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
       {
-       content = element_info[element].content[xx][yy];
+       /* check for player created from custom element as explosion content */
+       content = element_info[element].content.e[xx][yy];
        is_player = ELEM_IS_PLAYER(content);
 
-       if (is_player && (found_rating < 2 || element < found_element))
+       if (is_player && (found_rating < 2 ||
+                         (found_rating == 2 && element < found_element)))
        {
          start_x = x + xx - 1;
          start_y = y + yy - 1;
@@ -2117,10 +3881,14 @@ void InitGame()
 
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
-         content= element_info[element].change_page[i].target_content[xx][yy];
+         /* check for player created from custom element as extended target */
+         content =
+           element_info[element].change_page[i].target_content.e[xx][yy];
+
          is_player = ELEM_IS_PLAYER(content);
 
-         if (is_player && (found_rating < 1 || element < found_element))
+         if (is_player && (found_rating < 1 ||
+                           (found_rating == 1 && element < found_element)))
          {
            start_x = x + xx - 1;
            start_y = y + yy - 1;
@@ -2142,7 +3910,6 @@ void InitGame()
   }
   else
   {
-#if 1
     scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
                local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
                local_player->jx - MIDPOSX);
@@ -2150,90 +3917,144 @@ void InitGame()
     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
                local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
                local_player->jy - MIDPOSY);
-#else
-    scroll_x = SBX_Left;
-    scroll_y = SBY_Upper;
-    if (local_player->jx >= SBX_Left + MIDPOSX)
-      scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
-                 local_player->jx - MIDPOSX :
-                 SBX_Right);
-    if (local_player->jy >= SBY_Upper + MIDPOSY)
-      scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
-                 local_player->jy - MIDPOSY :
-                 SBY_Lower);
-#endif
   }
 
-  CloseDoor(DOOR_CLOSE_1);
-
   /* !!! FIX THIS (START) !!! */
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
     InitGameEngine_EM();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    InitGameEngine_SP();
+  }
   else
   {
-    DrawLevel();
+    DrawLevel(REDRAW_FIELD);
     DrawAllPlayers();
 
     /* after drawing the level, correct some elements */
     if (game.timegate_time_left == 0)
       CloseAllOpenTimegates();
+  }
+
+  /* blit playfield from scroll buffer to normal back buffer for fading in */
+  BlitScreenToBitmap(backbuffer);
+  /* !!! FIX THIS (END) !!! */
+
+  DrawMaskedBorder(fade_mask);
+
+  FadeIn(fade_mask);
+
+#if 1
+  // full screen redraw is required at this point in the following cases:
+  // - special editor door undrawn when game was started from level editor
+  // - drawing area (playfield) was changed and has to be removed completely
+  redraw_mask = REDRAW_ALL;
+  BackToFront();
+#endif
 
-    if (setup.soft_scrolling)
-      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+  if (!game.restart_level)
+  {
+    /* copy default game door content to main double buffer */
 
-    redraw_mask |= REDRAW_FROM_BACKBUFFER;
-    FadeToFront();
+    /* !!! CHECK AGAIN !!! */
+    SetPanelBackground();
+    // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+    DrawBackground(DX, DY, DXSIZE, DYSIZE);
   }
-  /* !!! 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);
+  SetPanelBackground();
+  SetDrawBackgroundMask(REDRAW_DOOR_1);
 
-  DrawGameDoorValues();
+  UpdateAndDisplayGameControlValues();
 
-  UnmapGameButtons();
-  UnmapTapeButtons();
-  game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
-  game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
-  game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
-  MapGameButtons();
-  MapTapeButtons();
+  if (!game.restart_level)
+  {
+    UnmapGameButtons();
+    UnmapTapeButtons();
 
-  /* copy actual game door content to door double buffer for OpenDoor() */
-  BlitBitmap(drawto, bitmap_db_door,
-            DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+    FreeGameButtons();
+    CreateGameButtons();
 
-  OpenDoor(DOOR_OPEN_ALL);
+    game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
+    game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
+    game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
 
-  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+    MapGameButtons();
+    MapTapeButtons();
 
-  if (setup.sound_music)
-    PlayLevelMusic();
+    /* copy actual game door content to door double buffer for OpenDoor() */
+    BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
 
-  KeyboardAutoRepeatOffUnlessAutoplay();
+    OpenDoor(DOOR_OPEN_ALL);
 
-  if (options.debug)
+    PlaySound(SND_GAME_STARTING);
+
+    if (setup.sound_music)
+      PlayLevelMusic();
+
+    KeyboardAutoRepeatOffUnlessAutoplay();
+
+#if DEBUG_INIT_PLAYER
+    if (options.debug)
+    {
+      printf("Player status (final):\n");
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+
+       printf("- player %d: present == %d, connected == %d, active == %d",
+              i + 1,
+              player->present,
+              player->connected,
+              player->active);
+
+       if (local_player == player)
+         printf(" (local player)");
+
+       printf("\n");
+      }
+    }
+#endif
+  }
+
+  UnmapAllGadgets();
+
+  MapGameButtons();
+  MapTapeButtons();
+
+  if (!game.restart_level && !tape.playing)
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      printf("Player %d %sactive.\n",
-            i + 1, (stored_player[i].active ? "" : "not "));
+    LevelStats_incPlayed(level_nr);
+
+    SaveLevelSetup_SeriesInfo();
   }
 
-#if 0
-  printf("::: starting game [%d]\n", FrameCounter);
-#endif
+  game.restart_level = FALSE;
+
+  SaveEngineSnapshotToListInitial();
 }
 
-void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
+                       int actual_player_x, int actual_player_y)
 {
   /* this is used for non-R'n'D game engines to update certain engine values */
 
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    actual_player_x = correctLevelPosX_EM(actual_player_x);
+    actual_player_y = correctLevelPosY_EM(actual_player_y);
+  }
+
   /* needed to determine if sounds are played within the visible screen area */
   scroll_x = actual_scroll_x;
   scroll_y = actual_scroll_y;
+
+  /* needed to get player position for "follow finger" playing input method */
+  local_player->jx = actual_player_x;
+  local_player->jy = actual_player_y;
 }
 
 void InitMovDir(int x, int y)
@@ -2253,7 +4074,7 @@ void InitMovDir(int x, int y)
     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
   };
 
-  switch(element)
+  switch (element)
   {
     case EL_BUG_RIGHT:
     case EL_BUG_UP:
@@ -2295,6 +4116,14 @@ void InitMovDir(int x, int y)
       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
       break;
 
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
+      Feld[x][y] = EL_YAMYAM;
+      MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
+      break;
+
     case EL_SP_SNIKSNAK:
       MovDir[x][y] = MV_UP;
       break;
@@ -2320,7 +4149,7 @@ void InitMovDir(int x, int y)
 
        if (move_direction_initial == MV_START_PREVIOUS)
        {
-         if (MovDir[x][y] != MV_NO_MOVING)
+         if (MovDir[x][y] != MV_NONE)
            return;
 
          move_direction_initial = MV_START_AUTOMATIC;
@@ -2346,11 +4175,9 @@ void InitMovDir(int x, int y)
        else if (move_pattern == MV_ALONG_LEFT_SIDE ||
                 move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-#if 1
          /* use random direction as default start direction */
          if (game.engine_version >= VERSION_IDENT(3,1,0,0))
            MovDir[x][y] = 1 << RND(4);
-#endif
 
          for (i = 0; i < NUM_DIRECTIONS; i++)
          {
@@ -2428,146 +4255,245 @@ void InitAmoebaNr(int x, int y)
   AmoebaCnt2[group_nr]++;
 }
 
-void GameWon()
+static void PlayerWins(struct PlayerInfo *player)
 {
-  int hi_pos;
-  boolean raise_level = FALSE;
-
-  if (local_player->MovPos)
-    return;
+  player->LevelSolved = TRUE;
+  player->GameOver = TRUE;
 
-#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
+  player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                        level.native_em_level->lev->score : player->score);
 
-  local_player->LevelSolved = FALSE;
+  player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
+                                     TimeLeft);
+  player->LevelSolved_CountingScore = player->score_final;
+}
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+void GameWon()
+{
+  static int time, time_final;
+  static int score, score_final;
+  static int game_over_delay_1 = 0;
+  static int game_over_delay_2 = 0;
+  int game_over_delay_value_1 = 50;
+  int game_over_delay_value_2 = 50;
 
-  if (TimeLeft)
+  if (!local_player->LevelSolved_GameWon)
   {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    int i;
+
+    /* do not start end game actions before the player stops moving (to exit) */
+    if (local_player->MovPos)
+      return;
 
-    while (TimeLeft > 0)
+    local_player->LevelSolved_GameWon = TRUE;
+    local_player->LevelSolved_SaveTape = tape.recording;
+    local_player->LevelSolved_SaveScore = !tape.playing;
+
+    if (!tape.playing)
     {
-      if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
-      if (TimeLeft > 0 && !(TimeLeft % 10))
-       RaiseScore(level.score[SC_TIME_BONUS]);
-      if (TimeLeft > 100 && !(TimeLeft % 10))
-       TimeLeft -= 10;
-      else
-       TimeLeft--;
+      LevelStats_incSolved(level_nr);
+
+      SaveLevelSetup_SeriesInfo();
+    }
+
+    if (tape.auto_play)                /* tape might already be stopped here */
+      tape.auto_play_level_solved = TRUE;
+
+    TapeStop();
 
-      DrawGameValue_Time(TimeLeft);
+    game_over_delay_1 = game_over_delay_value_1;
+    game_over_delay_2 = game_over_delay_value_2;
 
-      BackToFront();
+    time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+    score = score_final = local_player->score_final;
 
-      if (!tape.playing)
-       Delay(10);
+    if (TimeLeft > 0)
+    {
+      time_final = 0;
+      score_final += TimeLeft * level.score[SC_TIME_BONUS];
+    }
+    else if (game.no_time_limit && TimePlayed < 999)
+    {
+      time_final = 999;
+      score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
     }
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-  }
-  else if (level.time == 0)            /* level without time limit */
-  {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    local_player->score_final = score_final;
 
-    while (TimePlayed < 999)
+    if (level_editor_test_game)
     {
-      if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
-      if (TimePlayed < 999 && !(TimePlayed % 10))
-       RaiseScore(level.score[SC_TIME_BONUS]);
-      if (TimePlayed < 900 && !(TimePlayed % 10))
-       TimePlayed += 10;
-      else
-       TimePlayed++;
+      time = time_final;
+      score = score_final;
 
-      DrawGameValue_Time(TimePlayed);
+      local_player->LevelSolved_CountingTime = time;
+      local_player->LevelSolved_CountingScore = score;
 
-      BackToFront();
+      game_panel_controls[GAME_PANEL_TIME].value = time;
+      game_panel_controls[GAME_PANEL_SCORE].value = score;
 
-      if (!tape.playing)
-       Delay(10);
+      DisplayGameControlValues();
     }
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-  }
+    if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    {
+      if (ExitX >= 0 && ExitY >= 0)    /* local player has left the level */
+      {
+       /* close exit door after last player */
+       if ((AllPlayersGone &&
+            (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+             Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
+             Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
+           Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
+           Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
+       {
+         int element = Feld[ExitX][ExitY];
 
-  /* close exit door after last player */
-  if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
-      (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
-       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
-  {
-    int element = Feld[ExitX][ExitY];
+         Feld[ExitX][ExitY] =
+           (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
+            element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+            element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+            element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
+            EL_EM_STEEL_EXIT_CLOSING);
 
-    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
-                         EL_SP_EXIT_CLOSING);
+         PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+       }
 
-    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
-  }
+       /* player disappears */
+       DrawLevelField(ExitX, ExitY);
+      }
 
-  /* Hero disappears */
-  if (ExitX >= 0 && ExitY >= 0)
-    DrawLevelField(ExitX, ExitY);
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
 
-  BackToFront();
+       if (player->present)
+       {
+         RemovePlayer(player);
 
-  if (tape.playing)
-    return;
+         /* player disappears */
+         DrawLevelField(player->jx, player->jy);
+       }
+      }
+    }
 
-  CloseDoor(DOOR_CLOSE_1);
+    PlaySound(SND_GAME_WINNING);
+  }
 
-  if (tape.recording)
+  if (game_over_delay_1 > 0)
   {
-    TapeStop();
-    SaveTape(tape.level_nr);           /* Ask to save tape */
+    game_over_delay_1--;
+
+    return;
   }
 
-  if (level_nr == leveldir_current->handicap_level)
+  if (time != time_final)
   {
-    leveldir_current->handicap_level++;
-    SaveLevelSetup_SeriesInfo();
+    int time_to_go = ABS(time_final - time);
+    int time_count_dir = (time < time_final ? +1 : -1);
+    int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
+
+    time  += time_count_steps * time_count_dir;
+    score += time_count_steps * level.score[SC_TIME_BONUS];
+
+    local_player->LevelSolved_CountingTime = time;
+    local_player->LevelSolved_CountingScore = score;
+
+    game_panel_controls[GAME_PANEL_TIME].value = time;
+    game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+    DisplayGameControlValues();
+
+    if (time == time_final)
+      StopSound(SND_GAME_LEVELTIME_BONUS);
+    else if (setup.sound_loops)
+      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+    else
+      PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+    return;
   }
 
-  if (level_editor_test_game)
-    local_player->score = -1;  /* no highscore when playing from editor */
-  else if (level_nr < leveldir_current->last_level)
-    raise_level = TRUE;                /* advance to next level */
+  local_player->LevelSolved_PanelOff = TRUE;
 
-  if ((hi_pos = NewHiScore()) >= 0) 
+  if (game_over_delay_2 > 0)
   {
-    game_status = GAME_MODE_SCORES;
-    DrawHallOfFame(hi_pos);
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
-  }
+    game_over_delay_2--;
+
+    return;
+  }
+
+  GameEnd();
+}
+
+void GameEnd()
+{
+  int hi_pos;
+  boolean raise_level = FALSE;
+
+  local_player->LevelSolved_GameEnd = TRUE;
+
+  if (!global.use_envelope_request)
+    CloseDoor(DOOR_CLOSE_1);
+
+  if (local_player->LevelSolved_SaveTape)
+  {
+    SaveTapeChecked(tape.level_nr);    /* ask to save tape */
+  }
+
+  CloseDoor(DOOR_CLOSE_ALL);
+
+  if (level_editor_test_game)
+  {
+    SetGameStatus(GAME_MODE_MAIN);
+
+    DrawMainMenu();
+
+    return;
+  }
+
+  if (!local_player->LevelSolved_SaveScore)
+  {
+    SetGameStatus(GAME_MODE_MAIN);
+
+    DrawMainMenu();
+
+    return;
+  }
+
+  if (level_nr == leveldir_current->handicap_level)
+  {
+    leveldir_current->handicap_level++;
+
+    SaveLevelSetup_SeriesInfo();
+  }
+
+  if (level_nr < leveldir_current->last_level)
+    raise_level = TRUE;                        /* advance to next level */
+
+  if ((hi_pos = NewHiScore()) >= 0) 
+  {
+    SetGameStatus(GAME_MODE_SCORES);
+
+    DrawHallOfFame(hi_pos);
+
+    if (raise_level)
+    {
+      level_nr++;
+      TapeErase();
+    }
+  }
   else
   {
-    game_status = GAME_MODE_MAIN;
+    SetGameStatus(GAME_MODE_MAIN);
+
     if (raise_level)
     {
       level_nr++;
       TapeErase();
     }
+
     DrawMainMenu();
   }
-
-  BackToFront();
 }
 
 int NewHiScore()
@@ -2577,13 +4503,13 @@ int NewHiScore()
 
   LoadScore(level_nr);
 
-  if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
-      local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
+  if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
+      local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
     return -1;
 
   for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
   {
-    if (local_player->score > highscore[k].Score)
+    if (local_player->score_final > highscore[k].Score)
     {
       /* player has made it to the hall of fame */
 
@@ -2593,7 +4519,7 @@ int NewHiScore()
 
 #ifdef ONE_PER_NAME
        for (l = k; l < MAX_SCORE_ENTRIES; l++)
-         if (!strcmp(setup.player_name, highscore[l].Name))
+         if (strEqual(setup.player_name, highscore[l].Name))
            m = l;
        if (m == k)     /* player's new highscore overwrites his old one */
          goto put_into_list;
@@ -2611,7 +4537,7 @@ int NewHiScore()
 #endif
       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
-      highscore[k].Score = local_player->score; 
+      highscore[k].Score = local_player->score_final
       position = k;
       break;
     }
@@ -2630,10 +4556,9 @@ int NewHiScore()
   return position;
 }
 
-inline static int getElementMoveStepsize(int x, int y)
+inline static int getElementMoveStepsizeExt(int x, int y, int direction)
 {
   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);
@@ -2643,33 +4568,25 @@ inline static int getElementMoveStepsize(int x, int y)
   /* 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;
 }
 
+inline static int getElementMoveStepsize(int x, int y)
+{
+  return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
+
 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
 {
   if (player->GfxAction != action || player->GfxDir != dir)
   {
-#if 0
-    printf("Player frame reset! (%d => %d, %d => %d)\n",
-          player->GfxAction, action, player->GfxDir, dir);
-#endif
-
     player->GfxAction = action;
     player->GfxDir = dir;
     player->Frame = 0;
@@ -2677,16 +4594,37 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
   }
 }
 
-static void ResetRandomAnimationValue(int x, int y)
+static void ResetGfxFrame(int x, int y, boolean redraw)
 {
-  GfxRandom[x][y] = INIT_GFX_RANDOM();
+  int element = Feld[x][y];
+  int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+  int last_gfx_frame = GfxFrame[x][y];
+
+  if (graphic_info[graphic].anim_global_sync)
+    GfxFrame[x][y] = FrameCounter;
+  else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+    GfxFrame[x][y] = CustomValue[x][y];
+  else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+    GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
+
+  if (redraw && GfxFrame[x][y] != last_gfx_frame)
+    DrawLevelGraphicAnimation(x, y, graphic);
 }
 
 static void ResetGfxAnimation(int x, int y)
 {
-  GfxFrame[x][y] = 0;
   GfxAction[x][y] = ACTION_DEFAULT;
   GfxDir[x][y] = MovDir[x][y];
+  GfxFrame[x][y] = 0;
+
+  ResetGfxFrame(x, y, FALSE);
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
 }
 
 void InitMovingField(int x, int y, int direction)
@@ -2696,54 +4634,49 @@ void InitMovingField(int x, int y, int direction)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int newx = x + dx;
   int newy = y + dy;
+  boolean is_moving_before, is_moving_after;
 
-  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
-    ResetGfxAnimation(x, y);
+  /* check if element was/is moving or being moved before/after mode change */
+  is_moving_before = (WasJustMoving[x][y] != 0);
+  is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
 
-#if USE_CAN_MOVE_NOT_MOVING
+  /* reset animation only for moving elements which change direction of moving
+     or which just started or stopped moving
+     (else CEs with property "can move" / "not moving" are reset each frame) */
+  if (is_moving_before != is_moving_after ||
+      direction != MovDir[x][y])
+    ResetGfxAnimation(x, y);
 
   MovDir[x][y] = direction;
   GfxDir[x][y] = direction;
-  GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+
+  GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+                    direction == MV_DOWN && CAN_FALL(element) ?
                     ACTION_FALLING : ACTION_MOVING);
 
-  if (getElementMoveStepsize(x, y) != 0)       /* moving or being moved */
+  /* this is needed for CEs with property "can move" / "not moving" */
+
+  if (is_moving_after)
   {
     if (Feld[newx][newy] == EL_EMPTY)
       Feld[newx][newy] = EL_BLOCKED;
 
     MovDir[newx][newy] = MovDir[x][y];
+
+    CustomValue[newx][newy] = CustomValue[x][y];
+
     GfxFrame[newx][newy] = GfxFrame[x][y];
     GfxRandom[newx][newy] = GfxRandom[x][y];
     GfxAction[newx][newy] = GfxAction[x][y];
     GfxDir[newx][newy] = GfxDir[x][y];
   }
-
-#else
-
-  MovDir[newx][newy] = MovDir[x][y] = direction;
-  GfxDir[x][y] = direction;
-
-  if (Feld[newx][newy] == EL_EMPTY)
-    Feld[newx][newy] = EL_BLOCKED;
-
-  if (direction == MV_DOWN && CAN_FALL(element))
-    GfxAction[x][y] = ACTION_FALLING;
-  else
-    GfxAction[x][y] = ACTION_MOVING;
-
-  GfxFrame[newx][newy] = GfxFrame[x][y];
-  GfxRandom[newx][newy] = GfxRandom[x][y];
-  GfxAction[newx][newy] = GfxAction[x][y];
-  GfxDir[newx][newy] = GfxDir[x][y];
-#endif
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
 {
   int direction = MovDir[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 newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
+  int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
 
   *goes_to_x = newx;
   *goes_to_y = newy;
@@ -2813,18 +4746,16 @@ static void RemoveField(int x, int y)
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
 
+  CustomValue[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;
+  GfxDir[x][y] = MV_NONE;
 }
 
 void RemoveMovingField(int x, int y)
@@ -2839,10 +4770,7 @@ void RemoveMovingField(int x, int y)
   if (IS_MOVING(x, y))
   {
     Moving2Blocked(x, y, &newx, &newy);
-#if 0
-    if (Feld[newx][newy] != EL_BLOCKED)
-      return;
-#else
+
     if (Feld[newx][newy] != EL_BLOCKED)
     {
       /* element is moving, but target field is not free (blocked), but
@@ -2853,11 +4781,10 @@ void RemoveMovingField(int x, int y)
 
       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-      DrawLevelField(oldx, oldy);
+      TEST_DrawLevelField(oldx, oldy);
 
       return;
     }
-#endif
   }
   else if (element == EL_BLOCKED)
   {
@@ -2868,8 +4795,10 @@ void RemoveMovingField(int x, int y)
 
   if (element == EL_BLOCKED &&
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+       Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+       Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
     next_element = get_next_element(Feld[oldx][oldy]);
 
@@ -2881,8 +4810,8 @@ void RemoveMovingField(int x, int y)
   if (next_element != EL_UNDEFINED)
     Feld[oldx][oldy] = next_element;
 
-  DrawLevelField(oldx, oldy);
-  DrawLevelField(newx, newy);
+  TEST_DrawLevelField(oldx, oldy);
+  TEST_DrawLevelField(newx, newy);
 }
 
 void DrawDynamite(int x, int y)
@@ -2904,19 +4833,10 @@ void DrawDynamite(int x, int y)
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-#if 1
   if (Back[x][y] || Store[x][y])
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
-#else
-  if (game.emulation == EMU_SUPAPLEX)
-    DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
-  else if (Store[x][y])
-    DrawGraphicThruMask(sx, sy, graphic, frame);
-  else
-    DrawGraphic(sx, sy, graphic, frame);
-#endif
 }
 
 void CheckDynamite(int x, int y)
@@ -2934,191 +4854,172 @@ void CheckDynamite(int x, int y)
     }
   }
 
-#if 1
   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-#else
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
-      Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
-    StopSound(SND_DYNAMITE_ACTIVE);
-  else
-    StopSound(SND_DYNABOMB_ACTIVE);
-#endif
 
   Bang(x, y);
 }
 
-void DrawRelocatePlayer(struct PlayerInfo *player)
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
 {
-  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;
+  boolean num_checked_players = 0;
+  int i;
 
-  if (level.instant_relocation)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-#if 1
-    int offset = (setup.scroll_delay ? 3 : 0);
-
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+    if (stored_player[i].active)
     {
-      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                 local_player->jx - MIDPOSX);
+      int sx = stored_player[i].jx;
+      int sy = stored_player[i].jy;
+
+      if (num_checked_players == 0)
+      {
+       *sx1 = *sx2 = sx;
+       *sy1 = *sy2 = sy;
+      }
+      else
+      {
+       *sx1 = MIN(*sx1, sx);
+       *sy1 = MIN(*sy1, sy);
+       *sx2 = MAX(*sx2, sx);
+       *sy2 = MAX(*sy2, sy);
+      }
 
-      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                 local_player->jy - MIDPOSY);
+      num_checked_players++;
     }
-    else
-    {
-      if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
-         (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
-       scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+  }
+}
 
-      if ((player->MovDir == MV_UP  && scroll_y > jy - MIDPOSY + offset) ||
-         (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
-       scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
 
-      /* 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);
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
-      /* 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);
+  return (sx2 - sx1 < SCR_FIELDX &&
+         sy2 - sy1 < SCR_FIELDY);
+}
 
-    /* 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);
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
 
-    /* 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
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
-    RedrawPlayfield(TRUE, 0,0,0,0);
-  }
-  else
+  *sx = (sx1 + sx2) / 2;
+  *sy = (sy1 + sy2) / 2;
+}
+
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+                       boolean center_screen, boolean quick_relocation)
+{
+  unsigned int frame_delay_value_old = GetVideoFrameDelay();
+  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 new_scroll_x, new_scroll_y;
+
+  if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
   {
-#if 1
-#if 0
-    int offset = (setup.scroll_delay ? 3 : 0);
-#endif
-    int scroll_xx = -999, scroll_yy = -999;
+    /* case 1: quick relocation inside visible screen (without scrolling) */
 
-    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+    RedrawPlayfield();
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
-    {
-      int dx = 0, dy = 0;
-      int fx = FX, fy = FY;
+    return;
+  }
+
+  if (!level.shifted_relocation || center_screen)
+  {
+    /* relocation _with_ centering of screen */
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
+    new_scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   x > SBX_Right + MIDPOSX ? SBX_Right :
+                   x - MIDPOSX);
 
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
+    new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   y - MIDPOSY);
+  }
+  else
+  {
+    /* relocation _without_ centering of screen */
 
-      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
-      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+    int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                          old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                          old_x - MIDPOSX);
 
-#if 1
-      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
-       break;
-#else
-      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
-       break;
-#endif
+    int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                          old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                          old_y - MIDPOSY);
 
-      scroll_x -= dx;
-      scroll_y -= dy;
+    int offset_x = x + (scroll_x - center_scroll_x);
+    int offset_y = y + (scroll_y - center_scroll_y);
 
-      fx += dx * TILEX / 2;
-      fy += dy * TILEY / 2;
+    new_scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                   offset_x - MIDPOSX);
 
-      ScrollLevel(dx, dy);
-      DrawAllPlayers();
+    new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   offset_y - MIDPOSY);
+  }
 
-      /* 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 (quick_relocation)
+  {
+    /* case 2: quick relocation (redraw without visible scrolling) */
 
-      /* scroll second step to align at full tile size */
-      BackToFront();
-      Delay(wait_delay_value);
-    }
-#else
-    int scroll_xx = -999, scroll_yy = -999;
+    scroll_x = new_scroll_x;
+    scroll_y = new_scroll_y;
 
-    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+    RedrawPlayfield();
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
-    {
-      int dx = 0, dy = 0;
-      int fx = FX, fy = FY;
+    return;
+  }
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
+  /* case 3: visible relocation (with scrolling to new position) */
 
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
+  ScrollScreen(NULL, SCROLL_GO_ON);    /* scroll last frame to full tile */
 
-      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
-      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+  SetVideoFrameDelay(wait_delay_value);
 
-#if 1
-      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
-       break;
-#else
-      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
-       break;
-#endif
+  while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
+  {
+    int dx = 0, dy = 0;
+    int fx = FX, fy = FY;
+
+    dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+    dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
 
-      scroll_x -= dx;
-      scroll_y -= dy;
+    if (dx == 0 && dy == 0)            /* no scrolling needed at all */
+      break;
 
-      fx += dx * TILEX / 2;
-      fy += dy * TILEY / 2;
+    scroll_x -= dx;
+    scroll_y -= dy;
 
-      ScrollLevel(dx, dy);
-      DrawAllPlayers();
+    fx += dx * TILEX / 2;
+    fy += dy * TILEY / 2;
 
-      /* 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);
+    ScrollLevel(dx, dy);
+    DrawAllPlayers();
 
-      /* scroll second step to align at full tile size */
-      BackToFront();
-      Delay(wait_delay_value);
-    }
-#endif
+    /* scroll in two steps of half tile size to make things smoother */
+    BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
 
-    DrawPlayer(player);
-    BackToFront();
-    Delay(wait_delay_value);
+    /* scroll second step to align at full tile size */
+    BlitScreenToBitmap(window);
   }
+
+  DrawAllPlayers();
+  BackToFront();
+
+  SetVideoFrameDelay(frame_delay_value_old);
 }
 
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-#if 1
-  int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
-#else
-  int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
-#endif
-  struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+  int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+  int player_nr = GET_PLAYER_NR(el_player);
+  struct PlayerInfo *player = &stored_player[player_nr];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
@@ -3131,25 +5032,10 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
 
   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
-#if 1
   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
   int leave_side_horiz = move_dir_horiz;
   int leave_side_vert  = move_dir_vert;
-#else
-  static int trigger_sides[4][2] =
-  {
-    /* enter side               leave side */
-    { CH_SIDE_RIGHT,           CH_SIDE_LEFT    },      /* moving left  */
-    { CH_SIDE_LEFT,            CH_SIDE_RIGHT   },      /* moving right */
-    { CH_SIDE_BOTTOM,          CH_SIDE_TOP     },      /* moving up    */
-    { CH_SIDE_TOP,             CH_SIDE_BOTTOM  }       /* moving down  */
-  };
-  int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
-  int enter_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
-  int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
-  int leave_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
-#endif
   int enter_side = enter_side_horiz | enter_side_vert;
   int leave_side = leave_side_horiz | leave_side_vert;
 
@@ -3172,16 +5058,11 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
       ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
 
-#if USE_NEW_MOVE_DELAY
       AdvanceFrameAndPlayerCounters(player->index_nr);
-#else
-      FrameCounter++;
-#endif
 
       DrawPlayer(player);
 
-      BackToFront();
-      Delay(wait_delay_value);
+      BackToFront_WithFrameDelay(wait_delay_value);
     }
 
     DrawPlayer(player);                /* needed here only to cleanup last field */
@@ -3190,89 +5071,64 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     player->is_moving = FALSE;
   }
 
-#if 1
   if (IS_CUSTOM_ELEMENT(old_element))
     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                               CE_LEFT_BY_PLAYER,
                               player->index_bit, leave_side);
 
   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
-                                     CE_OTHER_GETS_LEFT,
+                                     CE_PLAYER_LEAVES_X,
                                      player->index_bit, leave_side);
-#endif
 
   Feld[jx][jy] = el_player;
   InitPlayerField(jx, jy, el_player, TRUE);
 
+  /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+     possible that the relocation target field did not contain a player element,
+     but a walkable element, to which the new player was relocated -- in this
+     case, restore that (already initialized!) element on the player field */
   if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
   {
-    Feld[jx][jy] = element;
-    InitField(jx, jy, FALSE);
+    Feld[jx][jy] = element;    /* restore previously existing element */
   }
 
-#if 1
-  if (player == local_player)  /* only visually relocate local player */
-    DrawRelocatePlayer(player);
-#endif
+  /* only visually relocate centered player */
+  DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+                    FALSE, level.instant_relocation);
 
-#if 1
-  TestIfHeroTouchesBadThing(jx, jy);
+  TestIfPlayerTouchesBadThing(jx, jy);
   TestIfPlayerTouchesCustomElement(jx, jy);
-#endif
-
-#if 0
-  printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
-#endif
-
-#if 0
-#if 0
-  /* needed to allow change of walkable custom element by entering player */
-  if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
-    Changed[jx][jy] = 0;       /* allow another change (but prevent loop) */
-#else
-  /* needed to allow change of walkable custom element by entering player */
-  Changed[jx][jy] = 0;         /* allow another change */
-#endif
-#endif
-
-#if 0
-  printf("::: player entering %d, %d from %s ...\n", jx, jy,
-        enter_side == MV_LEFT  ? "left" :
-        enter_side == MV_RIGHT ? "right" :
-        enter_side == MV_UP    ? "top" :
-        enter_side == MV_DOWN  ? "bottom" : "oops! no idea!");
-#endif
 
-#if 1
   if (IS_CUSTOM_ELEMENT(element))
     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
                               player->index_bit, enter_side);
 
-  CheckTriggeredElementChangeByPlayer(jx, jy, element,
-                                     CE_OTHER_GETS_ENTERED,
+  CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
                                      player->index_bit, enter_side);
-#endif
+
+  if (player->is_switching)
+  {
+    /* ensure that relocation while still switching an element does not cause
+       a new element to be treated as also switched directly after relocation
+       (this is important for teleporter switches that teleport the player to
+       a place where another teleporter switch is in the same direction, which
+       would then incorrectly be treated as immediately switched before the
+       direction key that caused the switch was released) */
+
+    player->switch_x += jx - old_jx;
+    player->switch_y += jy - old_jy;
+  }
 }
 
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
-#if 0
-  int num_phase = 9;
-#endif
+  int last_phase;
+  int border_element;
 
   /* !!! eliminate this variable !!! */
   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
 
-#if 1
-  int last_phase;
-#else
-  int last_phase = num_phase * delay;
-  int half_phase = (num_phase / 2) * delay;
-  int first_phase_after_start = EX_PHASE_START + 1;
-#endif
-  int border_element;
-
   if (game.explosions_delayed)
   {
     ExplodeField[ex][ey] = mode;
@@ -3282,29 +5138,7 @@ void Explode(int ex, int ey, int phase, int mode)
   if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
   {
     int center_element = Feld[ex][ey];
-
-#if 0
-    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
-#endif
-
-#if 0
-    /* --- This is only really needed (and now handled) in "Impact()". --- */
-    /* do not explode moving elements that left the explode field in time */
-    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-       center_element == EL_EMPTY &&
-       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
-      return;
-#endif
-
-#if 1
-    if (mode == EX_TYPE_NORMAL ||
-       mode == EX_TYPE_CENTER ||
-       mode == EX_TYPE_CROSS)
-      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
-#else
-    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
-      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
-#endif
+    int artwork_element, explosion_element;    /* set these values later */
 
     /* remove things displayed in background while burning dynamite */
     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
@@ -3318,18 +5152,29 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-#if 1
+    /* now "center_element" is finally determined -- set related values now */
+    artwork_element = center_element;          /* for custom player artwork */
+    explosion_element = center_element;                /* for custom player artwork */
 
-#if 1
-    last_phase = element_info[center_element].explosion_delay + 1;
-#else
-    last_phase = element_info[center_element].explosion_delay;
-#endif
+    if (IS_PLAYER(ex, ey))
+    {
+      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
 
-#if 0
-    printf("::: %d -> %d\n", center_element, last_phase);
-#endif
-#endif
+      artwork_element = stored_player[player_nr].artwork_element;
+
+      if (level.use_explosion_element[player_nr])
+      {
+       explosion_element = level.explosion_element[player_nr];
+       artwork_element = explosion_element;
+      }
+    }
+
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+
+    last_phase = element_info[explosion_element].explosion_delay + 1;
 
     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
     {
@@ -3337,24 +5182,10 @@ void Explode(int ex, int ey, int phase, int mode)
       int yy = y - ey + 1;
       int element;
 
-#if 1
-#if 1
       if (!IN_LEV_FIELD(x, y) ||
          (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
          (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
        continue;
-#else
-      if (!IN_LEV_FIELD(x, y) ||
-         (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
-       continue;
-#endif
-#else
-      if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_TYPE_NORMAL ||
-           center_element == EL_AMOEBA_TO_DIAMOND) &&
-          (x != ex || y != ey)))
-       continue;
-#endif
 
       element = Feld[x][y];
 
@@ -3366,34 +5197,17 @@ void Explode(int ex, int ey, int phase, int mode)
          RemoveMovingField(x, y);
       }
 
-#if 1
-
-#if 0
-      if (IS_EXPLOSION_PROOF(element))
-       continue;
-#else
       /* indestructible elements can only explode in center (but not flames) */
-#if 1
       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
                                           mode == EX_TYPE_BORDER)) ||
          element == EL_FLAMES)
        continue;
-#else
-      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
-         element == EL_FLAMES)
-       continue;
-#endif
-#endif
-
-#else
-      if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
-           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
-         element == EL_FLAMES)
-       continue;
-#endif
 
-#if 1
+      /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
+        behaviour, for example when touching a yamyam that explodes to rocks
+        with active deadly shield, a rock is created under the player !!! */
+      /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
+#if 0
       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)))
@@ -3404,50 +5218,22 @@ void Explode(int ex, int ey, int phase, int mode)
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
-#if 1
          Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
          Back[x][y] = 0;
-#else
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
-         Store[x][y] = 0;
-#endif
-
-#if 0
-       printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
-              element_info[Feld[x][y]].token_name,
-              Store[x][y], Store2[x][y]);
-#endif
        }
 
        continue;
       }
 
       /* save walkable background elements while explosion on same tile */
-#if 0
-      if (IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
-#else
-#if 1
-#if 1
       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
          (x != ex || y != ey || mode == EX_TYPE_BORDER))
        Back[x][y] = element;
-#else
-      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
-         (x != ex || y != ey))
-       Back[x][y] = element;
-#endif
-#else
-      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
-#endif
-#endif
 
       /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
-#if 1
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
@@ -3458,70 +5244,35 @@ void Explode(int ex, int ey, int phase, int mode)
       }
 
       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;
-       }
+       int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
 
-#if 1
-       if (PLAYERINFO(ex, ey)->use_murphy_graphic)
-         Store[x][y] = EL_EMPTY;
-#else
-       if (game.emulation == EMU_SUPAPLEX)
+       Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+
+       if (PLAYERINFO(ex, ey)->use_murphy)
          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;
+
+      /* !!! check this case -- currently needed for rnd_rado_negundo_v,
+        !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+      else if (ELEM_IS_PLAYER(center_element))
+       Store[x][y] = EL_EMPTY;
       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];
+       Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
+      else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+       Store[x][y] = element_info[center_element].content.e[xx][yy];
+#if 1
+      /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+        (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+        otherwise) -- FIX THIS !!! */
+      else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
+       Store[x][y] = element_info[element].content.e[1][1];
+#else
+      else if (!CAN_EXPLODE(element))
+       Store[x][y] = element_info[element].content.e[1][1];
+#endif
       else
        Store[x][y] = EL_EMPTY;
 
@@ -3529,49 +5280,11 @@ void Explode(int ex, int ey, int phase, int mode)
          center_element == EL_AMOEBA_TO_DIAMOND)
        Store2[x][y] = element;
 
-#if 0
-      printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
-            element_info[Store2[x][y]].token_name);
-#endif
-
-#if 0
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
-      {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
-      }
-
-#if 1
-      RemoveField(x, y);
-#else
-      MovDir[x][y] = MovPos[x][y] = 0;
-      GfxDir[x][y] = MovDir[x][y];
-      AmoebaNr[x][y] = 0;
-#endif
-#endif
-
       Feld[x][y] = EL_EXPLOSION;
-#if 1
-      GfxElement[x][y] = center_element;
-#else
-      GfxElement[x][y] = EL_UNDEFINED;
-#endif
+      GfxElement[x][y] = artwork_element;
 
       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;
     }
@@ -3580,11 +5293,6 @@ void Explode(int ex, int ey, int phase, int mode)
       game.yamyam_content_nr =
        (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
-#if 0
-  printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
-        element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
-#endif
-
     return;
   }
 
@@ -3594,166 +5302,57 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-#if 1
   if (phase == 1)
     GfxFrame[x][y] = 0;                /* restart explosion animation */
-#endif
-
-#if 0
-  printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
-#endif
 
-#if 1
   last_phase = ExplodeDelay[x][y];
-#endif
 
   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
-#ifdef DEBUG
-
-  /* activate this even in non-DEBUG version until cause for crash in
-     getGraphicAnimationFrame() (see below) is found and eliminated */
-#endif
-#if 1
-
+  /* this can happen if the player leaves an explosion just in time */
   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);
+      KillPlayerUnlessExplosionProtected(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;
@@ -3761,12 +5360,18 @@ void Explode(int ex, int ey, int phase, int mode)
     /* 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);
+    {
+      int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+      int explosion_element = EL_PLAYER_1 + player_nr;
+      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
+
+      if (level.use_explosion_element[player_nr])
+       explosion_element = level.explosion_element[player_nr];
+
+      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+                   element_info[explosion_element].content.e[xx][yy]);
+    }
 
     /* restore probably existing indestructible background element */
     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
@@ -3774,32 +5379,20 @@ void Explode(int ex, int ey, int phase, int mode)
     Back[x][y] = 0;
 
     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
-    GfxDir[x][y] = MV_NO_MOVING;
+    GfxDir[x][y] = MV_NONE;
     ChangeDelay[x][y] = 0;
     ChangePage[x][y] = -1;
 
-#if 1
+    CustomValue[x][y] = 0;
+
     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);
+
+    TEST_DrawLevelField(x, y);
 
     TestIfElementTouchesCustomElement(x, y);
 
     if (GFX_CRUMBLED(element))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
       StorePlayer[x][y] = 0;
@@ -3807,43 +5400,13 @@ void Explode(int ex, int ey, int phase, int mode)
     if (ELEM_IS_PLAYER(element))
       RelocatePlayer(x, y, element);
   }
-#if 1
   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#else
-  else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-#endif
   {
-#if 1
     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-#else
-    int stored = Store[x][y];
-    int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
-                  stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
-                  IMG_SP_EXPLOSION);
-#endif
-#if 1
     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-#else
-    int frame = getGraphicAnimationFrame(graphic, phase - delay);
-#endif
-
-#if 0
-  printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
-#endif
-
-#if 0
-    printf("::: %d / %d [%d - %d]\n",
-          GfxFrame[x][y], phase - delay, phase, delay);
-#endif
-
-#if 0
-    printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
-          element_info[GfxElement[x][y]].token_name,
-          graphic);
-#endif
 
     if (phase == delay)
-      DrawLevelFieldCrumbledSand(x, y);
+      TEST_DrawLevelFieldCrumbled(x, y);
 
     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
     {
@@ -3904,63 +5467,36 @@ void DynaExplode(int ex, int ey)
 
       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
-#if 1
-#if 1
       if (element != EL_EMPTY && element != EL_EXPLOSION &&
          !IS_DIGGABLE(element) && !dynabomb_xl)
        break;
-#else
-      if (element != EL_EMPTY && element != EL_EXPLOSION &&
-         !CAN_GROW_INTO(element) && !dynabomb_xl)
-       break;
-#endif
-#else
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (element != EL_EMPTY && element != EL_EXPLOSION &&
-         element != EL_SAND && !dynabomb_xl)
-       break;
-#endif
     }
   }
 }
 
 void Bang(int x, int y)
 {
-#if 1
   int element = MovingOrBlocked2Element(x, y);
-#else
-  int element = Feld[x][y];
-#endif
+  int explosion_type = EX_TYPE_NORMAL;
 
-#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);
-  }
+    element = Feld[x][y] = player->initial_element;
 
-#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 (level.use_explosion_element[player->index_nr])
+    {
+      int explosion_element = level.explosion_element[player->index_nr];
 
-#if 0
-  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_EMPTY;
-#endif
+      if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+       explosion_type = EX_TYPE_CROSS;
+      else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+       explosion_type = EX_TYPE_CENTER;
+    }
+  }
 
-  switch(element)
+  switch (element)
   {
     case EL_BUG:
     case EL_SPACESHIP:
@@ -3972,8 +5508,8 @@ void Bang(int x, int y)
     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:
@@ -3981,47 +5517,39 @@ void Bang(int x, int y)
     case EL_DYNABOMB_INCREASE_NUMBER:
     case EL_DYNABOMB_INCREASE_SIZE:
     case EL_DYNABOMB_INCREASE_POWER:
-      DynaExplode(x, y);
+      explosion_type = EX_TYPE_DYNA;
       break;
-    case EL_PENGUIN:
+
+    case EL_DC_LANDMINE:
+      explosion_type = EX_TYPE_CENTER;
+      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);
+      if (!IS_PLAYER(x, y))    /* penguin and player may be at same field */
+       explosion_type = 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
+       explosion_type = EX_TYPE_CROSS;
       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);
+       explosion_type = EX_TYPE_CENTER;
       break;
   }
 
-  CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
+  if (explosion_type == EX_TYPE_DYNA)
+    DynaExplode(x, y);
+  else
+    Explode(x, y, EX_PHASE_START, explosion_type);
+
+  CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
 }
 
 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))))
@@ -4033,30 +5561,6 @@ void SplashAcid(int x, int y)
     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
 
   PlayLevelSound(x, y, SND_ACID_SPLASHING);
-#else
-  /* input: position of element entering acid (obsolete) */
-
-  int element = Feld[x][y];
-
-  if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
-    return;
-
-  if (element != EL_ACID_SPLASH_LEFT &&
-      element != EL_ACID_SPLASH_RIGHT)
-  {
-    PlayLevelSound(x, y, SND_ACID_SPLASHING);
-
-    if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
-       (!IN_LEV_FIELD(x - 1, y - 1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
-      Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
-
-    if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
-       (!IN_LEV_FIELD(x + 1, y - 1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
-      Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
-  }
-#endif
 }
 
 static void InitBeltMovement()
@@ -4086,34 +5590,38 @@ static void InitBeltMovement()
     for (j = 0; j < NUM_BELT_PARTS; j++)
     {
       int element = belt_base_active_element[belt_nr] + j;
-      int graphic = el2img(element);
+      int graphic_1 = el2img(element);
+      int graphic_2 = el2panelimg(element);
 
       if (game.belt_dir[i] == MV_LEFT)
-       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      {
+       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+      }
       else
-       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+      {
+       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+      }
     }
   }
 
-  for (y = 0; y < lev_fieldy; y++)
+  SCAN_PLAYFIELD(x, y)
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    int element = Feld[x][y];
 
-      for (i = 0; i < NUM_BELTS; i++)
+    for (i = 0; i < NUM_BELTS; i++)
+    {
+      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
       {
-       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+       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];
+       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;
        }
       }
     }
@@ -4146,9 +5654,9 @@ static void ToggleBeltSwitch(int x, int y)
   static int belt_move_dir[4] =
   {
     MV_LEFT,
-    MV_NO_MOVING,
+    MV_NONE,
     MV_RIGHT,
-    MV_NO_MOVING,
+    MV_NONE,
   };
 
   int element = Feld[x][y];
@@ -4170,53 +5678,57 @@ static void ToggleBeltSwitch(int x, int y)
   for (i = 0; i < NUM_BELT_PARTS; i++)
   {
     int element = belt_base_active_element[belt_nr] + i;
-    int graphic = el2img(element);
+    int graphic_1 = el2img(element);
+    int graphic_2 = el2panelimg(element);
 
     if (belt_dir == MV_LEFT)
-      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    {
+      graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+    }
     else
-      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    {
+      graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+    }
   }
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+  SCAN_PLAYFIELD(xx, yy)
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
+    int element = Feld[xx][yy];
+
+    if (IS_BELT_SWITCH(element))
     {
-      int element = Feld[xx][yy];
+      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
 
-      if (IS_BELT_SWITCH(element))
+      if (e_belt_nr == belt_nr)
       {
-       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);
-       }
+       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+       TEST_DrawLevelField(xx, yy);
       }
-      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
+    }
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+      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);
-       }
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       TEST_DrawLevelField(xx, yy);
       }
-      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+    }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+      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);
-       }
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       TEST_DrawLevelField(xx, yy);
       }
     }
   }
@@ -4228,38 +5740,43 @@ static void ToggleSwitchgateSwitch(int x, int y)
 
   game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+  SCAN_PLAYFIELD(xx, yy)
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
+    int element = Feld[xx][yy];
+
+    if (element == EL_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_OPEN ||
+            element == EL_SWITCHGATE_OPENING)
     {
-      int element = Feld[xx][yy];
+      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
 
-      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
-      }
+      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+    }
+    else if (element == EL_SWITCHGATE_CLOSED ||
+            element == EL_SWITCHGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+
+      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
     }
   }
 }
@@ -4284,50 +5801,159 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
-  for (y = 0; y < lev_fieldy; y++)
+  SCAN_PLAYFIELD(x, y)
   {
-    for (x = 0; x < lev_fieldx; x++)
+    int element = Feld[x][y];
+
+    if (element == EL_LIGHT_SWITCH &&
+       game.light_time_left > 0)
     {
-      int element = Feld[x][y];
+      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_LIGHT_SWITCH;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER &&
+            game.light_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      TEST_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 (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);
+      TEST_DrawLevelField(x, y);
 
-       DrawLevelField(x, y);
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(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);
 
-       /* uncrumble neighbour fields, if needed */
-       if (element == EL_INVISIBLE_SAND)
-         DrawLevelFieldCrumbledSandNeighbours(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);
+      TEST_DrawLevelField(x, y);
 
-       DrawLevelField(x, y);
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+  }
+}
 
-       /* re-crumble neighbour fields, if needed */
-       if (element == EL_INVISIBLE_SAND)
-         DrawLevelFieldCrumbledSandNeighbours(x, y);
-      }
+static void RedrawAllInvisibleElementsForLenses()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_EMC_DRIPPER &&
+       game.lenses_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.lenses_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL ||
+            element == EL_INVISIBLE_WALL ||
+            element == EL_INVISIBLE_SAND)
+    {
+      if (game.lenses_time_left > 0)
+       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+      TEST_DrawLevelField(x, y);
+
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+      TEST_DrawLevelField(x, y);
+
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+  }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_EMC_FAKE_GRASS &&
+       game.magnify_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (IS_GATE_GRAY(element) &&
+            game.magnify_time_left > 0)
+    {
+      Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
+                   element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
+                   IS_EM_GATE_GRAY(element) ?
+                   element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
+                   IS_EMC_GATE_GRAY(element) ?
+                   element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+                   IS_DC_GATE_GRAY(element) ?
+                   EL_DC_GATE_WHITE_GRAY_ACTIVE :
+                   element);
+      TEST_DrawLevelField(x, y);
+    }
+    else if (IS_GATE_GRAY_ACTIVE(element) &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
+                   IS_EM_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
+                   IS_EMC_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+                   IS_DC_GATE_GRAY_ACTIVE(element) ?
+                   EL_DC_GATE_WHITE_GRAY :
+                   element);
+      TEST_DrawLevelField(x, y);
     }
   }
 }
@@ -4349,42 +5975,40 @@ static void ActivateTimegateSwitch(int x, int y)
 
   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+  SCAN_PLAYFIELD(xx, 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);
-      }
+    int element = Feld[xx][yy];
 
-      /*
-      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-       DrawLevelField(xx, yy);
-      }
-      */
+    if (element == EL_TIMEGATE_CLOSED ||
+       element == EL_TIMEGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_OPENING;
+      PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
+    }
 
+    /*
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+      TEST_DrawLevelField(xx, yy);
     }
+    */
+
   }
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+  Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+               EL_DC_TIMEGATE_SWITCH_ACTIVE);
 }
 
 void Impact(int x, int y)
 {
-  boolean lastline = (y == lev_fieldy-1);
+  boolean last_line = (y == lev_fieldy - 1);
   boolean object_hit = FALSE;
-  boolean impact = (lastline || object_hit);
+  boolean impact = (last_line || object_hit);
   int element = Feld[x][y];
   int smashed = EL_STEELWALL;
 
-  if (!lastline)       /* check if element below was hit */
+  if (!last_line)      /* check if element below was hit */
   {
     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
       return;
@@ -4393,22 +6017,40 @@ void Impact(int x, int y)
                                         MovDir[x][y + 1] != MV_DOWN ||
                                         MovPos[x][y + 1] <= TILEY / 2));
 
-#if 0
-    object_hit = !IS_FREE(x, y + 1);
-#endif
-
     /* do not smash moving elements that left the smashed field in time */
     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
        ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
       object_hit = FALSE;
 
+#if USE_QUICKSAND_IMPACT_BUGFIX
+    if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+    {
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      TEST_DrawLevelField(x, y + 2);
+
+      object_hit = TRUE;
+    }
+
+    if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+    {
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      TEST_DrawLevelField(x, y + 2);
+
+      object_hit = TRUE;
+    }
+#endif
+
     if (object_hit)
       smashed = MovingOrBlocked2Element(x, y + 1);
 
-    impact = (lastline || object_hit);
+    impact = (last_line || object_hit);
   }
 
-  if (!lastline && smashed == EL_ACID) /* element falls into acid */
+  if (!last_line && smashed == EL_ACID)        /* element falls into acid */
   {
     SplashAcid(x, y + 1);
     return;
@@ -4420,7 +6062,7 @@ void Impact(int x, int y)
       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
   {
     ResetGfxAnimation(x, y);
-    DrawLevelField(x, y);
+    TEST_DrawLevelField(x, y);
   }
 
   if (impact && CAN_EXPLODE_IMPACT(element))
@@ -4428,7 +6070,8 @@ void Impact(int x, int y)
     Bang(x, y);
     return;
   }
-  else if (impact && element == EL_PEARL)
+  else if (impact && element == EL_PEARL &&
+          smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
   {
     ResetGfxAnimation(x, y);
 
@@ -4446,7 +6089,7 @@ void Impact(int x, int y)
   if (impact && element == EL_AMOEBA_DROP)
   {
     if (object_hit && IS_PLAYER(x, y + 1))
-      KillHeroUnlessEnemyProtected(x, y + 1);
+      KillPlayerUnlessEnemyProtected(x, y + 1);
     else if (object_hit && smashed == EL_PENGUIN)
       Bang(x, y + 1);
     else
@@ -4461,34 +6104,40 @@ void Impact(int x, int y)
 
   if (object_hit)              /* check which object was hit */
   {
-    if (CAN_PASS_MAGIC_WALL(element) && 
-       (smashed == EL_MAGIC_WALL ||
-        smashed == EL_BD_MAGIC_WALL))
+    if ((CAN_PASS_MAGIC_WALL(element) && 
+        (smashed == EL_MAGIC_WALL ||
+         smashed == EL_BD_MAGIC_WALL)) ||
+       (CAN_PASS_DC_MAGIC_WALL(element) &&
+        smashed == EL_DC_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
        (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
-        EL_BD_MAGIC_WALL_ACTIVE);
+        smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+        EL_DC_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
-      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;
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == smashed)
+         Feld[xx][yy] = activated_magic_wall;
+      }
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
 
       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
-                           SND_BD_MAGIC_WALL_ACTIVATING));
+                           smashed == EL_BD_MAGIC_WALL ?
+                           SND_BD_MAGIC_WALL_ACTIVATING :
+                           SND_DC_MAGIC_WALL_ACTIVATING));
     }
 
     if (IS_PLAYER(x, y + 1))
     {
       if (CAN_SMASH_PLAYER(element))
       {
-       KillHeroUnlessEnemyProtected(x, y + 1);
+       KillPlayerUnlessEnemyProtected(x, y + 1);
        return;
       }
     }
@@ -4519,13 +6168,6 @@ void Impact(int x, int y)
       Bang(x, y + 1);
       return;
     }
-#if 0
-    else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
-    {
-      Bang(x, y + 1);
-      return;
-    }
-#endif
     else if (CAN_SMASH_EVERYTHING(element))
     {
       if (IS_CLASSIC_ENEMY(smashed) ||
@@ -4568,7 +6210,9 @@ void Impact(int x, int y)
          ToggleBeltSwitch(x, y + 1);
        }
        else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
-                smashed == EL_SWITCHGATE_SWITCH_DOWN)
+                smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
        {
          ToggleSwitchgateSwitch(x, y + 1);
        }
@@ -4579,24 +6223,12 @@ void Impact(int x, int y)
        }
        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
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+                                           CH_SIDE_TOP);
        }
       }
       else
@@ -4607,20 +6239,23 @@ void Impact(int x, int y)
   }
 
   /* play sound of magic wall / mill */
-  if (!lastline &&
+  if (!last_line &&
       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
   {
     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
 
     return;
   }
 
   /* play sound of object that hits the ground */
-  if (lastline || object_hit)
+  if (last_line || object_hit)
     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
@@ -4628,7 +6263,7 @@ inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
-    int x, y;
+    int dx, dy;
   } move_xy[] =
   {
     {  0,  0 },
@@ -4663,10 +6298,10 @@ inline static void TurnRoundExt(int x, int y)
   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_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
+  int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
+  int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
+  int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
 
   int left_x  = x + left_dx,  left_y  = y + left_dy;
   int right_x = x + right_dx, right_y = y + right_dy;
@@ -4688,26 +6323,6 @@ inline static void TurnRoundExt(int x, int y)
     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
-#if 0
-  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-          element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
-  {
-    TestIfBadThingTouchesOtherBadThing(x, y);
-
-    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = right_dir;
-
-    if ((element == EL_SPACESHIP ||
-        element == EL_SP_SNIKSNAK ||
-        element == EL_SP_ELECTRON)
-       && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
-      MovDelay[x][y] = 1;
-  }
-#else
   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
@@ -4734,7 +6349,6 @@ inline static void TurnRoundExt(int x, int y)
     if (MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
   }
-#endif
   else if (element == EL_YAMYAM)
   {
     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
@@ -4840,18 +6454,12 @@ inline static void TurnRoundExt(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
-#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;
   }
@@ -4863,11 +6471,6 @@ inline static void TurnRoundExt(int x, int y)
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
-
     if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
@@ -4879,28 +6482,11 @@ inline static void TurnRoundExt(int x, int y)
     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
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
-#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;
   }
@@ -4933,27 +6519,33 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_BALLOON)
   {
-    MovDir[x][y] = game.balloon_dir;
+    MovDir[x][y] = game.wind_direction;
     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
+    if (MovDir[x][y] & MV_HORIZONTAL)
+    {
+      if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+         !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+      {
+       Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+       ResetGfxAnimation(move_x, move_y);
+       TEST_DrawLevelField(move_x, move_y);
+
+       MovDir[x][y] = back_dir;
+      }
+      else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+              SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+       MovDir[x][y] = MV_NONE;
+    }
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_ROBOT ||
           element == EL_SATELLITE ||
-          element == EL_PENGUIN)
+          element == EL_PENGUIN ||
+          element == EL_EMC_ANDROID)
   {
     int attr_x = -1, attr_y = -1;
 
@@ -4983,13 +6575,9 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
-#if 1
     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
        (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
         game.engine_version < VERSION_IDENT(3,1,0,0)))
-#else
-    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
-#endif
     {
       attr_x = ZX;
       attr_y = ZY;
@@ -5011,7 +6599,10 @@ inline static void TurnRoundExt(int x, int y)
        int ex = x + xy[i][0];
        int ey = y + xy[i][1];
 
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+       if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_EM_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
        {
          attr_x = ex;
          attr_y = ey;
@@ -5020,7 +6611,7 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
-    MovDir[x][y] = MV_NO_MOVING;
+    MovDir[x][y] = MV_NONE;
     if (attr_x < x)
       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
     else if (attr_x > x)
@@ -5058,21 +6649,21 @@ inline static void TurnRoundExt(int x, int y)
          new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+       if (PENGUIN_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 (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
        return;
       }
     }
-    else       /* (element == EL_SATELLITE) */
+    else if (element == EL_SATELLITE)
     {
       int newx, newy;
 
@@ -5101,23 +6692,159 @@ inline static void TurnRoundExt(int x, int y)
        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 USE_CAN_MOVE_NOT_MOVING
-    if (element_info[element].move_stepsize == 0)      /* not moving */
+    else if (element == EL_EMC_ANDROID)
+    {
+      static int check_pos[16] =
+      {
+       -1,             /*  0 => (invalid)          */
+       7,              /*  1 => MV_LEFT            */
+       3,              /*  2 => MV_RIGHT           */
+       -1,             /*  3 => (invalid)          */
+       1,              /*  4 =>            MV_UP   */
+       0,              /*  5 => MV_LEFT  | MV_UP   */
+       2,              /*  6 => MV_RIGHT | MV_UP   */
+       -1,             /*  7 => (invalid)          */
+       5,              /*  8 =>            MV_DOWN */
+       6,              /*  9 => MV_LEFT  | MV_DOWN */
+       4,              /* 10 => MV_RIGHT | MV_DOWN */
+       -1,             /* 11 => (invalid)          */
+       -1,             /* 12 => (invalid)          */
+       -1,             /* 13 => (invalid)          */
+       -1,             /* 14 => (invalid)          */
+       -1,             /* 15 => (invalid)          */
+      };
+      static struct
+      {
+       int dx, dy;
+       int dir;
+      } check_xy[8] =
+      {
+        { -1, -1,      MV_LEFT  | MV_UP   },
+               {  0, -1,                  MV_UP   },
+       { +1, -1,       MV_RIGHT | MV_UP   },
+       { +1,  0,       MV_RIGHT           },
+       { +1, +1,       MV_RIGHT | MV_DOWN },
+       {  0, +1,                  MV_DOWN },
+       { -1, +1,       MV_LEFT  | MV_DOWN },
+       { -1,  0,       MV_LEFT            },
+      };
+      int start_pos, check_order;
+      boolean can_clone = FALSE;
+      int i;
+
+      /* check if there is any free field around current position */
+      for (i = 0; i < 8; i++)
+      {
+       int newx = x + check_xy[i].dx;
+       int newy = y + check_xy[i].dy;
+
+       if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+       {
+         can_clone = TRUE;
+
+         break;
+       }
+      }
+
+      if (can_clone)           /* randomly find an element to clone */
+      {
+       can_clone = FALSE;
+
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
+
+       for (i = 0; i < 8; i++)
+       {
+         int pos_raw = start_pos + i * check_order;
+         int pos = (pos_raw + 8) % 8;
+         int newx = x + check_xy[pos].dx;
+         int newy = y + check_xy[pos].dy;
+
+         if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+         {
+           element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+           element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
+
+           Store[x][y] = Feld[newx][newy];
+
+           can_clone = TRUE;
+
+           break;
+         }
+       }
+      }
+
+      if (can_clone)           /* randomly find a direction to move */
+      {
+       can_clone = FALSE;
+
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
+
+       for (i = 0; i < 8; i++)
+       {
+         int pos_raw = start_pos + i * check_order;
+         int pos = (pos_raw + 8) % 8;
+         int newx = x + check_xy[pos].dx;
+         int newy = y + check_xy[pos].dy;
+         int new_move_dir = check_xy[pos].dir;
+
+         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+         {
+           MovDir[x][y] = new_move_dir;
+           MovDelay[x][y] = level.android_clone_time * 8 + 1;
+
+           can_clone = TRUE;
+
+           break;
+         }
+       }
+      }
+
+      if (can_clone)           /* cloning and moving successful */
+       return;
+
+      /* cannot clone -- try to move towards player */
+
+      start_pos = check_pos[MovDir[x][y] & 0x0f];
+      check_order = (RND(2) ? -1 : +1);
+
+      for (i = 0; i < 3; i++)
+      {
+       /* first check start_pos, then previous/next or (next/previous) pos */
+       int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+       int pos = (pos_raw + 8) % 8;
+       int newx = x + check_xy[pos].dx;
+       int newy = y + check_xy[pos].dy;
+       int new_move_dir = check_xy[pos].dir;
+
+       if (IS_PLAYER(newx, newy))
+         break;
+
+       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+       {
+         MovDir[x][y] = new_move_dir;
+         MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+         break;
+       }
+      }
+    }
+  }
+  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 (element_info[element].move_stepsize == 0)      /* "not moving" */
       return;
-#endif
 
     if (move_pattern == MV_TURNING_LEFT)
       MovDir[x][y] = left_dir;
@@ -5159,6 +6886,11 @@ inline static void TurnRoundExt(int x, int y)
     MovDir[x][y] = move_pattern;
     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
+  else if (move_pattern & MV_WIND_DIRECTION)
+  {
+    MovDir[x][y] = game.wind_direction;
+    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))
@@ -5212,7 +6944,7 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
-    MovDir[x][y] = MV_NO_MOVING;
+    MovDir[x][y] = MV_NONE;
     if (attr_x < x)
       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
     else if (attr_x > x)
@@ -5229,15 +6961,13 @@ inline static void TurnRoundExt(int x, int y)
       boolean first_horiz = RND(2);
       int new_move_dir = MovDir[x][y];
 
-#if USE_CAN_MOVE_NOT_MOVING
-      if (element_info[element].move_stepsize == 0)    /* not moving */
+      if (element_info[element].move_stepsize == 0)    /* "not moving" */
       {
        first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
        MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
 
        return;
       }
-#endif
 
       MovDir[x][y] =
        new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
@@ -5260,7 +6990,7 @@ inline static void TurnRoundExt(int x, int y)
           move_pattern == MV_WHEN_DROPPED)
   {
     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = MV_NO_MOVING;
+      MovDir[x][y] = MV_NONE;
 
     MovDelay[x][y] = 0;
   }
@@ -5288,7 +7018,7 @@ inline static void TurnRoundExt(int x, int y)
     };
     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 new_move_dir = MV_NONE;
     int start_test = RND(4);
     int i;
 
@@ -5332,13 +7062,7 @@ inline static void TurnRoundExt(int x, int y)
 
     MovDir[x][y] = new_move_dir;
     if (old_move_dir != new_move_dir)
-    {
-#if 1
       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-#else
-      MovDelay[x][y] = 9;
-#endif
-    }
   }
 }
 
@@ -5346,26 +7070,17 @@ 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
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
+
+  ResetGfxFrame(x, y, FALSE);
 }
 
 static boolean JustBeingPushed(int x, int y)
@@ -5391,23 +7106,14 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-#if 0
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
   if (Stop[x][y])
     return;
 
-#if 1
   if (MovDelay[x][y] == 0)
     GfxAction[x][y] = ACTION_DEFAULT;
-#else
-  /* !!! this should be handled more generic (not only for mole) !!! */
-  if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
-    GfxAction[x][y] = ACTION_DEFAULT;
-#endif
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
@@ -5424,20 +7130,30 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
 
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_ROCK;
-#if 1
-       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
 #else
-       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
+       Store[x][y] = EL_ROCK;
 #endif
+
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
       }
       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
+       {
          MovDelay[x][y] = TILEY + 1;
 
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
        if (MovDelay[x][y])
        {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
          MovDelay[x][y]--;
          if (MovDelay[x][y])
            return;
@@ -5447,11 +7163,107 @@ void StartMoving(int x, int y)
        Feld[x][y + 1] = EL_QUICKSAND_FULL;
        Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
-#if 1
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
        PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+    }
+    else if (element == EL_QUICKSAND_FAST_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
 #else
-       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+       Store[x][y] = EL_ROCK;
 #endif
+
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
@@ -5462,11 +7274,19 @@ void StartMoving(int x, int y)
 
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
-#if 1
+
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+    }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+      Store[x][y] = element;
+
       PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
-      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
@@ -5481,7 +7301,7 @@ void StartMoving(int x, int y)
       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
+         MovDelay[x][y] = TILEY / 4 + 1;
 
        if (MovDelay[x][y])
        {
@@ -5504,12 +7324,12 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
 
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
+       Store[x][y] = EL_CHANGED_BD(Store[x][y]);
       }
       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
+         MovDelay[x][y] = TILEY / 4 + 1;
 
        if (MovDelay[x][y])
        {
@@ -5520,27 +7340,55 @@ void StartMoving(int x, int y)
 
        Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
        Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
+       Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+       Store[x][y] = 0;
+      }
+    }
+    else if (element == EL_DC_MAGIC_WALL_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED_DC(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY / 4 + 1;
+
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (CAN_PASS_MAGIC_WALL(element) &&
-            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+    else if ((CAN_PASS_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+              Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+            (CAN_PASS_DC_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
+
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Feld[x][y] =
        (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
-        EL_BD_MAGIC_WALL_FILLING);
+        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+        EL_DC_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
-#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);
 
@@ -5548,34 +7396,17 @@ void StartMoving(int x, int y)
       started_moving = TRUE;
 
       Store[x][y] = EL_ACID;
-#if 0
-      /* !!! TEST !!! better use "_FALLING" etc. !!! */
-      GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
     }
-#if 1
-    else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
-             CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-
+    else if (
+            (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+             CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
             (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
-             CAN_SMASH(element) && WasJustFalling[x][y] &&
+             CAN_FALL(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] &&
+             CAN_FALL(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
@@ -5587,23 +7418,14 @@ void StartMoving(int x, int y)
         element; also, the case of the player being the element to smash was
         simply not covered here... :-/ ) */
 
-#if 0
-      WasJustMoving[x][y] = 0;
-      WasJustFalling[x][y] = 0;
-#endif
-
       CheckCollision[x][y] = 0;
-
-#if 0
-      if (IS_PLAYER(x, y + 1))
-       printf("::: we ARE now killing the player [%d]\n", FrameCounter);
-#endif
+      CheckImpact[x][y] = 0;
 
       Impact(x, y);
     }
     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
     {
-      if (MovDir[x][y] == MV_NO_MOVING)
+      if (MovDir[x][y] == MV_NONE)
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -5622,23 +7444,10 @@ void StartMoving(int x, int y)
       Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
     }
-    /* Store[x][y + 1] must be zero, because:
-       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
-    */
-#if 0
-#if OLD_GAME_BEHAVIOUR
-    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
-#else
-    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
-            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
-            element != EL_DX_SUPABOMB)
-#endif
-#else
     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
              (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
             !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
     {
       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
                                (IS_FREE(x - 1, y + 1) ||
@@ -5648,66 +7457,41 @@ void StartMoving(int x, int y)
                                 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);
+      int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
 
-      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
       {
-       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
-
-       if (slippery_type == SLIPPERY_ONLY_LEFT)
+       if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
          can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
          can_fall_left = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+       else if (slippery_type == SLIPPERY_ONLY_LEFT)
          can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
          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)
+       if (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));
@@ -5717,17 +7501,13 @@ void StartMoving(int x, int y)
       if ((belt_dir == MV_LEFT  && left_is_free) ||
          (belt_dir == MV_RIGHT && right_is_free))
       {
-#if 1
        int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
-#endif
 
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
-#if 1
        Pushed[x][y] = TRUE;
        Pushed[nextx][y] = TRUE;
-#endif
 
        GfxAction[x][y] = ACTION_DEFAULT;
       }
@@ -5739,102 +7519,27 @@ void StartMoving(int x, int y)
   }
 
   /* 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 */
     {
@@ -5853,17 +7558,12 @@ void StartMoving(int x, int y)
       {
        TurnRound(x, y);
 
-#if 0
-       if (FrameCounter < 1 && x == 0 && y == 29)
-         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
-#endif
-
        if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
                               element == EL_SP_ELECTRON ||
                               element == EL_MOLE))
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
       }
     }
 
@@ -5871,42 +7571,11 @@ void StartMoving(int x, int y)
     {
       MovDelay[x][y]--;
 
-#if 0
-      if (element == EL_YAMYAM)
-      {
-       printf("::: %d\n",
-              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
-       DrawLevelElementAnimation(x, y, element);
-      }
-#endif
-
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
-#if 0
-       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
-       ResetGfxAnimation(x, y);
-#endif
-
-#if 0
-       if (GfxAction[x][y] != ACTION_WAITING)
-         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
-
-       GfxAction[x][y] = ACTION_WAITING;
-#endif
-      }
-
       if (element == EL_ROBOT ||
-#if 0
-         element == EL_PACMAN ||
-#endif
          element == EL_YAMYAM ||
          element == EL_DARK_YAMYAM)
       {
-#if 0
-       DrawLevelElementAnimation(x, y, element);
-#else
        DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
        PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
@@ -5923,16 +7592,12 @@ void StartMoving(int x, int y)
                       dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
        int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-#if 0
-       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
-
        GfxAction[x][y] = ACTION_ATTACKING;
 
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
 
        PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
 
@@ -5951,34 +7616,18 @@ void StartMoving(int x, int y)
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
-           /* !!! */
-#if 0
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
-             Bang(xx, yy);
-           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
-             RemoveMovingField(xx, yy);
-           else
-             RemoveField(xx, yy);
-#else
            if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
              Bang(xx, yy);
            else
              RemoveMovingField(xx, yy);
-#endif
 
-#if 0
-           if (ChangeDelay[xx][yy])
-             printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
-                                       Feld[xx][yy] == EL_BLOCKED));
-#endif
-
-#if 1
            ChangeDelay[xx][yy] = 0;
-#endif
+
            Feld[xx][yy] = EL_FLAMES;
+
            if (IN_SCR_FIELD(sx, sy))
            {
-             DrawLevelFieldCrumbledSand(xx, yy);
+             TEST_DrawLevelFieldCrumbled(xx, yy);
              DrawGraphic(sx, sy, flame_graphic, frame);
            }
          }
@@ -5986,7 +7635,7 @@ void StartMoving(int x, int y)
          {
            if (Feld[xx][yy] == EL_FLAMES)
              Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
+           TEST_DrawLevelField(xx, yy);
          }
        }
       }
@@ -5997,13 +7646,6 @@ void StartMoving(int x, int y)
 
        return;
       }
-
-#if 0
-      /* special case of "moving" animation of waiting elements (FIX THIS !!!);
-        for all other elements GfxAction will be set by InitMovingField() */
-      if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
-       GfxAction[x][y] = ACTION_MOVING;
-#endif
     }
 
     /* now make next step */
@@ -6014,53 +7656,29 @@ void StartMoving(int x, int y)
        IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
        !PLAYER_ENEMY_PROTECTED(newx, newy))
     {
-#if 1
-      TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+      TestIfBadThingRunsIntoPlayer(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 &&
+            !IS_MV_DIAGONAL(MovDir[x][y]) &&
             (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 (Feld[newx][newy] == EL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_EXIT_OPEN ||
+         Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
       {
-#if 1
        RemoveField(x, y);
-       DrawLevelField(x, y);
-#else
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
-#endif
+       TEST_DrawLevelField(x, y);
 
        PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
@@ -6069,16 +7687,16 @@ void StartMoving(int x, int y)
        local_player->friends_still_needed--;
        if (!local_player->friends_still_needed &&
            !local_player->GameOver && AllPlayersGone)
-         local_player->LevelSolved = local_player->GameOver = TRUE;
+         PlayerWins(local_player);
 
        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);
+       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+         TEST_DrawLevelField(newx, newy);
        else
-         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+         GfxDir[x][y] = MovDir[x][y] = MV_NONE;
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -6087,7 +7705,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
 
        return;
       }
@@ -6101,7 +7719,7 @@ void StartMoving(int x, int y)
        else
        {
          Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
+         TEST_DrawLevelField(newx, newy);
        }
 
        PlayLevelSound(x, y, SND_PIG_DIGGING);
@@ -6111,87 +7729,100 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
 
        return;
       }
     }
+    else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+    {
+      if (Store[x][y] != EL_EMPTY)
+      {
+       boolean can_clone = FALSE;
+       int xx, yy;
 
-#if 1
+       /* check if element to clone is still there */
+       for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
+       {
+         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
+         {
+           can_clone = TRUE;
 
-    /*
-    else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
-    */
+           break;
+         }
+       }
 
-    else if (IS_CUSTOM_ELEMENT(element) &&
-            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+       /* cannot clone or target field not free anymore -- do not clone */
+       if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+         Store[x][y] = EL_EMPTY;
+      }
 
-#if 0
- &&
-            !IS_FREE(newx, newy)
-#endif
+      if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+      {
+       if (IS_MV_DIAGONAL(MovDir[x][y]))
+       {
+         int diagonal_move_dir = MovDir[x][y];
+         int stored = Store[x][y];
+         int change_delay = 8;
+         int graphic;
 
-)
-    {
-      int new_element = Feld[newx][newy];
+         /* android is moving diagonally */
 
-#if 0
-      printf("::: '%s' digs '%s' [%d]\n",
-            element_info[element].token_name,
-            element_info[Feld[newx][newy]].token_name,
-            StorePlayer[newx][newy]);
-#endif
+         CreateField(x, y, EL_DIAGONAL_SHRINKING);
 
-      if (!IS_FREE(newx, newy))
-      {
-       int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
-                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
-                     ACTION_BREAKING);
+         Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
+         GfxElement[x][y] = EL_EMC_ANDROID;
+         GfxAction[x][y] = ACTION_SHRINKING;
+         GfxDir[x][y] = diagonal_move_dir;
+         ChangeDelay[x][y] = change_delay;
 
-       /* no element can dig solid indestructible elements */
-       if (IS_INDESTRUCTIBLE(new_element) &&
-           !IS_DIGGABLE(new_element) &&
-           !IS_COLLECTIBLE(new_element))
-         return;
+         graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+                                  GfxDir[x][y]);
 
-       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]]--;
-       }
+         DrawLevelGraphicAnimation(x, y, graphic);
+         PlayLevelSoundAction(x, y, ACTION_SHRINKING);
 
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
+         if (Feld[newx][newy] == EL_ACID)
+         {
+           SplashAcid(newx, newy);
+
+           return;
+         }
+
+         CreateField(newx, newy, EL_DIAGONAL_GROWING);
+
+         Store[newx][newy] = EL_EMC_ANDROID;
+         GfxElement[newx][newy] = EL_EMC_ANDROID;
+         GfxAction[newx][newy] = ACTION_GROWING;
+         GfxDir[newx][newy] = diagonal_move_dir;
+         ChangeDelay[newx][newy] = change_delay;
+
+         graphic = el_act_dir2img(GfxElement[newx][newy],
+                                  GfxAction[newx][newy], GfxDir[newx][newy]);
+
+         DrawLevelGraphicAnimation(newx, newy, graphic);
+         PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+
+         return;
+       }
        else
        {
-         RemoveField(newx, newy);
-         DrawLevelField(newx, newy);
-       }
-
-       /* if digged element was about to explode, prevent the explosion */
-       ExplodeField[newx][newy] = EX_TYPE_NONE;
+         Feld[newx][newy] = EL_EMPTY;
+         TEST_DrawLevelField(newx, newy);
 
-       PlayLevelSoundAction(x, y, action);
+         PlayLevelSoundAction(x, y, ACTION_DIGGING);
+       }
       }
-
-#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
+      else if (!IS_FREE(newx, newy))
+      {
+       return;
+      }
+    }
+    else if (IS_CUSTOM_ELEMENT(element) &&
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+    {
+      if (!DigFieldByCE(newx, newy, element))
+       return;
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
       {
@@ -6199,9 +7830,6 @@ void StartMoving(int x, int y)
        PlayerVisit[x][y] /= 8;         /* expire player visit path */
       }
     }
-
-#endif
-
     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
       if (!IS_FREE(newx, newy))
@@ -6209,7 +7837,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
 
        return;
       }
@@ -6230,39 +7858,23 @@ void StartMoving(int x, int y)
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
-#if 1
          ResetGfxAnimation(x, y);
          GfxAction[x][y] = ACTION_ATTACKING;
-#endif
 
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
          else
-           DrawLevelField(x, y);
+           TEST_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;
        }
@@ -6276,7 +7888,7 @@ void StartMoving(int x, int y)
       else
       {
        Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
+       TEST_DrawLevelField(newx, newy);
       }
 
       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
@@ -6292,19 +7904,14 @@ void StartMoving(int x, int y)
          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);
+       TEST_DrawLevelField(newx, newy);
       }
 
       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
@@ -6327,7 +7934,7 @@ void StartMoving(int x, int y)
 
        ResetGfxAnimation(x, y);
        GfxAction[x][y] = ACTION_DIGGING;
-       DrawLevelField(x, y);
+       TEST_DrawLevelField(x, y);
 
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
 
@@ -6336,7 +7943,7 @@ void StartMoving(int x, int y)
       else     /* element == EL_PACMAN */
       {
        Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
+       TEST_DrawLevelField(newx, newy);
        PlayLevelSound(x, y, SND_PACMAN_DIGGING);
       }
     }
@@ -6353,52 +7960,11 @@ void StartMoving(int x, int y)
 
       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
+       TestIfBadThingTouchesPlayer(x, y);
 
       return;
     }
@@ -6415,38 +7981,25 @@ void StartMoving(int x, int y)
 void ContinueMoving(int x, int y)
 {
   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
+  int stored = Store[x][y];
+  int stored_new = Store[newx][newy];
   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
-#else
-  boolean pushed_by_player = Pushed[x][y];
-#endif
+  boolean last_line = (newy == lev_fieldy - 1);
 
   MovPos[x][y] += getElementMoveStepsize(x, y);
 
-#if 0
-  if (pushed_by_player && IS_PLAYER(x, y))
-  {
-    /* special case: moving object pushed by player */
-    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-  }
-#else
   if (pushed_by_player)        /* special case: moving object pushed by player */
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
-#endif
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
-    DrawLevelField(x, y);
+    TEST_DrawLevelField(x, y);
 
     return;    /* element is still moving */
   }
@@ -6457,17 +8010,15 @@ void ContinueMoving(int x, int y)
   Feld[newx][newy] = element;
   MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-#if 1
   if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
   {
     element = Feld[newx][newy] = EL_ACID;
   }
-#endif
   else if (element == EL_MOLE)
   {
     Feld[x][y] = EL_SAND;
 
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
+    TEST_DrawLevelFieldCrumbledNeighbours(x, y);
   }
   else if (element == EL_QUICKSAND_FILLING)
   {
@@ -6479,6 +8030,16 @@ void ContinueMoving(int x, int y)
     Feld[x][y] = get_next_element(element);
     element = Feld[newx][newy] = Store[x][y];
   }
+  else if (element == EL_QUICKSAND_FAST_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_FAST_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
   else if (element == EL_MAGIC_WALL_FILLING)
   {
     element = Feld[newx][newy] = get_next_element(element);
@@ -6492,6 +8053,8 @@ void ContinueMoving(int x, int y)
     if (!game.magic_wall_active)
       Feld[x][y] = EL_MAGIC_WALL_DEAD;
     element = Feld[newx][newy] = Store[x][y];
+
+    InitField(newx, newy, FALSE);
   }
   else if (element == EL_BD_MAGIC_WALL_FILLING)
   {
@@ -6506,8 +8069,26 @@ void ContinueMoving(int x, int y)
     if (!game.magic_wall_active)
       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
     element = Feld[newx][newy] = Store[x][y];
+
+    InitField(newx, newy, FALSE);
   }
-  else if (element == EL_AMOEBA_DROPPING)
+  else if (element == EL_DC_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+
+    InitField(newx, newy, FALSE);
+  }
+  else if (element == EL_AMOEBA_DROPPING)
   {
     Feld[x][y] = get_next_element(element);
     element = Feld[newx][newy] = Store[x][y];
@@ -6522,47 +8103,31 @@ void ContinueMoving(int x, int y)
 
     Back[x][y] = Back[newx][newy] = 0;
   }
-#if 0
-  else if (Store[x][y] == EL_ACID)
-  {
-    element = Feld[newx][newy] = EL_ACID;
-  }
-#endif
-#if 0
-  else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
-          ei->move_leave_element != EL_EMPTY &&
-          (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
-           Store[x][y] != EL_EMPTY))
-  {
-    /* some elements can leave other elements behind after moving */
-
-    Feld[x][y] = ei->move_leave_element;
-    InitField(x, y, FALSE);
-
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
-#endif
 
   Store[x][y] = EL_EMPTY;
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+
   MovDelay[newx][newy] = 0;
 
-  if (CAN_CHANGE(element))
+  if (CAN_CHANGE_OR_HAS_ACTION(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];
+    ChangeCount[newx][newy] = ChangeCount[x][y];
     ChangeEvent[newx][newy] = ChangeEvent[x][y];
   }
 
+  CustomValue[newx][newy] = CustomValue[x][y];
+
   ChangeDelay[x][y] = 0;
   ChangePage[x][y] = -1;
-  Changed[x][y] = CE_BITMASK_DEFAULT;
-  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+  ChangeCount[x][y] = 0;
+  ChangeEvent[x][y] = -1;
+
+  CustomValue[x][y] = 0;
 
   /* copy animation control values to new field */
   GfxFrame[newx][newy]  = GfxFrame[x][y];
@@ -6572,100 +8137,43 @@ void ContinueMoving(int x, int y)
 
   Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
-#if 0
-  /* do this after checking for left-behind element */
-  ResetGfxAnimation(x, y);     /* reset animation values for old field */
-#endif
-
-#if 1
   /* some elements can leave other elements behind after moving */
-#if 1
-  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+  if (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;
 
+    /* this makes it possible to leave the removed element again */
+    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+      move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
+
     Feld[x][y] = move_leave_element;
 
-#if USE_PREVIOUS_MOVE_DIR
     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
       MovDir[x][y] = direction;
-#endif
 
     InitField(x, y, FALSE);
 
     if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+      TEST_DrawLevelFieldCrumbledNeighbours(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 1
   /* do this after checking for left-behind element */
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
-#endif
-
-#if 0
-  /* 2.1.1 (does not work correctly for spring) */
-  if (!CAN_MOVE(element))
-    MovDir[newx][newy] = 0;
-#else
-
-#if 0
-  /* (does not work for falling objects that slide horizontally) */
-  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-    MovDir[newx][newy] = 0;
-#else
-  /*
-  if (!CAN_MOVE(element) ||
-      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-    MovDir[newx][newy] = 0;
-  */
 
-#if 0
-  if (!CAN_MOVE(element) ||
-      (CAN_FALL(element) && direction == MV_DOWN))
-    GfxDir[x][y] = MovDir[newx][newy] = 0;
-#else
   if (!CAN_MOVE(element) ||
       (CAN_FALL(element) && direction == MV_DOWN &&
        (element == EL_SPRING ||
        element_info[element].move_pattern == MV_WHEN_PUSHED ||
        element_info[element].move_pattern == MV_WHEN_DROPPED)))
     GfxDir[x][y] = MovDir[newx][newy] = 0;
-#endif
-
-#endif
-#endif
 
-  DrawLevelField(x, y);
-  DrawLevelField(newx, newy);
+  TEST_DrawLevelField(x, y);
+  TEST_DrawLevelField(newx, newy);
 
   Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
 
@@ -6675,39 +8183,31 @@ void ContinueMoving(int x, int y)
       !(element_info[element].move_pattern & direction))
     TurnRound(newx, newy);
 
-#if 1
   /* prevent elements on conveyor belt from moving on in last direction */
   if (pushed_by_conveyor && CAN_FALL(element) &&
       direction & MV_HORIZONTAL)
-  {
-#if 0
-    if (CAN_MOVE(element))
-      InitMovDir(newx, newy);
-    else
-      MovDir[newx][newy] = 0;
-#else
     MovDir[newx][newy] = 0;
-#endif
-  }
-#endif
 
   if (!pushed_by_player)
   {
     int nextx = newx + dx, nexty = newy + dy;
     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
 
-    WasJustMoving[newx][newy] = 3;
+    WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
 
     if (CAN_FALL(element) && direction == MV_DOWN)
-      WasJustFalling[newx][newy] = 3;
+      WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
 
     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
-      CheckCollision[newx][newy] = 2;
+      CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
+
+    if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+      CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
   }
 
   if (DONT_TOUCH(element))     /* object may be nasty to player or others */
   {
-    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesPlayer(newx, newy);
     TestIfBadThingTouchesFriend(newx, newy);
 
     if (!IS_CUSTOM_ELEMENT(element))
@@ -6716,148 +8216,43 @@ void ContinueMoving(int x, int y)
   else if (element == EL_PENGUIN)
     TestIfFriendTouchesBadThing(newx, newy);
 
-#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 (DONT_GET_HIT_BY(element))
+  {
+    TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+  }
 
   /* 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)))
+      (last_line || (!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
 
-#if 1
-
-#if USE_PUSH_BUGFIX
-#if 1
   if (pushed_by_player && !game.use_change_when_pushing_bug)
-#else
-  if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
-#else
-  if (pushed_by_player)
-#endif
-
   {
-#if 1
-    int dig_side = MV_DIR_OPPOSITE(direction);
-#else
-    static int trigger_sides[4] =
-    {
-      CH_SIDE_RIGHT,   /* moving left  */
-      CH_SIDE_LEFT,    /* moving right */
-      CH_SIDE_BOTTOM,  /* moving up    */
-      CH_SIDE_TOP,     /* moving down  */
-    };
-    int dig_side = trigger_sides[MV_DIR_BIT(direction)];
-#endif
+    int push_side = MV_DIR_OPPOSITE(direction);
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
     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);
+                              player->index_bit, push_side);
+    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+                                       player->index_bit, push_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 (element == EL_EMC_ANDROID && pushed_by_player)   /* make another move */
+    MovDelay[newx][newy] = 1;
 
-#if 1
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
 
+  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
   TestIfElementHitsCustomElement(newx, newy, direction);
-
-#else
-
-  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-  {
-    int hitting_element = Feld[newx][newy];
-
-    /* !!! fix side (direction) orientation here and elsewhere !!! */
-    CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
-                            direction);
-
-#if 0
-    if (IN_LEV_FIELD(nextx, nexty))
-    {
-      int opposite_direction = MV_DIR_OPPOSITE(direction);
-      int hitting_side = direction;
-      int touched_side = opposite_direction;
-      int touched_element = MovingOrBlocked2Element(nextx, nexty);
-      boolean object_hit = (!IS_MOVING(nextx, nexty) ||
-                           MovDir[nextx][nexty] != direction ||
-                           ABS(MovPos[nextx][nexty]) <= TILEY / 2);
-
-      if (object_hit)
-      {
-       int i;
-
-       CheckElementChangeBySide(nextx, nexty, touched_element,
-                                CE_HIT_BY_SOMETHING, opposite_direction);
-
-       if (IS_CUSTOM_ELEMENT(hitting_element) &&
-           HAS_ANY_CHANGE_EVENT(hitting_element, CE_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 (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;
-           }
-         }
-       }
-
-       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 (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);
+
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
+      IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
+    CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
+                            MV_DIR_OPPOSITE(direction));
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -6926,13 +8321,10 @@ void AmoebenVereinigen(int ax, int ay)
       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
       AmoebaCnt2[old_group_nr] = 0;
 
-      for (yy = 0; yy < lev_fieldy; yy++)
+      SCAN_PLAYFIELD(xx, yy)
       {
-       for (xx = 0; xx < lev_fieldx; xx++)
-       {
-         if (AmoebaNr[xx][yy] == old_group_nr)
-           AmoebaNr[xx][yy] = new_group_nr;
-       }
+       if (AmoebaNr[xx][yy] == old_group_nr)
+         AmoebaNr[xx][yy] = new_group_nr;
       }
     }
   }
@@ -6955,17 +8347,15 @@ void AmoebeUmwandeln(int ax, int ay)
     }
 #endif
 
-    for (y = 0; y < lev_fieldy; y++)
+    SCAN_PLAYFIELD(x, y)
     {
-      for (x = 0; x < lev_fieldx; x++)
+      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
       {
-       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
-       {
-         AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
-       }
+       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));
@@ -7015,21 +8405,18 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 #endif
 
-  for (y = 0; y < lev_fieldy; y++)
+  SCAN_PLAYFIELD(x, 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))
     {
-      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;
-      }
+      AmoebaNr[x][y] = 0;
+      Feld[x][y] = new_element;
+      InitField(x, y, FALSE);
+      TEST_DrawLevelField(x, y);
+      done = TRUE;
     }
   }
 
@@ -7041,8 +8428,8 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
 
 void AmoebeWaechst(int x, int y)
 {
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+  static unsigned int sound_delay = 0;
+  static unsigned int sound_delay_value = 0;
 
   if (!MovDelay[x][y])         /* start new growing cycle */
   {
@@ -7050,14 +8437,7 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
-#if 1
       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
-      if (Store[x][y] == EL_BD_AMOEBA)
-       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
-      else
-       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
-#endif
       sound_delay_value = 30;
     }
   }
@@ -7077,15 +8457,15 @@ void AmoebeWaechst(int x, int y)
     {
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
     }
   }
 }
 
 void AmoebaDisappearing(int x, int y)
 {
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+  static unsigned int sound_delay = 0;
+  static unsigned int sound_delay_value = 0;
 
   if (!MovDelay[x][y])         /* start new shrinking cycle */
   {
@@ -7109,7 +8489,7 @@ void AmoebaDisappearing(int x, int y)
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
 
       /* don't let mole enter this field in this cycle;
         (give priority to objects falling to this field from above) */
@@ -7124,6 +8504,7 @@ void AmoebeAbleger(int ax, int ay)
   int element = Feld[ax][ay];
   int graphic = el2img(element);
   int newax = ax, neway = ay;
+  boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
   static int xy[4][2] =
   {
     { 0, -1 },
@@ -7132,10 +8513,10 @@ void AmoebeAbleger(int ax, int ay)
     { 0, +1 }
   };
 
-  if (!level.amoeba_speed)
+  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
   {
     Feld[ax][ay] = EL_AMOEBA_DEAD;
-    DrawLevelField(ax, ay);
+    TEST_DrawLevelField(ax, ay);
     return;
   }
 
@@ -7152,7 +8533,7 @@ void AmoebeAbleger(int ax, int ay)
       return;
   }
 
-  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
+  if (can_drop)                        /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
   {
     int start = RND(4);
     int x = ax + xy[start][0];
@@ -7161,23 +8542,14 @@ void AmoebeAbleger(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       return;
 
-#if 1
     if (IS_FREE(x, y) ||
        CAN_GROW_INTO(Feld[x][y]) ||
-       Feld[x][y] == EL_QUICKSAND_EMPTY)
-    {
-      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)
+       Feld[x][y] == EL_QUICKSAND_EMPTY ||
+       Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
     {
       newax = x;
       neway = y;
     }
-#endif
 
     if (newax == ax && neway == ay)
       return;
@@ -7196,39 +8568,25 @@ void AmoebeAbleger(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
-#if 1
       if (IS_FREE(x, y) ||
          CAN_GROW_INTO(Feld[x][y]) ||
-         Feld[x][y] == EL_QUICKSAND_EMPTY)
-      {
-       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)
+         Feld[x][y] == EL_QUICKSAND_EMPTY ||
+         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
       {
        newax = x;
        neway = y;
        break;
       }
-#endif
       else if (IS_PLAYER(x, y))
        waiting_for_player = TRUE;
     }
 
     if (newax == ax && neway == ay)            /* amoeba cannot grow */
     {
-#if 1
       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
-#else
-      if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
-#endif
       {
        Feld[ax][ay] = EL_AMOEBA_DEAD;
-       DrawLevelField(ax, ay);
+       TEST_DrawLevelField(ax, ay);
        AmoebaCnt[AmoebaNr[ax][ay]]--;
 
        if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
@@ -7271,20 +8629,17 @@ void AmoebeAbleger(int ax, int ay)
     }
   }
 
-  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+  if (!can_drop || 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)
+  else if (neway == ay || element == EL_EMC_DRIPPER)
   {
     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
   {
@@ -7295,16 +8650,17 @@ void AmoebeAbleger(int ax, int ay)
     return;
   }
 
-  DrawLevelField(newax, neway);
+  TEST_DrawLevelField(newax, neway);
 }
 
 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);
+  int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+                        level.biomaze);
   boolean changed = FALSE;
 
   if (IS_ANIMATED(graphic))
@@ -7347,43 +8703,29 @@ void Life(int ax, int ay)
 
     if (xx == ax && yy == ay)          /* field in the middle */
     {
-      if (nachbarn < life[0] || nachbarn > life[1])
+      if (nachbarn < life_parameter[0] ||
+         nachbarn > life_parameter[1])
       {
        Feld[xx][yy] = EL_EMPTY;
        if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
+         TEST_DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
     }
-#if 1
     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
     {                                  /* free border field */
-      if (nachbarn >= life[2] && nachbarn <= life[3])
-      {
-       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
-    /* !!! 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])
+      if (nachbarn >= life_parameter[2] &&
+         nachbarn <= life_parameter[3])
       {
        Feld[xx][yy] = element;
        MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
+         TEST_DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
     }
-#endif
   }
 
   if (changed)
@@ -7404,22 +8746,58 @@ static void RunRobotWheel(int x, int y)
 static void StopRobotWheel(int x, int y)
 {
   if (ZX == x && ZY == y)
+  {
     ZX = ZY = -1;
+
+    game.robot_wheel_active = FALSE;
+  }
 }
 
 static void InitTimegateWheel(int x, int y)
 {
-#if 1
   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
-#else
-  /* another brainless, "type style" bug ... :-( */
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-#endif
 }
 
 static void RunTimegateWheel(int x, int y)
 {
-  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
+
+static void InitMagicBallDelay(int x, int y)
+{
+  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+}
+
+static void ActivateMagicBall(int bx, int by)
+{
+  int x, y;
+
+  if (level.ball_random)
+  {
+    int pos_border = RND(8);   /* select one of the eight border elements */
+    int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+    int xx = pos_content % 3;
+    int yy = pos_content / 3;
+
+    x = bx - 1 + xx;
+    y = by - 1 + yy;
+
+    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+  }
+  else
+  {
+    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+    {
+      int xx = x - bx + 1;
+      int yy = y - by + 1;
+
+      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+    }
+  }
+
+  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
 }
 
 void CheckExit(int x, int y)
@@ -7445,9 +8823,11 @@ void CheckExit(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
-void CheckExitSP(int x, int y)
+void CheckExitEM(int x, int y)
 {
-  if (local_player->gems_still_needed > 0)
+  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);
@@ -7461,52 +8841,110 @@ void CheckExitSP(int x, int y)
   if (AllPlayersGone)  /* do not re-open exit door closed after last player */
     return;
 
-  Feld[x][y] = EL_SP_EXIT_OPENING;
+  Feld[x][y] = EL_EM_EXIT_OPENING;
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
 }
 
-static void CloseAllOpenTimegates()
+void CheckExitSteel(int x, int y)
 {
-  int x, y;
-
-  for (y = 0; y < lev_fieldy; y++)
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-      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
-      }
-    }
-  }
-}
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-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)
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
     return;
 
-  if (MovDelay[x][y] == 0)     /* next animation frame */
-    MovDelay[x][y] = 11 * !SimpleRND(500);
+  Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSteelEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSP(int x, int y)
+{
+  if (local_player->gems_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_SP_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+}
+
+static void CloseAllOpenTimegates()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+    {
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
+
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
+    }
+  }
+}
+
+void DrawTwinkleOnField(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 * !GetSimpleRandom(500);
 
   if (MovDelay[x][y] != 0)     /* wait some time before next frame */
   {
     MovDelay[x][y]--;
 
-    if (setup.direct_draw && MovDelay[x][y])
-      SetDrawtoField(DRAW_BUFFERED);
-
     DrawLevelElementAnimation(x, y, Feld[x][y]);
 
     if (MovDelay[x][y] != 0)
@@ -7515,18 +8953,6 @@ void EdelsteinFunkeln(int x, int y)
                                           10 - MovDelay[x][y]);
 
       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
-      if (setup.direct_draw)
-      {
-       int dest_x, dest_y;
-
-       dest_x = FX + SCREENX(x) * TILEX;
-       dest_y = FY + SCREENY(y) * TILEY;
-
-       BlitBitmap(drawto_field, window,
-                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-       SetDrawtoField(DRAW_DIRECT);
-      }
     }
   }
 }
@@ -7555,28 +8981,28 @@ void MauerWaechst(int x, int y)
       if (MovDir[x][y] == MV_LEFT)
       {
        if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
-         DrawLevelField(x - 1, y);
+         TEST_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);
+         TEST_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);
+         TEST_DrawLevelField(x, y - 1);
       }
       else
       {
        if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
-         DrawLevelField(x, y + 1);
+         TEST_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);
+      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+      TEST_DrawLevelField(x, y);
     }
   }
 }
@@ -7640,7 +9066,8 @@ void MauerAbleger(int ax, int ay)
 
   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
       element == EL_EXPANDABLE_WALL_ANY ||
-      element == EL_EXPANDABLE_WALL)
+      element == EL_EXPANDABLE_WALL ||
+      element == EL_BD_EXPANDABLE_WALL)
   {
     if (links_frei)
     {
@@ -7666,7 +9093,7 @@ void MauerAbleger(int ax, int ay)
   }
 
   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
+    TEST_DrawLevelField(ax, ay);
 
   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
     oben_massiv = TRUE;
@@ -7685,11 +9112,109 @@ void MauerAbleger(int ax, int ay)
     Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
-#if 1
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
-    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
+}
+
+void MauerAblegerStahl(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
+
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
+
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
+
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
+
+  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
+  {
+    if (oben_frei)
+    {
+      Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
+  }
+
+  if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
+  {
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
+    }
+
+    if (rechts_frei)
+    {
+      Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
+    }
+  }
+
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
+
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+    Feld[ax][ay] = EL_STEELWALL;
+
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
 void CheckForDragon(int x, int y)
@@ -7732,7 +9257,7 @@ void CheckForDragon(int x, int y)
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
        {
          Feld[xx][yy] = EL_EMPTY;
-         DrawLevelField(xx, yy);
+         TEST_DrawLevelField(xx, yy);
        }
        else
          break;
@@ -7768,9 +9293,10 @@ static void WarnBuggyBase(int x, int y)
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    int xx = x + xy[i][0], yy = y + xy[i][1];
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
 
-    if (IS_PLAYER(xx, yy))
+    if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
     {
       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
@@ -7795,2708 +9321,3140 @@ static void ChangeActiveTrap(int x, int y)
 
   /* if new animation frame was drawn, correct crumbled sand border */
   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    DrawLevelFieldCrumbledSand(x, y);
+    TEST_DrawLevelFieldCrumbled(x, y);
 }
 
-static void ChangeElementNowExt(int x, int y, int target_element)
+static int getSpecialActionElement(int element, int number, int base_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
+  return (element != EL_EMPTY ? element :
+         number != -1 ? base_element + number - 1 :
+         EL_EMPTY);
+}
 
-  /* check if element under player changes from accessible to unaccessible
-     (needed for special case of dropping element which then changes) */
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
-      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
-  {
-#if 0
-    printf("::: BOOOM! [%d, '%s']\n", target_element,
-          element_info[target_element].token_name);
-#endif
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+                                  int value_min, int value_max)
+{
+  int value_new = (operator == CA_MODE_SET      ? operand :
+                  operator == CA_MODE_ADD      ? value_old + operand :
+                  operator == CA_MODE_SUBTRACT ? value_old - operand :
+                  operator == CA_MODE_MULTIPLY ? value_old * operand :
+                  operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
+                  operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
+                  value_old);
 
-    Bang(x, y);
+  return (value_new < value_min ? value_min :
+         value_new > value_max ? value_max :
+         value_new);
+}
+
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
+{
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  int target_element = change->target_element;
+  int action_type = change->action_type;
+  int action_mode = change->action_mode;
+  int action_arg = change->action_arg;
+  int action_element = change->action_element;
+  int i;
+
+  if (!change->has_action)
     return;
-  }
 
-#if 1
-  if (!add_player)
-#endif
-  {
-#if 1
-    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
-      RemoveMovingField(x, y);
-    else
-      RemoveField(x, y);
+  /* ---------- determine action paramater values -------------------------- */
+
+  int level_time_value =
+    (level.time > 0 ? TimeLeft :
+     TimePlayed);
+
+  int action_arg_element_raw =
+    (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
+     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
+     action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+     action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
+     action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
+     EL_EMPTY);
+  int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+  int action_arg_direction =
+    (action_arg >= CA_ARG_DIRECTION_LEFT &&
+     action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+     action_arg == CA_ARG_DIRECTION_TRIGGER ?
+     change->actual_trigger_side :
+     action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+     MV_DIR_OPPOSITE(change->actual_trigger_side) :
+     MV_NONE);
+
+  int action_arg_number_min =
+    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
+     CA_ARG_MIN);
+
+  int action_arg_number_max =
+    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
+     action_type == CA_SET_LEVEL_GEMS ? 999 :
+     action_type == CA_SET_LEVEL_TIME ? 9999 :
+     action_type == CA_SET_LEVEL_SCORE ? 99999 :
+     action_type == CA_SET_CE_VALUE ? 9999 :
+     action_type == CA_SET_CE_SCORE ? 9999 :
+     CA_ARG_MAX);
+
+  int action_arg_number_reset =
+    (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
+     action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
+     action_type == CA_SET_LEVEL_TIME ? level.time :
+     action_type == CA_SET_LEVEL_SCORE ? 0 :
+     action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
+     action_type == CA_SET_CE_SCORE ? 0 :
+     0);
+
+  int action_arg_number =
+    (action_arg <= CA_ARG_MAX ? action_arg :
+     action_arg >= CA_ARG_SPEED_NOT_MOVING &&
+     action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+     action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+     action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
+     action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
+     action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
+     action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+     action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
+     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
+     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+     action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+     action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+     action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
+     action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+     action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+     action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
+     action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
+     -1);
+
+  int action_arg_number_old =
+    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+     action_type == CA_SET_CE_SCORE ? ei->collect_score :
+     0);
+
+  int action_arg_number_new =
+    getModifiedActionNumber(action_arg_number_old,
+                           action_mode, action_arg_number,
+                           action_arg_number_min, action_arg_number_max);
+
+  int trigger_player_bits =
+    (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+     change->actual_trigger_player_bits : change->trigger_player);
+
+  int action_arg_player_bits =
+    (action_arg >= CA_ARG_PLAYER_1 &&
+     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+     action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+     action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
+     PLAYER_BITS_ANY);
+
+  /* ---------- execute action  -------------------------------------------- */
+
+  switch (action_type)
+  {
+    case CA_NO_ACTION:
+    {
+      return;
+    }
 
-    Feld[x][y] = target_element;
-#else
-    RemoveField(x, y);
-    Feld[x][y] = target_element;
-#endif
+    /* ---------- level actions  ------------------------------------------- */
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+    case CA_RESTART_LEVEL:
+    {
+      game.restart_level = TRUE;
 
-    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-      MovDir[x][y] = previous_move_direction;
+      break;
+    }
 
-#if 1
-    InitField_WithBug1(x, y, FALSE);
-#else
-    InitField(x, y, FALSE);
-    if (CAN_MOVE(Feld[x][y]))
-      InitMovDir(x, y);
-#endif
+    case CA_SHOW_ENVELOPE:
+    {
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
 
-    DrawLevelField(x, y);
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
+      break;
+    }
 
-#if 0
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
-#endif
+    case CA_SET_LEVEL_TIME:
+    {
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
 
-#if 0
-  TestIfBadThingTouchesHero(x, y);
-  TestIfPlayerTouchesCustomElement(x, y);
-  TestIfElementTouchesCustomElement(x, y);
-#endif
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-  /* "Changed[][]" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+       DisplayGameControlValues();
 
-#if 1
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
-#endif
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
 
-#if 1
-  TestIfBadThingTouchesHero(x, y);
-  TestIfPlayerTouchesCustomElement(x, y);
-  TestIfElementTouchesCustomElement(x, y);
-#endif
-}
+      break;
+    }
 
-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];
+    case CA_SET_LEVEL_SCORE:
+    {
+      local_player->score = action_arg_number_new;
 
-  /* 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);
+      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
 
-  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;
-  }
+      DisplayGameControlValues();
 
-  /* 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
+      break;
+    }
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
 
-#if 0
-  /* !!! indirect change before direct change !!! */
-  CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
-#endif
+      game.snapshot.collected_item = TRUE;
 
-  if (change->explode)
-  {
-    Bang(x, y);
+      game_panel_controls[GAME_PANEL_GEMS].value =
+       local_player->gems_still_needed;
 
-    return TRUE;
-  }
+      DisplayGameControlValues();
 
-  if (change->use_target_content)
-  {
-    boolean complete_replace = TRUE;
-    boolean can_replace[3][3];
-    int xx, yy;
+      break;
+    }
 
-    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+    case CA_SET_LEVEL_WIND:
     {
-      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;
+      game.wind_direction = action_arg_direction;
 
-      can_replace[xx][yy] = TRUE;
+      break;
+    }
 
-      if (ex == x && ey == y)  /* do not check changing element itself */
-       continue;
+    case CA_SET_LEVEL_RANDOM_SEED:
+    {
+      /* ensure that setting a new random seed while playing is predictable */
+      InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
 
-      if (content_element == EL_EMPTY_SPACE)
-      {
-       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
+      break;
+    }
 
-       continue;
-      }
+    /* ---------- player actions  ------------------------------------------ */
 
-      if (!IN_LEV_FIELD(ex, ey))
-      {
-       can_replace[xx][yy] = FALSE;
-       complete_replace = FALSE;
+    case CA_MOVE_PLAYER:
+    {
+      /* automatically move to the next field in specified direction */
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (trigger_player_bits & (1 << i))
+         stored_player[i].programmed_action = action_arg_direction;
 
-       continue;
-      }
+      break;
+    }
 
-#if 0
-      if (Changed[ex][ey])     /* do not change already changed elements */
-      {
-       can_replace[xx][yy] = FALSE;
-       complete_replace = FALSE;
+    case CA_EXIT_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         PlayerWins(&stored_player[i]);
 
-       continue;
-      }
-#endif
+      break;
+    }
 
-      e = Feld[ex][ey];
+    case CA_KILL_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
 
-      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-       e = MovingOrBlocked2Element(ex, ey);
+      break;
+    }
 
-#if 1
+    case CA_SET_PLAYER_KEYS:
+    {
+      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_KEY_1);
 
-#if 0
-      is_empty = (IS_FREE(ex, ey) ||
-                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
-                 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
-                  !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
-#else
+      if (IS_KEY(element))
+      {
+       for (i = 0; i < MAX_PLAYERS; i++)
+       {
+         if (trigger_player_bits & (1 << i))
+         {
+           stored_player[i].key[KEY_NR(element)] = key_state;
 
-#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
+           DrawGameDoorValues();
+         }
+       }
+      }
 
-#endif
+      break;
+    }
 
-      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);
+    case CA_SET_PLAYER_SPEED:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int move_stepsize = TILEX / stored_player[i].move_delay_value;
 
-      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 (action_arg == CA_ARG_SPEED_FASTER &&
+             stored_player[i].cannot_move)
+         {
+           action_arg_number = STEPSIZE_VERY_SLOW;
+         }
+         else if (action_arg == CA_ARG_SPEED_SLOWER ||
+                  action_arg == CA_ARG_SPEED_FASTER)
+         {
+           action_arg_number = 2;
+           action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+                          CA_MODE_MULTIPLY);
+         }
+         else if (action_arg == CA_ARG_NUMBER_RESET)
+         {
+           action_arg_number = level.initial_player_stepsize[i];
+         }
 
-      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
+         move_stepsize =
+           getModifiedActionNumber(move_stepsize,
+                                   action_mode,
+                                   action_arg_number,
+                                   action_arg_number_min,
+                                   action_arg_number_max);
 
-      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;
+         SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+       }
       }
-#endif
+
+      break;
     }
 
-    if (!change->only_if_complete || complete_replace)
+    case CA_SET_PLAYER_SHIELD:
     {
-      boolean something_has_changed = FALSE;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         if (action_arg == CA_ARG_SHIELD_OFF)
+         {
+           stored_player[i].shield_normal_time_left = 0;
+           stored_player[i].shield_deadly_time_left = 0;
+         }
+         else if (action_arg == CA_ARG_SHIELD_NORMAL)
+         {
+           stored_player[i].shield_normal_time_left = 999999;
+         }
+         else if (action_arg == CA_ARG_SHIELD_DEADLY)
+         {
+           stored_player[i].shield_normal_time_left = 999999;
+           stored_player[i].shield_deadly_time_left = 999999;
+         }
+       }
+      }
 
-      if (change->only_if_complete && change->use_random_replace &&
-         RND(100) < change->random_percentage)
-       return FALSE;
+      break;
+    }
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+    case CA_SET_PLAYER_GRAVITY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
-       int ex = x + xx - 1;
-       int ey = y + yy - 1;
-       int content_element;
+       if (trigger_player_bits & (1 << i))
+       {
+         stored_player[i].gravity =
+           (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
+            action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
+            action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+            stored_player[i].gravity);
+       }
+      }
 
-       if (can_replace[xx][yy] && (!change->use_random_replace ||
-                                   RND(100) < change->random_percentage))
+      break;
+    }
+
+    case CA_SET_PLAYER_ARTWORK:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
        {
-         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-           RemoveMovingField(ex, ey);
+         int artwork_element = action_arg_element;
 
-         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+         if (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element =
+             (level.use_artwork_element[i] ? level.artwork_element[i] :
+              stored_player[i].element_nr);
 
-         content_element = change->target_content[xx][yy];
-         target_element = GET_TARGET_ELEMENT(content_element, change);
+         if (stored_player[i].artwork_element != artwork_element)
+           stored_player[i].Frame = 0;
 
-         ChangeElementNowExt(ex, ey, target_element);
+         stored_player[i].artwork_element = artwork_element;
 
-         something_has_changed = TRUE;
+         SetPlayerWaiting(&stored_player[i], FALSE);
 
-         /* for symmetry reasons, freeze newly created border elements */
-         if (ex != x || ey != y)
-           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
+         /* set number of special actions for bored and sleeping animation */
+         stored_player[i].num_special_action_bored =
+           get_num_special_action(artwork_element,
+                                  ACTION_BORING_1, ACTION_BORING_LAST);
+         stored_player[i].num_special_action_sleeping =
+           get_num_special_action(artwork_element,
+                                  ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
        }
       }
 
-      if (something_has_changed)
-       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+      break;
     }
-  }
-  else
-  {
-    target_element = GET_TARGET_ELEMENT(change->target_element, change);
 
-    ChangeElementNowExt(x, y, target_element);
+    case CA_SET_PLAYER_INVENTORY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int j, k;
 
-    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
-  }
+       if (trigger_player_bits & (1 << i))
+       {
+         int inventory_element = action_arg_element;
 
-#if 1
-  /* this uses direct change before indirect change */
-  CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
-#endif
+         if (action_arg == CA_ARG_ELEMENT_TARGET ||
+             action_arg == CA_ARG_ELEMENT_TRIGGER ||
+             action_arg == CA_ARG_ELEMENT_ACTION)
+         {
+           int element = inventory_element;
+           int collect_count = element_info[element].collect_count_initial;
 
-  return TRUE;
-}
+           if (!IS_CUSTOM_ELEMENT(element))
+             collect_count = 1;
 
-static void ChangeElement(int x, int y, int page)
-{
-  int element = MovingOrBlocked2Element(x, y);
-  struct ElementInfo *ei = &element_info[element];
-  struct ElementChangeInfo *change = &ei->change_page[page];
+           if (collect_count == 0)
+             player->inventory_infinite_element = element;
+           else
+             for (k = 0; k < collect_count; k++)
+               if (player->inventory_size < MAX_INVENTORY_SIZE)
+                 player->inventory_element[player->inventory_size++] =
+                   element;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+                  action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+                  action_arg == CA_ARG_INVENTORY_RM_ACTION)
+         {
+           if (player->inventory_infinite_element != EL_UNDEFINED &&
+               IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+                                    action_arg_element_raw))
+             player->inventory_infinite_element = EL_UNDEFINED;
 
-#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
+           for (k = 0, j = 0; j < player->inventory_size; j++)
+           {
+             if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+                                       action_arg_element_raw))
+               player->inventory_element[k++] = player->inventory_element[j];
+           }
 
-  /* 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
+           player->inventory_size = k;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+         {
+           if (player->inventory_size > 0)
+           {
+             for (j = 0; j < player->inventory_size - 1; j++)
+               player->inventory_element[j] = player->inventory_element[j + 1];
 
-    return;
-  }
+             player->inventory_size--;
+           }
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+         {
+           if (player->inventory_size > 0)
+             player->inventory_size--;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+         {
+           player->inventory_infinite_element = EL_UNDEFINED;
+           player->inventory_size = 0;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RESET)
+         {
+           player->inventory_infinite_element = EL_UNDEFINED;
+           player->inventory_size = 0;
 
-  if (ChangeDelay[x][y] == 0)          /* initialize element change */
-  {
-    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
-                        RND(change->delay_random * change->delay_frames)) + 1;
+           if (level.use_initial_inventory[i])
+           {
+             for (j = 0; j < level.initial_inventory_size[i]; j++)
+             {
+               int element = level.initial_inventory_content[i][j];
+               int collect_count = element_info[element].collect_count_initial;
+
+               if (!IS_CUSTOM_ELEMENT(element))
+                 collect_count = 1;
+
+               if (collect_count == 0)
+                 player->inventory_infinite_element = element;
+               else
+                 for (k = 0; k < collect_count; k++)
+                   if (player->inventory_size < MAX_INVENTORY_SIZE)
+                     player->inventory_element[player->inventory_size++] =
+                       element;
+             }
+           }
+         }
+       }
+      }
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+      break;
+    }
 
-    if (change->pre_change_function)
-      change->pre_change_function(x, y);
-  }
+    /* ---------- CE actions  ---------------------------------------------- */
 
-  ChangeDelay[x][y]--;
+    case CA_SET_CE_VALUE:
+    {
+      int last_ce_value = CustomValue[x][y];
 
-  if (ChangeDelay[x][y] != 0)          /* continue element change */
-  {
-    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+      CustomValue[x][y] = action_arg_number_new;
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      if (CustomValue[x][y] != last_ce_value)
+      {
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
 
-    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;
+       if (CustomValue[x][y] == 0)
+       {
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+       }
+      }
 
-      change = &ei->change_page[page];
+      break;
     }
 
-#if 0
-    if (IS_MOVING(x, y) && !change->explode)
-#else
-    if (IS_MOVING(x, y))               /* never change a running system ;-) */
-#endif
+    case CA_SET_CE_SCORE:
     {
-      ChangeDelay[x][y] = 1;           /* try change after next move step */
-      ChangePage[x][y] = page;         /* remember page to use for change */
+      int last_ce_score = ei->collect_score;
 
-      return;
-    }
+      ei->collect_score = action_arg_number_new;
 
-    if (ChangeElementNow(x, y, element, page))
-    {
-      if (change->post_change_function)
-       change->post_change_function(x, y);
-    }
-  }
-}
+      if (ei->collect_score != last_ce_score)
+      {
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
 
-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;
+       if (ei->collect_score == 0)
+       {
+         int xx, yy;
 
-    boolean change_element = FALSE;
-    int page = 0;
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+         /*
+           This is a very special case that seems to be a mixture between
+           CheckElementChange() and CheckTriggeredElementChange(): while
+           the first one only affects single elements that are triggered
+           directly, the second one affects multiple elements in the playfield
+           that are triggered indirectly by another element. This is a third
+           case: Changing the CE score always affects multiple identical CEs,
+           so every affected CE must be checked, not only the single CE for
+           which the CE score was changed in the first place (as every instance
+           of that CE shares the same CE score, and therefore also can change)!
+         */
+         SCAN_PLAYFIELD(xx, yy)
+         {
+           if (Feld[xx][yy] == element)
+             CheckElementChange(xx, yy, element, EL_UNDEFINED,
+                                CE_SCORE_GETS_ZERO);
+         }
+       }
+      }
 
-    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-      continue;
+      break;
+    }
 
-    for (j = 0; j < element_info[element].num_change_pages; j++)
+    case CA_SET_CE_ARTWORK:
     {
-      struct ElementChangeInfo *change = &element_info[element].change_page[j];
+      int artwork_element = action_arg_element;
+      boolean reset_frame = FALSE;
+      int xx, yy;
 
-      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
+      if (action_arg == CA_ARG_ELEMENT_RESET)
+       artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+                          element);
 
-       change_element = TRUE;
-       page = j;
+      if (ei->gfx_element != artwork_element)
+       reset_frame = TRUE;
 
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+      ei->gfx_element = artwork_element;
 
-       break;
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == element)
+       {
+         if (reset_frame)
+         {
+           ResetGfxAnimation(xx, yy);
+           ResetRandomAnimationValue(xx, yy);
+         }
+
+         TEST_DrawLevelField(xx, yy);
+       }
       }
+
+      break;
     }
 
-    if (!change_element)
-      continue;
+    /* ---------- engine actions  ------------------------------------------ */
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    case CA_SET_ENGINE_SCAN_MODE:
     {
-#if 0
-      if (x == lx && y == ly)  /* do not change trigger element itself */
-       continue;
-#endif
+      InitPlayfieldScanMode(action_arg);
 
-      if (Feld[x][y] == element)
-      {
-       ChangeDelay[x][y] = 1;
-       ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
-       ChangeElement(x, y, page);
-      }
+      break;
     }
-  }
 
-  return TRUE;
+    default:
+      break;
+  }
 }
 
-static boolean CheckElementChangeExt(int x, int y,
-                                    int element,
-                                    int trigger_element,
-                                    int trigger_event,
-                                    int trigger_player,
-                                    int trigger_side,
-                                    int trigger_page)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
-  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-    return FALSE;
+  int old_element = Feld[x][y];
+  int new_element = GetElementFromGroupElement(element);
+  int previous_move_direction = MovDir[x][y];
+  int last_ce_value = CustomValue[x][y];
+  boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
+  boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+  boolean add_player_onto_element = (new_element_is_player &&
+                                    new_element != EL_SOKOBAN_FIELD_PLAYER &&
+                                    IS_WALKABLE(old_element));
 
-  if (Feld[x][y] == EL_BLOCKED)
+  if (!add_player_onto_element)
   {
-    Blocked2Moving(x, y, &x, &y);
-    element = Feld[x][y];
-  }
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(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
+    Feld[x][y] = new_element;
 
-    return FALSE;
-  }
-#endif
+    if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
 
-#if 1
-  if (trigger_page < 0)
-  {
-    boolean change_element = FALSE;
-    int i;
+    if (element_info[new_element].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
 
-    for (i = 0; i < element_info[element].num_change_pages; i++)
-    {
-      struct ElementChangeInfo *change = &element_info[element].change_page[i];
+    InitField_WithBug1(x, y, FALSE);
 
-      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;
+    new_element = Feld[x][y];  /* element may have changed */
 
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-       break;
-      }
-    }
+    TEST_DrawLevelField(x, y);
 
-    if (!change_element)
-      return FALSE;
+    if (GFX_CRUMBLED(new_element))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
   }
-  else
+
+  /* check if element under the player changes from accessible to unaccessible
+     (needed for special case of dropping element which then changes) */
+  /* (must be checked after creating new element for walkable group elements) */
+  if (IS_PLAYER(x, y) && !player_explosion_protected &&
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
   {
-    struct ElementInfo *ei = &element_info[element];
-    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+    Bang(x, y);
 
-    change->actual_trigger_element = trigger_element;
-    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
+    return;
   }
 
-#else
-
-  /* !!! this check misses pages with same event, but different side !!! */
+  /* "ChangeCount" not set yet to allow "entered by player" change one time */
+  if (new_element_is_player)
+    RelocatePlayer(x, y, new_element);
 
-  if (trigger_page < 0)
-    trigger_page = element_info[element].event_page_nr[trigger_event];
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
 
-  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);
+  TestIfBadThingTouchesPlayer(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+}
 
-  return TRUE;
+static void CreateField(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, FALSE);
 }
 
-static void PlayPlayerSound(struct PlayerInfo *player)
+static void CreateElementFromChange(int x, int y, int element)
 {
-  int jx = player->jx, jy = player->jy;
-  int element = player->element_nr;
-  int last_action = player->last_action_waiting;
-  int action = player->action_waiting;
+  element = GET_VALID_RUNTIME_ELEMENT(element);
 
-  if (player->is_waiting)
-  {
-    if (action != last_action)
-      PlayLevelSoundElementAction(jx, jy, element, action);
-    else
-      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
-  }
-  else
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
   {
-    if (action != last_action)
-      StopSound(element_info[element].sound[last_action]);
+    int old_element = Feld[x][y];
 
-    if (last_action == ACTION_SLEEPING)
-      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+    /* prevent changed element from moving in same engine frame
+       unless both old and new element can either fall or move */
+    if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+       (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+      Stop[x][y] = TRUE;
   }
-}
-
-static void PlayAllPlayersSound()
-{
-  int i;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    if (stored_player[i].active)
-      PlayPlayerSound(&stored_player[i]);
+  CreateFieldExt(x, y, element, TRUE);
 }
 
-static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+static boolean ChangeElement(int x, int y, int element, int page)
 {
-  boolean last_waiting = player->is_waiting;
-  int move_dir = player->MovDir;
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  int ce_value = CustomValue[x][y];
+  int ce_score = ei->collect_score;
+  int target_element;
+  int old_element = Feld[x][y];
 
-  player->last_action_waiting = player->action_waiting;
+  /* always use default change event to prevent running into a loop */
+  if (ChangeEvent[x][y] == -1)
+    ChangeEvent[x][y] = CE_DELAY;
 
-  if (is_waiting)
+  if (ChangeEvent[x][y] == CE_DELAY)
   {
-    if (!last_waiting)         /* not waiting -> waiting */
-    {
-      player->is_waiting = TRUE;
+    /* reset actual trigger element, trigger player and action element */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_EMPTY;
+    change->actual_trigger_player_bits = CH_PLAYER_NONE;
+    change->actual_trigger_side = CH_SIDE_NONE;
+    change->actual_trigger_ce_value = 0;
+    change->actual_trigger_ce_score = 0;
+  }
 
-      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);
+  /* do not change elements more than a specified maximum number of changes */
+  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+    return FALSE;
 
-      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
-    }
+  ChangeCount[x][y]++;         /* count number of changes in the same frame */
 
-    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;
+  if (change->explode)
+  {
+    Bang(x, y);
 
-    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
-                             player->is_bored ? ACTION_BORING :
-                             ACTION_WAITING);
+    return TRUE;
+  }
 
-    if (player->is_sleeping)
+  if (change->use_target_content)
+  {
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
+    int xx, yy;
+
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      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);
+      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.e[xx][yy];
+      int e;
 
-         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);
+      can_replace[xx][yy] = TRUE;
 
-         player->special_action_sleeping = special_action;
-       }
+      if (ex == x && ey == y)  /* do not check changing element itself */
+       continue;
 
-       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 (player->is_bored)
-    {
-      if (player->num_special_action_bored > 0)
+      if (content_element == EL_EMPTY_SPACE)
       {
-       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);
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
 
-         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);
+       continue;
+      }
 
-         player->special_action_bored = special_action;
-       }
+      if (!IN_LEV_FIELD(ex, ey))
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
 
-       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--;
-       }
+       continue;
       }
-    }
-  }
-  else if (last_waiting)       /* waiting -> not waiting */
-  {
-    player->is_waiting = FALSE;
-    player->is_bored = FALSE;
-    player->is_sleeping = FALSE;
 
-    player->frame_counter_bored = -1;
-    player->frame_counter_sleeping = -1;
+      e = Feld[ex][ey];
 
-    player->anim_delay_counter = 0;
-    player->post_delay_counter = 0;
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
 
-    player->action_waiting = ACTION_DEFAULT;
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
 
-    player->special_action_bored = ACTION_DEFAULT;
-    player->special_action_sleeping = ACTION_DEFAULT;
-  }
-}
+      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);
 
-#if 1
-static byte PlayerActions(struct PlayerInfo *player, byte player_action)
-{
-#if 0
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-#endif
-  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
-  int left     = player_action & JOY_LEFT;
-  int right    = player_action & JOY_RIGHT;
-  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);
+      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 0
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
-#endif
+      if (!can_replace[xx][yy])
+       complete_replace = FALSE;
+    }
 
-#if 0
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
+    if (!change->only_if_complete || complete_replace)
+    {
+      boolean something_has_changed = FALSE;
 
-  if (!player->active || tape.pausing)
-    return 0;
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
+       return FALSE;
 
-#if 0
-  printf("::: [%d %d %d %d] [%d %d]\n",
-        left, right, up, down, button1, button2);
-#endif
+      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 (player_action)
-  {
-#if 0
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
-#endif
+       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);
 
-#if 0
-    /* !!! TEST !!! */
-    if (player->MovPos == 0)
-      CheckGravityMovement(player);
-#endif
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
-    {
-      if (button2)
-       dropped = DropElement(player);
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-      moved = MovePlayer(player, dx, dy);
-    }
+         content_element = change->target_content.e[xx][yy];
+         target_element = GET_TARGET_ELEMENT(element, content_element, change,
+                                             ce_value, ce_score);
 
-    if (tape.single_step && tape.recording && !tape.pausing)
-    {
-      if (button1 || (dropped && !moved))
+         CreateElementFromChange(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 */
+       }
+      }
+
+      if (something_has_changed)
       {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
       }
     }
-
-    SetPlayerWaiting(player, FALSE);
-
-#if 1
-    return player_action;
-#else
-    stored_player_action[player->index_nr] = player_action;
-#endif
   }
   else
   {
-#if 0
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-#endif
-
-    /* no actions for this player (no input at player's configured device) */
-
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+    target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+                                       ce_value, ce_score);
 
-    if (player->MovPos == 0)
-      SetPlayerWaiting(player, TRUE);
+    if (element == EL_DIAGONAL_GROWING ||
+       element == EL_DIAGONAL_SHRINKING)
+    {
+      target_element = Store[x][y];
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
+      Store[x][y] = EL_EMPTY;
+    }
 
-    player->is_dropping = FALSE;
+    CreateElementFromChange(x, y, target_element);
 
-    return 0;
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
   }
 
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+  /* this uses direct change before indirect change */
+  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
 
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-  }
-#endif
+  return TRUE;
 }
 
-#else
-
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static void HandleElementChange(int x, int y, int page)
 {
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
-  int left     = player_action & JOY_LEFT;
-  int right    = player_action & JOY_RIGHT;
-  int up       = player_action & JOY_UP;
-  int down     = player_action & JOY_DOWN;
-  int button1  = player_action & JOY_BUTTON_1;
-  int button2  = player_action & JOY_BUTTON_2;
-  int dx       = (left ? -1    : right ? 1     : 0);
-  int dy       = (up   ? -1    : down  ? 1     : 0);
-
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  boolean handle_action_before_change = FALSE;
 
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#ifdef DEBUG
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+  {
+    printf("\n\n");
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("HandleElementChange(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
 
-  if (!player->active || tape.pausing)
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE_OR_HAS_ACTION(element))
+  {
     return;
+  }
 
-  if (player_action)
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
 
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
+    if (change->can_change)
     {
-      if (button2)
-       dropped = DropElement(player);
+      /* !!! not clear why graphic animation should be reset at all here !!! */
+      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+      /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
 
-      moved = MovePlayer(player, dx, dy);
-    }
+      /*
+       GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
+
+       When using an animation frame delay of 1 (this only happens with
+       "sp_zonk.moving.left/right" in the classic graphics), the default
+       (non-moving) animation shows wrong animation frames (while the
+       moving animation, like "sp_zonk.moving.left/right", is correct,
+       so this graphical bug never shows up with the classic graphics).
+       For an animation with 4 frames, this causes wrong frames 0,0,1,2
+       be drawn instead of the correct frames 0,1,2,3. This is caused by
+       "GfxFrame[][]" being reset *twice* (in two successive frames) after
+       an element change: First when the change delay ("ChangeDelay[][]")
+       counter has reached zero after decrementing, then a second time in
+       the next frame (after "GfxFrame[][]" was already incremented) when
+       "ChangeDelay[][]" is reset to the initial delay value again.
+
+       This causes frame 0 to be drawn twice, while the last frame won't
+       be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
+
+       As some animations may already be cleverly designed around this bug
+       (at least the "Snake Bite" snake tail animation does this), it cannot
+       simply be fixed here without breaking such existing animations.
+       Unfortunately, it cannot easily be detected if a graphics set was
+       designed "before" or "after" the bug was fixed. As a workaround,
+       a new graphics set option "game.graphics_engine_version" was added
+       to be able to specify the game's major release version for which the
+       graphics set was designed, which can then be used to decide if the
+       bugfix should be used (version 4 and above) or not (version 3 or
+       below, or if no version was specified at all, as with old sets).
+
+       (The wrong/fixed animation frames can be tested with the test level set
+       "test_gfxframe" and level "000", which contains a specially prepared
+       custom element at level position (x/y) == (11/9) which uses the zonk
+       animation mentioned above. Using "game.graphics_engine_version: 4"
+       fixes the wrong animation frames, showing the correct frames 0,1,2,3.
+       This can also be seen from the debug output for this test element.)
+      */
 
-    if (tape.single_step && tape.recording && !tape.pausing)
-    {
-      if (button1 || (dropped && !moved))
+      /* when a custom element is about to change (for example by change delay),
+        do not reset graphic animation when the custom element is moving */
+      if (game.graphics_engine_version < 4 &&
+         !IS_MOVING(x, y))
       {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
       }
+
+      if (change->pre_change_function)
+       change->pre_change_function(x, y);
     }
+  }
+
+  ChangeDelay[x][y]--;
+
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    if (change->can_change)
+    {
+      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    stored_player_action[player->index_nr] = player_action;
+      if (change->change_function)
+       change->change_function(x, y);
+    }
   }
-  else
+  else                                 /* finish element change */
   {
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
 
-    /* no actions for this player (no input at player's configured device) */
+      change = &ei->change_page[page];
+    }
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+    {
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
-    if (player->MovPos == 0)
-      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+      return;
+    }
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
-  }
+    /* special case: set new level random seed before changing element */
+    if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+      handle_action_before_change = TRUE;
 
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+    if (change->has_action && handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
+
+    if (change->can_change)
+    {
+      if (ChangeElement(x, y, element, page))
+      {
+       if (change->post_change_function)
+         change->post_change_function(x, y);
+      }
+    }
 
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
+    if (change->has_action && !handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
   }
 }
-#endif
 
-void AdvanceFrameAndPlayerCounters(int player_nr)
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
+                                             int trigger_element,
+                                             int trigger_event,
+                                             int trigger_player,
+                                             int trigger_side,
+                                             int trigger_page)
 {
+  boolean change_done_any = FALSE;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
   int i;
 
-  /* advance frame counters (global frame counter and time frame counter) */
-  FrameCounter++;
-  TimeFrames++;
+  if (!(trigger_events[trigger_element][trigger_event]))
+    return FALSE;
 
-  /* advance player counters (counters for move delay, move animation etc.) */
-  for (i = 0; i < MAX_PLAYERS; i++)
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
-    int move_frames =
-      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+    int element = EL_CUSTOM_START + i;
+    boolean change_done = FALSE;
+    int p;
 
-    if (!advance_player_counters)      /* not all players may be affected */
+    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
       continue;
 
-    stored_player[i].Frame += move_frames;
+    for (p = 0; p < element_info[element].num_change_pages; p++)
+    {
+      struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-    if (stored_player[i].MovPos != 0)
-      stored_player[i].StepFrame += move_frames;
+      if (change->can_change_or_has_action &&
+         change->has_event[trigger_event] &&
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player &&
+         change->trigger_page & trigger_page_bits &&
+         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+      {
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+       change->actual_trigger_player_bits = trigger_player;
+       change->actual_trigger_side = trigger_side;
+       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-#if USE_NEW_MOVE_DELAY
-    if (stored_player[i].move_delay > 0)
-      stored_player[i].move_delay--;
-#endif
+       if ((change->can_change && !change_done) || change->has_action)
+       {
+         int x, y;
 
-#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
+         SCAN_PLAYFIELD(x, y)
+         {
+           if (Feld[x][y] == element)
+           {
+             if (change->can_change && !change_done)
+             {
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
+
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+
+               ChangeDelay[x][y] = 1;
+               ChangeEvent[x][y] = trigger_event;
+
+               HandleElementChange(x, y, p);
+             }
+             else if (change->has_action)
+             {
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
+
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
+           }
+         }
 
-    if (stored_player[i].drop_delay > 0)
-      stored_player[i].drop_delay--;
+         if (change->can_change)
+         {
+           change_done = TRUE;
+           change_done_any = TRUE;
+         }
+       }
+      }
+    }
   }
+
+  RECURSION_LOOP_DETECTION_END();
+
+  return change_done_any;
 }
 
-void GameActions()
+static boolean CheckElementChangeExt(int x, int y,
+                                    int element,
+                                    int trigger_element,
+                                    int trigger_event,
+                                    int trigger_player,
+                                    int trigger_side)
 {
-  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
+  boolean change_done = FALSE;
+  int p;
 
-  if (game_status != GAME_MODE_PLAYING)
-    return;
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    return FALSE;
 
-  game_frame_delay_value =
-    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+  if (Feld[x][y] == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &x, &y);
+    element = Feld[x][y];
+  }
 
-  if (tape.playing && tape.warp_forward && !tape.pausing)
-    game_frame_delay_value = 0;
+  /* check if element has already changed or is about to change after moving */
+  if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+       Feld[x][y] != element) ||
 
-  /* ---------- main game synchronization point ---------- */
+      (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+       (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+       ChangePage[x][y] != -1)))
+    return FALSE;
 
-  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
 
-  if (network_playing && !network_player_action_received)
+  for (p = 0; p < element_info[element].num_change_pages; p++)
   {
-    /*
-#ifdef DEBUG
-    printf("DEBUG: try to get network player actions in time\n");
-#endif
-    */
-
-#if defined(NETWORK_AVALIABLE)
-    /* last chance to get network player actions without main loop delay */
-    HandleNetworking();
-#endif
+    struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-    if (game_status != GAME_MODE_PLAYING)
-      return;
+    /* check trigger element for all events where the element that is checked
+       for changing interacts with a directly adjacent element -- this is
+       different to element changes that affect other elements to change on the
+       whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
+    boolean check_trigger_element =
+      (trigger_event == CE_TOUCHING_X ||
+       trigger_event == CE_HITTING_X ||
+       trigger_event == CE_HIT_BY_X ||
+       trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
 
-    if (!network_player_action_received)
+    if (change->can_change_or_has_action &&
+       change->has_event[trigger_event] &&
+       change->trigger_side & trigger_side &&
+       change->trigger_player & trigger_player &&
+       (!check_trigger_element ||
+        IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
     {
-      /*
-#ifdef DEBUG
-      printf("DEBUG: failed to get network player actions in time\n");
-#endif
-      */
-      return;
-    }
-  }
+      change->actual_trigger_element = trigger_element;
+      change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+      change->actual_trigger_player_bits = trigger_player;
+      change->actual_trigger_side = trigger_side;
+      change->actual_trigger_ce_value = CustomValue[x][y];
+      change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-  if (tape.pausing)
-    return;
-
-#if 0
-  printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
-
-  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+      /* special case: trigger element not at (x,y) position for some events */
+      if (check_trigger_element)
+      {
+       static struct
+       {
+         int dx, dy;
+       } move_xy[] =
+         {
+           {  0,  0 },
+           { -1,  0 },
+           { +1,  0 },
+           {  0,  0 },
+           {  0, -1 },
+           {  0,  0 }, { 0, 0 }, { 0, 0 },
+           {  0, +1 }
+         };
 
-#if 1
-  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
-  if (recorded_player_action == NULL && tape.pausing)
-    return;
-#endif
+       int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+       int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
 
-#if 0
-  printf("::: %d\n", stored_player[0].action);
-#endif
+       change->actual_trigger_ce_value = CustomValue[xx][yy];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+      }
 
-#if 0
-  if (recorded_player_action != NULL)
-    for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].action = recorded_player_action[i];
-#endif
+      if (change->can_change && !change_done)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = trigger_event;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    summarized_player_action |= stored_player[i].action;
+       HandleElementChange(x, y, p);
 
-    if (!network_playing)
-      stored_player[i].effective_action = stored_player[i].action;
+       change_done = TRUE;
+      }
+      else if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
+    }
   }
 
-#if defined(NETWORK_AVALIABLE)
-  if (network_playing)
-    SendToServer_MovePlayer(summarized_player_action);
-#endif
+  RECURSION_LOOP_DETECTION_END();
 
-  if (!options.network && !setup.team_mode)
-    local_player->effective_action = summarized_player_action;
+  return change_done;
+}
 
-#if 1
-  if (recorded_player_action != NULL)
-    for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].effective_action = recorded_player_action[i];
-#endif
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int sound_element = player->artwork_element;
+  int last_action = player->last_action_waiting;
+  int action = player->action_waiting;
 
-#if 1
-  for (i = 0; i < MAX_PLAYERS; i++)
+  if (player->is_waiting)
   {
-    tape_action[i] = stored_player[i].effective_action;
+    if (action != last_action)
+      PlayLevelSoundElementAction(jx, jy, sound_element, action);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[sound_element].sound[last_action]);
 
-    if (tape.recording && tape_action[i] && !tape.player_participates[i])
-      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
   }
+}
 
-  /* only save actions from input devices, but not programmed actions */
-  if (tape.recording)
-    TapeRecordAction(tape_action);
-#endif
+static void PlayAllPlayersSound()
+{
+  int i;
 
   for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    int actual_player_action = stored_player[i].effective_action;
-
-#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 (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
+}
 
-#if 1
-    /* overwrite programmed action with tape action */
-    if (stored_player[i].programmed_action)
-      actual_player_action = stored_player[i].programmed_action;
-#endif
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
 
-#if 0
-    if (stored_player[i].programmed_action)
-      printf("::: %d\n", stored_player[i].programmed_action);
-#endif
+  player->dir_waiting = move_dir;
+  player->last_action_waiting = player->action_waiting;
 
-    if (recorded_player_action)
+  if (is_waiting)
+  {
+    if (!last_waiting)         /* not waiting -> waiting */
     {
-#if 0
-      if (stored_player[i].programmed_action &&
-         stored_player[i].programmed_action != recorded_player_action[i])
-       printf("::: %d: %d <-> %d\n", i,
-              stored_player[i].programmed_action, recorded_player_action[i]);
-#endif
-
-#if 0
-      actual_player_action = recorded_player_action[i];
-#endif
-    }
-
-#if 0
-    /* overwrite tape action with programmed action */
-    if (stored_player[i].programmed_action)
-      actual_player_action = stored_player[i].programmed_action;
-#endif
-
-#if 0
-    if (i == 0)
-      printf("::: action: %d: %x [%d]\n",
-            stored_player[i].MovPos, actual_player_action, FrameCounter);
-#endif
-
-#if 1
-    PlayerActions(&stored_player[i], actual_player_action);
-#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
+      player->is_waiting = TRUE;
 
-    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
-  }
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       GetSimpleRandom(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       GetSimpleRandom(game.player_sleeping_delay_random);
 
-#if 0
-  if (tape.recording)
-    TapeRecordAction(tape_action);
-#endif
+      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
+    }
 
-  network_player_action_received = FALSE;
+    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;
 
-  ScrollScreen(NULL, SCROLL_GO_ON);
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
 
-#if 0
-  FrameCounter++;
-  TimeFrames++;
+    if (player->is_sleeping && player->use_murphy)
+    {
+      /* special case for sleeping Murphy when leaning against non-free tile */
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    stored_player[i].Frame++;
-#endif
+      if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+         (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+          !IS_MOVING(player->jx - 1, player->jy)))
+       move_dir = MV_LEFT;
+      else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+              (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+               !IS_MOVING(player->jx + 1, player->jy)))
+       move_dir = MV_RIGHT;
+      else
+       player->is_sleeping = FALSE;
 
-#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 */
+      player->dir_waiting = move_dir;
+    }
 
-#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 (player->is_sleeping)
     {
-      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
+      if (player->num_special_action_sleeping > 0)
       {
-       ContinueMoving(x, y);
+       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->artwork_element, special_action, move_dir);
 
-       /* continue moving after pushing (this is actually a bug) */
-       if (!IS_MOVING(x, y))
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_sleeping = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
        {
-         Stop[x][y] = FALSE;
+         player->action_waiting = player->special_action_sleeping;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
        }
       }
     }
-  }
-#endif
+    else if (player->is_bored)
+    {
+      if (player->num_special_action_bored > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
-  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;
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
-#if USE_NEW_BLOCK_STYLE
-    /* this must be handled before main playfield loop */
-    if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
-    {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y] <= 0)
-       RemoveField(x, y);
+         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--;
+       }
+      }
     }
-#endif
+  }
+  else if (last_waiting)       /* waiting -> not waiting */
+  {
+    player->is_waiting = FALSE;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
 
-#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");
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-      ChangePage[x][y] = -1;
-    }
-#endif
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-    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]--;
+    player->dir_waiting = player->MovDir;
+    player->action_waiting = ACTION_DEFAULT;
 
-    GfxFrame[x][y]++;
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
 
-#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))
+static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
+{
+  if ((!player->is_moving  && player->was_moving) ||
+      (player->MovPos == 0 && player->was_moving) ||
+      (player->is_snapping && !player->was_snapping) ||
+      (player->is_dropping && !player->was_dropping))
+  {
+    if (!CheckSaveEngineSnapshotToList())
+      return;
+
+    player->was_moving = FALSE;
+    player->was_snapping = TRUE;
+    player->was_dropping = TRUE;
+  }
+  else
+  {
+    if (player->is_moving)
+      player->was_moving = TRUE;
+
+    if (!player->is_snapping)
+      player->was_snapping = FALSE;
+
+    if (!player->is_dropping)
+      player->was_dropping = FALSE;
+  }
+}
+
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+  if (tape.single_step && tape.recording && !tape.pausing)
+  {
+    /* as it is called "single step mode", just return to pause mode when the
+       player stopped moving after one tile (or never starts moving at all) */
+    if (!player->is_moving && !player->is_pushing)
     {
-      ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
+      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+      SnapField(player, 0, 0);                 /* stop snapping */
     }
-#endif
+  }
 
-#if DEBUG
-    if (IS_BLOCKED(x, y))
+  CheckSaveEngineSnapshot(player);
+}
+
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+  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 (!player->active || tape.pausing)
+    return 0;
+
+  if (player_action)
+  {
+    if (button1)
+      SnapField(player, dx, dy);
+    else
     {
-      int oldx, oldy;
+      if (button2)
+       DropElement(player);
 
-      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");
-      }
+      MovePlayer(player, dx, dy);
     }
-#endif
-  }
 
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    CheckSingleStepMode(player);
+
+    SetPlayerWaiting(player, FALSE);
+
+    return player_action;
+  }
+  else
   {
-    element = Feld[x][y];
-#if 1
-    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#else
-    graphic = el2img(element);
-#endif
+    /* no actions for this player (no input at player's configured device) */
 
-#if 0
-    if (element == -1)
-    {
-      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
 
-      element = graphic = 0;
-    }
-#endif
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
 
-    if (graphic_info[graphic].anim_global_sync)
-      GfxFrame[x][y] = FrameCounter;
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
 
-    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
-       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
-      ResetRandomAnimationValue(x, y);
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
 
-    SetRandomAnimationValue(x, y);
+    CheckSingleStepMode(player);
 
-#if 1
-    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
+    return 0;
+  }
+}
 
-    if (IS_INACTIVE(element))
+static void CheckLevelTime()
+{
+  int i;
+
+  /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
     {
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      PlayerWins(local_player);
 
-      continue;
+      AllPlayersGone = TRUE;
+
+      level.native_em_level->lev->home = -1;
     }
 
-#if 1
-    /* this may take place after moving, so 'element' may have changed */
-#if 0
-    if (IS_CHANGING(x, y))
-#else
-    if (IS_CHANGING(x, y) &&
-       (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
-#endif
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
-#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
+      PlayerWins(local_player);
 
-      element = Feld[x][y];
-      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+      game_sp.GameOver = TRUE;
+
+      AllPlayersGone = TRUE;
     }
-#endif
 
-    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
-    {
-      StartMoving(x, y);
+    if (game_sp.GameOver)                              /* game lost */
+      AllPlayersGone = TRUE;
+  }
 
-#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 (TimeFrames >= FRAMES_PER_SECOND)
+  {
+    TimeFrames = 0;
+    TapeTime++;
 
-      if (IS_ANIMATED(graphic) &&
-         !IS_MOVING(x, y) &&
-         !Stop[x][y])
-      {
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
 
-#if 0
-       if (element == EL_BUG)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
 
-#if 0
-       if (element == EL_MOLE)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
       }
-
-      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);
 
-#if !USE_NEW_AMOEBA_CODE
-    else if (IS_AMOEBALIVE(element))
-      AmoebeAbleger(x, y);
-#endif
+    if (!local_player->LevelSolved && !level.use_step_counter)
+    {
+      TimePlayed++;
 
-    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);
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
 
-#if 0
-    /* this may take place after moving, so 'element' may have changed */
-    if (IS_AUTO_CHANGING(Feld[x][y]))
-      ChangeElement(x, y);
-#endif
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
-    if (IS_BELT_ACTIVE(element))
-      PlayLevelSoundAction(x, y, ACTION_ACTIVE);
+       /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+          is reset from other values in UpdateGameDoorValues() -- FIX THIS */
 
-    if (game.magic_wall_active)
-    {
-      int jx = local_player->jx, jy = local_player->jy;
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-      /* 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 (!TimeLeft && setup.time_limit)
+       {
+         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+           level.native_em_level->lev->killed_out_of_time = TRUE;
+         else
+           for (i = 0; i < MAX_PLAYERS; i++)
+             KillPlayer(&stored_player[i]);
+       }
+      }
+      else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
       {
-       magic_wall_x = x;
-       magic_wall_y = y;
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
       }
+
+      level.native_em_level->lev->time =
+       (game.no_time_limit ? TimePlayed : TimeLeft);
     }
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
 
-#if USE_NEW_AMOEBA_CODE
-  /* new experimental amoeba growth stuff */
-#if 1
-  if (!(FrameCounter % 8))
-#endif
-  {
-    static unsigned long random = 1684108901;
+  if (tape.recording || tape.playing)
+    DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
 
-    for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
-    {
-#if 0
-      x = (random >> 10) % lev_fieldx;
-      y = (random >> 20) % lev_fieldy;
-#else
-      x = RND(lev_fieldx);
-      y = RND(lev_fieldy);
-#endif
-      element = Feld[x][y];
+  UpdateAndDisplayGameControlValues();
+}
 
-#if 1
-      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
-      /* !!! 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
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+  int i;
 
-      random = random * 129 + 1;
-    }
-  }
-#endif
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
 
-#if 0
-  if (game.explosions_delayed)
-#endif
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    game.explosions_delayed = FALSE;
+    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+    int move_delay_value = stored_player[i].move_delay_value;
+    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-    {
-      element = Feld[x][y];
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
 
-      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);
+    if (move_frames == 0)      /* less than one move per game frame */
+    {
+      int stepsize = TILEX / move_delay_value;
+      int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+      int count = (stored_player[i].is_moving ?
+                  ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
 
-      ExplodeField[x][y] = EX_TYPE_NONE;
+      if (count % delay == 0)
+       move_frames = 1;
     }
 
-    game.explosions_delayed = TRUE;
-  }
+    stored_player[i].Frame += move_frames;
 
-  if (game.magic_wall_active)
-  {
-    if (!(game.magic_wall_time_left % 4))
-    {
-      int element = Feld[magic_wall_x][magic_wall_y];
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
 
-      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 (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
 
-    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];
+    /* due to bugs in previous versions, counter must count up, not down */
+    if (stored_player[i].push_delay != -1)
+      stored_player[i].push_delay++;
 
-         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 (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
 
-       game.magic_wall_active = FALSE;
-      }
-    }
+    if (stored_player[i].is_dropping_pressed)
+      stored_player[i].drop_pressed_delay++;
   }
+}
 
-  if (game.light_time_left > 0)
-  {
-    game.light_time_left--;
+void StartGameActions(boolean init_network_game, boolean record_tape,
+                     int random_seed)
+{
+  unsigned int new_random_seed = InitRND(random_seed);
 
-    if (game.light_time_left == 0)
-      RedrawAllLightSwitchesAndInvisibleElements();
-  }
+  if (record_tape)
+    TapeStartRecording(new_random_seed);
 
-  if (game.timegate_time_left > 0)
+#if defined(NETWORK_AVALIABLE)
+  if (init_network_game)
   {
-    game.timegate_time_left--;
+    SendToServer_StartPlaying();
 
-    if (game.timegate_time_left == 0)
-      CloseAllOpenTimegates();
+    return;
   }
+#endif
 
-  for (i = 0; i < MAX_PLAYERS; i++)
+  InitGame();
+}
+
+void GameActionsExt()
+{
+#if 0
+  static unsigned int game_frame_delay = 0;
+#endif
+  unsigned int game_frame_delay_value;
+  byte *recorded_player_action;
+  byte summarized_player_action = 0;
+  byte tape_action[MAX_PLAYERS];
+  int i;
+
+  /* detect endless loops, caused by custom element programming */
+  if (recursion_loop_detected && recursion_loop_depth == 0)
   {
-    struct PlayerInfo *player = &stored_player[i];
+    char *message = getStringCat3("Internal Error! Element ",
+                                 EL_NAME(recursion_loop_element),
+                                 " caused endless loop! Quit the game?");
 
-    if (SHIELD_ON(player))
-    {
-      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);
-    }
+    Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+         EL_NAME(recursion_loop_element));
+
+    RequestQuitGameExt(FALSE, level_editor_test_game, message);
+
+    recursion_loop_detected = FALSE;   /* if game should be continued */
+
+    free(message);
+
+    return;
   }
 
-  if (TimeFrames >= FRAMES_PER_SECOND)
-  {
-    TimeFrames = 0;
-    TapeTime++;
+  if (game.restart_level)
+    StartGameActions(options.network, setup.autorecord, level.random_seed);
 
-    for (i = 0; i < MAX_PLAYERS; i++)
+  /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
     {
-      struct PlayerInfo *player = &stored_player[i];
+      PlayerWins(local_player);
 
-      if (SHIELD_ON(player))
-      {
-       player->shield_normal_time_left--;
+      AllPlayersGone = TRUE;
 
-       if (player->shield_deadly_time_left > 0)
-         player->shield_deadly_time_left--;
-      }
+      level.native_em_level->lev->home = -1;
     }
 
-    if (!level.use_step_counter)
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
-      TimePlayed++;
+      PlayerWins(local_player);
 
-      if (TimeLeft > 0)
-      {
-       TimeLeft--;
-
-       if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
-
-       DrawGameValue_Time(TimeLeft);
+      game_sp.GameOver = TRUE;
 
-       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);
+      AllPlayersGone = TRUE;
     }
 
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+    if (game_sp.GameOver)                              /* game lost */
+      AllPlayersGone = TRUE;
   }
 
-  DrawAllPlayers();
-  PlayAllPlayersSound();
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+    GameWon();
 
-  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 (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+    TapeStop();
 
-    fps_frames++;
+  if (game_status != GAME_MODE_PLAYING)                /* status might have changed */
+    return;
 
-    if (fps_delay_ms >= 500)   /* calculate fps every 0.5 seconds */
-    {
-      global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+  game_frame_delay_value =
+    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-      fps_frames = 0;
-      fps_counter = Counter();
-    }
+  if (tape.playing && tape.warp_forward && !tape.pausing)
+    game_frame_delay_value = 0;
 
-    redraw_mask |= REDRAW_FPS;
-  }
+  SetVideoFrameDelay(game_frame_delay_value);
 
 #if 0
-  if (stored_player[0].jx != stored_player[0].last_jx ||
-      stored_player[0].jy != stored_player[0].last_jy)
-    printf("::: %d, %d, %d, %d, %d\n",
-          stored_player[0].MovDir,
-          stored_player[0].MovPos,
-          stored_player[0].GfxPos,
-          stored_player[0].Frame,
-          stored_player[0].StepFrame);
-#endif
-
-#if USE_NEW_MOVE_DELAY
-  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
-#else
-  FrameCounter++;
-  TimeFrames++;
+#if 0
+  /* ---------- main game synchronization point ---------- */
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    int move_frames =
-      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+  int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
-    stored_player[i].Frame += move_frames;
+  printf("::: skip == %d\n", skip);
 
-    if (stored_player[i].MovPos != 0)
-      stored_player[i].StepFrame += move_frames;
+#else
+  /* ---------- main game synchronization point ---------- */
 
-#if USE_NEW_MOVE_DELAY
-    if (stored_player[i].move_delay > 0)
-      stored_player[i].move_delay--;
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 #endif
-
-    if (stored_player[i].drop_delay > 0)
-      stored_player[i].drop_delay--;
-  }
 #endif
 
-#if 1
-  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+  if (network_playing && !network_player_action_received)
   {
-    ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+    /* try to get network player actions in time */
 
-    local_player->show_envelope = 0;
-  }
+#if defined(NETWORK_AVALIABLE)
+    /* last chance to get network player actions without main loop delay */
+    HandleNetworking();
 #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
-}
+    /* game was quit by network peer */
+    if (game_status != GAME_MODE_PLAYING)
+      return;
 
-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 (!network_player_action_received)
+      return;          /* failed to get network player actions in time */
 
-  for (i = 0; i < MAX_PLAYERS; i++)
+    /* do not yet reset "network_player_action_received" (for tape.pausing) */
+  }
+
+  if (tape.pausing)
+    return;
+
+  /* at this point we know that we really continue executing the game */
+
+  network_player_action_received = FALSE;
+
+  /* when playing tape, read previously recorded player input from tape data */
+  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
+  /* TapePlayAction() may return NULL when toggling to "pause before death" */
+  if (tape.pausing)
+    return;
+
+  if (tape.set_centered_player)
   {
-    int jx = stored_player[i].jx, jy = stored_player[i].jy;
+    game.centered_player_nr_next = tape.centered_player_nr_next;
+    game.set_centered_player = TRUE;
+  }
 
-    if (!stored_player[i].active || &stored_player[i] == player)
-      continue;
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    summarized_player_action |= stored_player[i].action;
 
-    min_x = MIN(min_x, jx);
-    min_y = MIN(min_y, jy);
-    max_x = MAX(max_x, jx);
-    max_y = MAX(max_y, jy);
+    if (!network_playing && (game.team_mode || tape.playing))
+      stored_player[i].effective_action = stored_player[i].action;
   }
 
-  return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
-}
+#if defined(NETWORK_AVALIABLE)
+  if (network_playing)
+    SendToServer_MovePlayer(summarized_player_action);
+#endif
 
-static boolean AllPlayersInVisibleScreen()
-{
-  int i;
+  // summarize all actions at local players mapped input device position
+  // (this allows using different input devices in single player mode)
+  if (!options.network && !game.team_mode)
+    stored_player[map_player_action[local_player->index_nr]].effective_action =
+      summarized_player_action;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
+  if (tape.recording &&
+      setup.team_mode &&
+      setup.input_on_focus &&
+      game.centered_player_nr != -1)
   {
-    int jx = stored_player[i].jx, jy = stored_player[i].jy;
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action =
+       (i == game.centered_player_nr ? summarized_player_action : 0);
+  }
 
-    if (!stored_player[i].active)
-      continue;
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = recorded_player_action[i];
 
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
-      return FALSE;
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    tape_action[i] = stored_player[i].effective_action;
+
+    /* (this may happen in the RND game engine if a player was not present on
+       the playfield on level start, but appeared later from a custom element */
+    if (setup.team_mode &&
+       tape.recording &&
+       tape_action[i] &&
+       !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;
   }
 
-  return TRUE;
-}
+  /* only record actions from input devices, but not programmed actions */
+  if (tape.recording)
+    TapeRecordAction(tape_action);
 
-void ScrollLevel(int dx, int dy)
-{
-  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
-  int x, y;
+#if USE_NEW_PLAYER_ASSIGNMENTS
+  // !!! also map player actions in single player mode !!!
+  // if (game.team_mode)
+  if (1)
+  {
+    byte mapped_action[MAX_PLAYERS];
 
-  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 DEBUG_PLAYER_ACTIONS
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+#endif
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      mapped_action[i] = stored_player[map_player_action[i]].effective_action;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = mapped_action[i];
 
-  if (dx)
+#if DEBUG_PLAYER_ACTIONS
+    printf(" =>");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
+#endif
+  }
+#if DEBUG_PLAYER_ACTIONS
+  else
   {
-    x = (dx == 1 ? BX1 : BX2);
-    for (y = BY1; y <= BY2; y++)
-      DrawScreenField(x, y);
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
   }
+#endif
+#endif
 
-  if (dy)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    y = (dy == 1 ? BY1 : BY2);
-    for (x = BX1; x <= BX2; x++)
-      DrawScreenField(x, y);
+    // allow engine snapshot in case of changed movement attempt
+    if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+       (stored_player[i].effective_action & KEY_MOTION))
+      game.snapshot.changed_action = TRUE;
+
+    // allow engine snapshot in case of snapping/dropping attempt
+    if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+       (stored_player[i].effective_action & KEY_BUTTON) != 0)
+      game.snapshot.changed_action = TRUE;
+
+    game.snapshot.last_action[i] = stored_player[i].effective_action;
   }
 
-  redraw_mask |= REDRAW_FIELD;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    GameActions_EM_Main();
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    GameActions_SP_Main();
+  }
+  else
+  {
+    GameActions_RND_Main();
+  }
+
+  BlitScreenToBitmap(backbuffer);
+
+  CheckLevelTime();
+
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+
+  if (options.debug)                   /* calculate frames per second */
+  {
+    static unsigned int fps_counter = 0;
+    static int fps_frames = 0;
+    unsigned int fps_delay_ms = Counter() - fps_counter;
+
+    fps_frames++;
+
+    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
-static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
+static void GameActions_CheckSaveEngineSnapshot()
 {
-  int nextx = x + dx, nexty = y + dy;
-  int element = Feld[x][y];
+  if (!game.snapshot.save_snapshot)
+    return;
 
-  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;
+  // clear flag for saving snapshot _before_ saving snapshot
+  game.snapshot.save_snapshot = FALSE;
 
-  return TRUE;
+  SaveEngineSnapshotToList();
 }
-#endif
 
-static boolean canFallDown(struct PlayerInfo *player)
+void GameActions()
 {
-  int jx = player->jx, jy = player->jy;
+  GameActionsExt();
 
-  return (IN_LEV_FIELD(jx, jy + 1) &&
-         (IS_FREE(jx, jy + 1) ||
-#if USE_NEW_BLOCK_STYLE
-#if USE_GRAVITY_BUGFIX_OLD
-          Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING ||
-#endif
-#endif
-          (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]));
+  GameActions_CheckSaveEngineSnapshot();
 }
 
-static boolean canPassField(int x, int y, int move_dir)
+void GameActions_EM_Main()
 {
-  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];
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
 
-  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)));
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
+
+  GameActions_EM(effective_action, warp_mode);
 }
 
-static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+void GameActions_SP_Main()
 {
-  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
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
 
-#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
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
+
+  GameActions_SP(effective_action, warp_mode);
 }
 
-static void CheckGravityMovement(struct PlayerInfo *player)
+void GameActions_RND_Main()
 {
-  if (game.gravity && !player->programmed_action)
+  GameActions_RND();
+}
+
+void GameActions_RND()
+{
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
+
+  InitPlayfieldScanModeVars();
+
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
   {
-#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
+    SCAN_PLAYFIELD(x, y)
+    {
+      ChangeCount[x][y] = 0;
+      ChangeEvent[x][y] = -1;
+    }
+  }
 
-#if 1
-    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
-#else
-    boolean player_is_snapping = player->action & JOY_BUTTON_1;
-#endif
+  if (game.set_centered_player)
+  {
+    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
 
-    int jx = player->jx, jy = player->jy;
+    /* switching to "all players" only possible if all players fit to screen */
+    if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
 
-    boolean player_is_moving_to_valid_field =
-      (!player_is_snapping &&
-       (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
-       canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+    /* do not switch focus to non-existing (or non-active) player */
+    if (game.centered_player_nr_next >= 0 &&
+       !stored_player[game.centered_player_nr_next].active)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
+  }
 
-#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 (game.set_centered_player &&
+      ScreenMovPos == 0)       /* screen currently aligned at tile position */
+  {
+    int sx, sy;
 
-#if 0
-    int opposite_dir = MV_DIR_OPPOSITE(move_dir);
-    int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
-    int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
-    int new_jx = jx + dx, new_jy = jy + dy;
-    int nextx = new_jx + dx, nexty = new_jy + dy;
-#endif
+    if (game.centered_player_nr_next == -1)
+    {
+      setScreenCenteredToAllPlayers(&sx, &sy);
+    }
+    else
+    {
+      sx = stored_player[game.centered_player_nr_next].jx;
+      sy = stored_player[game.centered_player_nr_next].jy;
+    }
 
-#if 1
+    game.centered_player_nr = game.centered_player_nr_next;
+    game.set_centered_player = FALSE;
 
-#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
+    DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+    DrawGameDoorValues();
+  }
 
-#else
-    boolean player_can_fall_down =
-      (IN_LEV_FIELD(jx, jy + 1) &&
-       (IS_FREE(jx, jy + 1)));
-#endif
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    int actual_player_action = stored_player[i].effective_action;
 
-#if 0
-    boolean player_is_moving_to_valid_field =
-      (
 #if 1
-       !player_is_snapping &&
+    /* !!! 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 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
+    /* overwrite programmed action with tape action */
+    if (stored_player[i].programmed_action)
+      actual_player_action = stored_player[i].programmed_action;
 
-#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
+    PlayerActions(&stored_player[i], actual_player_action);
 
-#if 0
-    printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
-          player_can_fall_down,
-          player_is_standing_on_valid_field,
-          player_is_moving_to_valid_field,
-          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
-          player->effective_action,
-          player->can_fall_into_acid);
-#endif
-
-    if (player_can_fall_down &&
-#if 0
-       !player_is_standing_on_valid_field &&
-#endif
-       !player_is_moving_to_valid_field)
-    {
-#if 0
-      printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
-            jx, jy, FrameCounter);
-#endif
-
-      player->programmed_action = MV_DOWN;
-    }
+    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
-}
-
-static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
-{
-#if 1
-  return CheckGravityMovement(player);
-#endif
-
-  if (game.gravity && !player->programmed_action)
-  {
-    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)));
 
-    if (field_under_player_is_free && !player_is_standing_on_valid_field)
-      player->programmed_action = MV_DOWN;
-  }
-}
+  ScrollScreen(NULL, SCROLL_GO_ON);
 
-/*
-  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)
-*/
+  /* 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 */
 
-boolean MovePlayerOneStep(struct PlayerInfo *player,
-                         int dx, int dy, int real_dx, int real_dy)
-{
-#if 0
-  static int trigger_sides[4][2] =
+  if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
   {
-    /* 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 (!player->active || (!dx && !dy))
-    return MF_NO_ACTION;
-
-  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(new_jx, new_jy))
-    return MF_NO_ACTION;
-
-  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
-    return MF_NO_ACTION;
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+      int x = player->jx;
+      int y = player->jy;
 
-#if 0
-  element = MovingOrBlocked2Element(new_jx, new_jy);
-#else
-  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-#endif
+      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))
+      {
+       ContinueMoving(x, y);
 
-  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);
+       /* continue moving after pushing (this is actually a bug) */
+       if (!IS_MOVING(x, y))
+         Stop[x][y] = FALSE;
+      }
     }
-    else
-      TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
-
-    return MF_MOVING;
   }
 
-  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
-  if (can_move != MF_MOVING)
-    return can_move;
-
-  /* check if DigField() has caused relocation of the player */
-  if (player->jx != jx || player->jy != jy)
-    return MF_NO_ACTION;       /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
-
-  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;
-
-  player->MovPos =
-    (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
-
-  player->step_counter++;
+  SCAN_PLAYFIELD(x, y)
+  {
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-#if 0
-  player->drop_delay = 0;
-#endif
+    /* this must be handled before main playfield loop */
+    if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+       RemoveField(x, y);
+    }
 
-  PlayerVisit[jx][jy] = FrameCounter;
+    if (Feld[x][y] == EL_ELEMENT_SNAPPING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+      {
+       RemoveField(x, y);
+       TEST_DrawLevelField(x, y);
 
-  ScrollPlayer(player, SCROLL_INIT);
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+      }
+    }
 
-#if 0
-  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-  {
-    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 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");
 
-  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);
-  }
+      ChangePage[x][y] = -1;
+    }
 #endif
 
-  return MF_MOVING;
-}
-
-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;
+    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 (CheckImpact[x][y] > 0)
+      CheckImpact[x][y]--;
 
-#if 1
-  if (!player->active)
-    return FALSE;
+    GfxFrame[x][y]++;
 
-  if (!dx && !dy)
-  {
-    if (player->MovPos == 0)
+    /* reset finished pushing action (not done in ContinueMoving() to allow
+       continuous pushing animation for elements with zero push delay) */
+    if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
     {
-      player->is_moving = FALSE;
-      player->is_digging = FALSE;
-      player->is_collecting = FALSE;
-      player->is_snapping = FALSE;
-      player->is_pushing = FALSE;
+      ResetGfxAnimation(x, y);
+      TEST_DrawLevelField(x, y);
     }
 
-    return FALSE;
-  }
-#else
-  if (!player->active || (!dx && !dy))
-    return FALSE;
-#endif
-
-#if 0
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !tape.playing)
-    return FALSE;
-#else
-
-#if 1
+#if DEBUG
+    if (IS_BLOCKED(x, y))
+    {
+      int oldx, oldy;
 
-#if 0
-  printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
-        player->move_delay + player->move_delay_value);
+      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");
+      }
+    }
 #endif
+  }
 
-#if USE_NEW_MOVE_DELAY
-  if (player->move_delay > 0)
-#else
-  if (!FrameReached(&player->move_delay, player->move_delay_value))
-#endif
+  SCAN_PLAYFIELD(x, y)
   {
-#if 0
-    printf("::: can NOT move\n");
-#endif
-
-    return FALSE;
-  }
-#else
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
-    return FALSE;
-#endif
+    element = Feld[x][y];
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-#endif
+    ResetGfxFrame(x, y, TRUE);
 
-#if 0
-  printf("::: COULD move now\n");
-#endif
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
 
-#if USE_NEW_MOVE_DELAY
-  player->move_delay = -1;             /* set to "uninitialized" value */
-#endif
+    SetRandomAnimationValue(x, y);
 
-  /* store if player is automatically moved to next field */
-  player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
 
-  /* remove the last programmed player action */
-  player->programmed_action = 0;
+    if (IS_INACTIVE(element))
+    {
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-  if (player->MovPos)
-  {
-    /* should only happen if pre-1.2 tape recordings are played */
-    /* this is only for backward compatibility */
+      continue;
+    }
 
-    int original_move_delay_value = player->move_delay_value;
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_CHANGING(x, y) &&
+       (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+    {
+      int page = element_info[element].event_page_nr[CE_DELAY];
 
-#if DEBUG
-    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
-          tape.counter);
-#endif
+      HandleElementChange(x, y, page);
 
-    /* scroll remaining steps with finest movement resolution */
-    player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    }
 
-    while (player->MovPos)
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
-      ScrollPlayer(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
+      StartMoving(x, y);
 
-#if USE_NEW_MOVE_DELAY
-      AdvanceFrameAndPlayerCounters(player->index_nr);
-#else
-      FrameCounter++;
-#endif
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-      DrawAllPlayers();
-      BackToFront();
-    }
-
-    player->move_delay_value = original_move_delay_value;
-  }
-
-  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 (IS_GEM(element) || element == EL_SP_INFOTRON)
+       TEST_DrawTwinkleOnField(x, y);
+    }
+    else if ((element == EL_ACID ||
+             element == EL_EXIT_OPEN ||
+             element == EL_EM_EXIT_OPEN ||
+             element == EL_SP_EXIT_OPEN ||
+             element == EL_STEEL_EXIT_OPEN ||
+             element == EL_EM_STEEL_EXIT_OPEN ||
+             element == EL_SP_TERMINAL ||
+             element == EL_SP_TERMINAL_ACTIVE ||
+             element == EL_EXTRA_TIME ||
+             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);
+    else if (element == EL_AMOEBA_GROWING)
+      AmoebeWaechst(x, y);
+    else if (element == EL_AMOEBA_SHRINKING)
+      AmoebaDisappearing(x, y);
 
-  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 !USE_NEW_AMOEBA_CODE
+    else if (IS_AMOEBALIVE(element))
+      AmoebeAbleger(x, y);
+#endif
 
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+    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_EM_EXIT_CLOSED)
+      CheckExitEM(x, y);
+    else if (element == EL_STEEL_EXIT_CLOSED)
+      CheckExitSteel(x, y);
+    else if (element == EL_EM_STEEL_EXIT_CLOSED)
+      CheckExitSteelEM(x, y);
+    else if (element == EL_SP_EXIT_CLOSED)
+      CheckExitSP(x, y);
+    else if (element == EL_EXPANDABLE_WALL_GROWING ||
+            element == EL_EXPANDABLE_STEELWALL_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 ||
+            element == EL_BD_EXPANDABLE_WALL)
+      MauerAbleger(x, y);
+    else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+            element == EL_EXPANDABLE_STEELWALL_ANY)
+      MauerAblegerStahl(x, y);
+    else if (element == EL_FLAMES)
+      CheckForDragon(x, y);
+    else if (element == EL_EXPLOSION)
+      ;        /* drawing of correct explosion animation is handled separately */
+    else if (element == EL_ELEMENT_SNAPPING ||
+            element == EL_DIAGONAL_SHRINKING ||
+            element == EL_DIAGONAL_GROWING)
     {
-      /* 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);
+      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
     }
-    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);
+    else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-       /* 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 (IS_BELT_ACTIVE(element))
+      PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
-       /* don't scroll more than one field at a time */
-       scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+    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_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 */
+      /* 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 ||
+          element == EL_DC_MAGIC_WALL_FULL ||
+          element == EL_DC_MAGIC_WALL_ACTIVE ||
+          element == EL_DC_MAGIC_WALL_EMPTYING) &&
+         ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
-       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);
-
-       /* don't scroll more than one field at a time */
-       scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
-
-       /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
-           (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
-         scroll_y = old_scroll_y;
+       magic_wall_x = x;
+       magic_wall_y = y;
       }
     }
+  }
 
-    if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+#if USE_NEW_AMOEBA_CODE
+  /* new experimental amoeba growth stuff */
+  if (!(FrameCounter % 8))
+  {
+    static unsigned int random = 1684108901;
+
+    for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
-      if (!options.network && !AllPlayersInVisibleScreen())
-      {
-       scroll_x = old_scroll_x;
-       scroll_y = old_scroll_y;
-      }
-      else
+      x = RND(lev_fieldx);
+      y = RND(lev_fieldy);
+      element = Feld[x][y];
+
+      if (!IS_PLAYER(x,y) &&
+         (element == EL_EMPTY ||
+          CAN_GROW_INTO(element) ||
+          element == EL_QUICKSAND_EMPTY ||
+          element == EL_QUICKSAND_FAST_EMPTY ||
+          element == EL_ACID_SPLASH_LEFT ||
+          element == EL_ACID_SPLASH_RIGHT))
       {
-       ScrollScreen(player, SCROLL_INIT);
-       ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+       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;
       }
+
+      random = random * 129 + 1;
     }
   }
-
-#if 0
-#if 1
-  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
-  if (!(moved & MF_MOVING) && !player->is_pushing)
-    player->Frame = 0;
-#endif
 #endif
 
-  player->StepFrame = 0;
+  game.explosions_delayed = FALSE;
 
-  if (moved & MF_MOVING)
+  SCAN_PLAYFIELD(x, y)
   {
-#if 0
-    printf("::: REALLY moves now\n");
-#endif
-
-    if (old_jx != jx && old_jy == jy)
-      player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
-    else if (old_jx == jx && old_jy != jy)
-      player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
-
-    DrawLevelField(jx, jy);    /* for "crumbled sand" */
+    element = Feld[x][y];
 
-    player->last_move_dir = player->MovDir;
-    player->is_moving = TRUE;
-#if 1
-    player->is_snapping = FALSE;
-#endif
+    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);
 
-#if 1
-    player->is_switching = FALSE;
-#endif
+    ExplodeField[x][y] = EX_TYPE_NONE;
+  }
 
-    player->is_dropping = FALSE;
+  game.explosions_delayed = TRUE;
 
+  if (game.magic_wall_active)
+  {
+    if (!(game.magic_wall_time_left % 4))
+    {
+      int element = Feld[magic_wall_x][magic_wall_y];
 
-#if 0
-    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+      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 if (element == EL_DC_MAGIC_WALL_FULL ||
+              element == EL_DC_MAGIC_WALL_ACTIVE ||
+              element == EL_DC_MAGIC_WALL_EMPTYING)
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
+      else
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+    }
 
-#if 1
-    if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
+    if (game.magic_wall_time_left > 0)
     {
-      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];
+      game.magic_wall_time_left--;
 
-#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);
+      if (!game.magic_wall_time_left)
+      {
+       SCAN_PLAYFIELD(x, y)
+       {
+         element = Feld[x][y];
 
-      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
-                                         CE_OTHER_GETS_LEFT,
-                                         player->index_bit, leave_side);
+         if (element == EL_MAGIC_WALL_ACTIVE ||
+             element == EL_MAGIC_WALL_FULL)
+         {
+           Feld[x][y] = EL_MAGIC_WALL_DEAD;
+           TEST_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;
+           TEST_DrawLevelField(x, y);
+         }
+         else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
+                  element == EL_DC_MAGIC_WALL_FULL)
+         {
+           Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+           TEST_DrawLevelField(x, y);
+         }
+       }
 
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
+       game.magic_wall_active = FALSE;
+      }
+    }
+  }
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_OTHER_GETS_ENTERED,
-                                         player->index_bit, enter_side);
-#endif
+  if (game.light_time_left > 0)
+  {
+    game.light_time_left--;
 
-    }
-#endif
+    if (game.light_time_left == 0)
+      RedrawAllLightSwitchesAndInvisibleElements();
+  }
 
+  if (game.timegate_time_left > 0)
+  {
+    game.timegate_time_left--;
 
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
   }
-  else
+
+  if (game.lenses_time_left > 0)
   {
-    CheckGravityMovementWhenNotMoving(player);
+    game.lenses_time_left--;
 
-    /*
-    player->last_move_dir = MV_NO_MOVING;
-    */
-    player->is_moving = FALSE;
-
-#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!!!) */
-
-    if (game.engine_version >= VERSION_IDENT(3,1,1,0))
-      player->move_delay = 0;  /* allow direct movement in the next frame */
-#endif
+    if (game.lenses_time_left == 0)
+      RedrawAllInvisibleElementsForLenses();
   }
 
-#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.engine_version < VERSION_IDENT(3,0,7,0))
+  if (game.magnify_time_left > 0)
   {
-    TestIfHeroTouchesBadThing(jx, jy);
-    TestIfPlayerTouchesCustomElement(jx, jy);
-  }
-
-  if (!player->active)
-    RemoveHero(player);
-
-  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;
+    game.magnify_time_left--;
 
-  if (!player->active || !player->MovPos)
-    return;
+    if (game.magnify_time_left == 0)
+      RedrawAllInvisibleElementsForMagnifier();
+  }
 
-  if (mode == SCROLL_INIT)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    player->actual_frame_counter = FrameCounter;
-    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-
-#if 0
-    printf("::: %06d: %d,%d: %d (%d) [%d]\n",
-          FrameCounter,
-          last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
-          player->block_delay);
-#endif
-
-#if USE_NEW_BLOCK_STYLE
-
-#if 0
-    if (player->block_delay <= 0)
-      printf("::: ALERT! block_delay == %d\n", player->block_delay);
-#endif
+    struct PlayerInfo *player = &stored_player[i];
 
-    if ((player->block_last_field || player->block_delay_adjustment > 0) &&
-       Feld[last_jx][last_jy] == EL_EMPTY)
+    if (SHIELD_ON(player))
     {
-      int last_field_block_delay = 0;  /* start with no blocking at all */
-      int block_delay_adjustment = player->block_delay_adjustment;
-
-      /* if player blocks last field, add delay for exactly one move */
-      if (player->block_last_field)
-      {
-       last_field_block_delay += player->move_delay_value;
-
-#if USE_GRAVITY_BUGFIX_NEW
-       /* when blocking enabled, prevent moving up despite gravity */
-       if (game.gravity && player->MovDir == MV_UP)
-         block_delay_adjustment = -1;
-#endif
-      }
-
-      /* add block delay adjustment (also possible when not blocking) */
-      last_field_block_delay += block_delay_adjustment;
-
-#if 0
-#if USE_BLOCK_DELAY_BUGFIX
-      /* when blocking enabled, correct block delay for fast movement */
-      if (player->block_last_field &&
-         player->move_delay_value < MOVE_DELAY_NORMAL_SPEED)
-       last_field_block_delay =
-         player->move_delay_value + player->block_delay_adjustment;
-#endif
-#endif
-
-#if 0
-#if USE_GRAVITY_BUGFIX_NEW
-      /* when blocking enabled, correct block delay for gravity movement */
-      if (player->block_last_field &&
-         game.gravity && player->MovDir == MV_UP)
-       last_field_block_delay = player->move_delay_value - 1;
-#endif
-#endif
-
-      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
-      MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
+      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);
     }
-#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;
-
-  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
-
-  if (player->MovPos == 0)     /* player reached destination field */
+#if USE_DELAYED_GFX_REDRAW
+  SCAN_PLAYFIELD(x, y)
   {
-#if 1
-    if (player->move_delay_reset_counter > 0)
-    {
-      player->move_delay_reset_counter--;
-
-      if (player->move_delay_reset_counter == 0)
-      {
-       /* continue with normal speed after quickly moving through gate */
-       HALVE_PLAYER_SPEED(player);
-
-       /* be able to make the next move without delay */
-       player->move_delay = 0;
-      }
-    }
-#else
-    if (IS_PASSABLE(Feld[last_jx][last_jy]))
+    if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
     {
-      /* continue with normal speed after quickly moving through gate */
-      HALVE_PLAYER_SPEED(player);
-
-      /* be able to make the next move without delay */
-      player->move_delay = 0;
-    }
-#endif
+      /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+        !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
 
-#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
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+       DrawLevelField(x, y);
 
-    player->last_jx = jx;
-    player->last_jy = jy;
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+       DrawLevelFieldCrumbled(x, y);
 
-    if (Feld[jx][jy] == EL_EXIT_OPEN ||
-       Feld[jx][jy] == EL_SP_EXIT_OPEN ||
-       Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
-    {
-      DrawPlayer(player);      /* needed here only to cleanup last field */
-      RemoveHero(player);
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+       DrawLevelFieldCrumbledNeighbours(x, y);
 
-      if (local_player->friends_still_needed == 0 ||
-         IS_SP_ELEMENT(Feld[jx][jy]))
-       player->LevelSolved = player->GameOver = TRUE;
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+       DrawTwinkleOnField(x, y);
     }
 
-#if 1
-    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
-    /* this breaks one level: "machine", level 000 */
-#if 0
-    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
-    {
-      int move_direction = player->MovDir;
-#if 1
-      int enter_side = MV_DIR_OPPOSITE(move_direction);
-      int leave_side = move_direction;
-#else
-      static int trigger_sides[4][2] =
-      {
-       /* enter side           leave side */
-       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
-       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
-       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
-       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
-      };
-      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+    GfxRedraw[x][y] = GFX_REDRAW_NONE;
+  }
 #endif
-      int old_jx = last_jx;
-      int old_jy = last_jy;
-      int old_element = Feld[old_jx][old_jy];
-      int new_element = Feld[jx][jy];
-
-#if 1
-      /* !!! TEST ONLY !!! */
-      if (IS_CUSTOM_ELEMENT(old_element))
-       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
-                                  CE_LEFT_BY_PLAYER,
-                                  player->index_bit, leave_side);
 
-      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
-                                         CE_OTHER_GETS_LEFT,
-                                         player->index_bit, leave_side);
+  DrawAllPlayers();
+  PlayAllPlayersSound();
 
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
+  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+  {
+    ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_OTHER_GETS_ENTERED,
-                                         player->index_bit, enter_side);
-#endif
+    local_player->show_envelope = 0;
+  }
 
-    }
-#endif
+  /* use random number generator in every frame to make it less predictable */
+  if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+    RND(1);
+}
 
-    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
+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 (!player->active)
-       RemoveHero(player);
-    }
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
-    if (level.use_step_counter)
-    {
-      int i;
+    if (!stored_player[i].active || &stored_player[i] == player)
+      continue;
 
-      TimePlayed++;
+    min_x = MIN(min_x, jx);
+    min_y = MIN(min_y, jy);
+    max_x = MAX(max_x, jx);
+    max_y = MAX(max_y, jy);
+  }
 
-      if (TimeLeft > 0)
-      {
-       TimeLeft--;
+  return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+}
 
-       if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+static boolean AllPlayersInVisibleScreen()
+{
+  int i;
 
-       DrawGameValue_Time(TimeLeft);
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
-       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 (!stored_player[i].active)
+      continue;
 
-    if (tape.single_step && tape.recording && !tape.pausing &&
-       !player->programmed_action)
-      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+      return FALSE;
   }
+
+  return TRUE;
 }
 
-void ScrollScreen(struct PlayerInfo *player, int mode)
+void ScrollLevel(int dx, int dy)
 {
-  static unsigned long screen_frame_counter = 0;
+  int scroll_offset = 2 * TILEX_VAR;
+  int x, y;
 
-  if (mode == SCROLL_INIT)
-  {
-    /* set scrolling step size according to actual player's moving speed */
-    ScrollStepSize = TILEX / player->move_delay_value;
+  BlitBitmap(drawto_field, drawto_field,
+            FX + TILEX_VAR * (dx == -1) - scroll_offset,
+            FY + TILEY_VAR * (dy == -1) - scroll_offset,
+            SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
+            SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
+            FX + TILEX_VAR * (dx == 1) - scroll_offset,
+            FY + TILEY_VAR * (dy == 1) - scroll_offset);
 
-    screen_frame_counter = FrameCounter;
-    ScreenMovDir = player->MovDir;
-    ScreenMovPos = player->MovPos;
-    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
-    return;
+  if (dx != 0)
+  {
+    x = (dx == 1 ? BX1 : BX2);
+    for (y = BY1; y <= BY2; y++)
+      DrawScreenField(x, y);
   }
-  else if (!FrameReached(&screen_frame_counter, 1))
-    return;
 
-  if (ScreenMovPos)
+  if (dy != 0)
   {
-    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
-    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
-    redraw_mask |= REDRAW_FIELD;
+    y = (dy == 1 ? BY1 : BY2);
+    for (x = BX1; x <= BX2; x++)
+      DrawScreenField(x, y);
+  }
+
+  redraw_mask |= REDRAW_FIELD;
+}
+
+static boolean canFallDown(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+
+  return (IN_LEV_FIELD(jx, jy + 1) &&
+         (IS_FREE(jx, jy + 1) ||
+          (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 boolean canPassField(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 nextx = x + dx;
+  int nexty = y + dy;
+  int element = Feld[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)));
+}
+
+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;
+
+  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)));
+}
+
+static void CheckGravityMovement(struct PlayerInfo *player)
+{
+  if (player->gravity && !player->programmed_action)
+  {
+    int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->effective_action & MV_VERTICAL;
+    boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
+    int jx = player->jx, jy = player->jy;
+    boolean player_is_moving_to_valid_field =
+      (!player_is_snapping &&
+       (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+       canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+    boolean player_can_fall_down = canFallDown(player);
+
+    if (player_can_fall_down &&
+       !player_is_moving_to_valid_field)
+      player->programmed_action = MV_DOWN;
+  }
+}
+
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+  return CheckGravityMovement(player);
+
+  if (player->gravity && !player->programmed_action)
+  {
+    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)));
+
+    if (field_under_player_is_free && !player_is_standing_on_valid_field)
+      player->programmed_action = MV_DOWN;
+  }
+}
+
+/*
+  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)
+*/
+
+boolean MovePlayerOneStep(struct PlayerInfo *player,
+                         int dx, int dy, int real_dx, int real_dy)
+{
+  int jx = player->jx, jy = player->jy;
+  int new_jx = jx + dx, new_jy = jy + dy;
+  int can_move;
+  boolean player_can_move = !player->cannot_move;
+
+  if (!player->active || (!dx && !dy))
+    return MP_NO_ACTION;
+
+  player->MovDir = (dx < 0 ? MV_LEFT :
+                   dx > 0 ? MV_RIGHT :
+                   dy < 0 ? MV_UP :
+                   dy > 0 ? MV_DOWN :  MV_NONE);
+
+  if (!IN_LEV_FIELD(new_jx, new_jy))
+    return MP_NO_ACTION;
+
+  if (!player_can_move)
+  {
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+      player->is_snapping = FALSE;
+      player->is_pushing = FALSE;
+    }
+  }
+
+  if (!options.network && game.centered_player_nr == -1 &&
+      !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
+
+  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
+  if (can_move != MP_MOVING)
+    return can_move;
+
+  /* check if DigField() has caused relocation of the player */
+  if (player->jx != jx || player->jy != jy)
+    return MP_NO_ACTION;       /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
+
+  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 (player->move_delay_value_next != -1)
+  {
+    player->move_delay_value = player->move_delay_value_next;
+    player->move_delay_value_next = -1;
+  }
+
+  player->MovPos =
+    (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
+
+  player->step_counter++;
+
+  PlayerVisit[jx][jy] = FrameCounter;
+
+  player->is_moving = TRUE;
+
+#if 1
+  /* should better be called in MovePlayer(), but this breaks some tapes */
+  ScrollPlayer(player, SCROLL_INIT);
+#endif
+
+  return MP_MOVING;
+}
+
+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 = MP_NO_ACTION;
+
+  if (!player->active)
+    return FALSE;
+
+  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;
+    }
+
+    return FALSE;
+  }
+
+  if (player->move_delay > 0)
+    return FALSE;
+
+  player->move_delay = -1;             /* set to "uninitialized" value */
+
+  /* store if player is automatically moved to next field */
+  player->is_auto_moving = (player->programmed_action != MV_NONE);
+
+  /* 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. [%d]\n",
+          tape.counter);
+#endif
+
+    /* scroll remaining steps with finest movement resolution */
+    player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
+
+    while (player->MovPos)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
+
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+
+      DrawAllPlayers();
+      BackToFront_WithFrameDelay(0);
+    }
+
+    player->move_delay_value = original_move_delay_value;
+  }
+
+  player->is_active = FALSE;
+
+  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 (!moved && !player->is_active)
+  {
+    player->is_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+    player->is_snapping = FALSE;
+    player->is_pushing = FALSE;
+  }
+
+  jx = player->jx;
+  jy = player->jy;
+
+  if (moved & MP_MOVING && !ScreenMovPos &&
+      (player->index_nr == game.centered_player_nr ||
+       game.centered_player_nr == -1))
+  {
+    int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
+    int offset = game.scroll_delay_value;
+
+    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);
+
+       /* 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);
+
+       /* 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);
+
+       /* don't scroll more than one field at a time */
+       scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+
+       /* don't scroll against the player's moving direction */
+       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
+           (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+         scroll_y = old_scroll_y;
+      }
+    }
+
+    if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+    {
+      if (!options.network && game.centered_player_nr == -1 &&
+         !AllPlayersInVisibleScreen())
+      {
+       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);
+      }
+    }
+  }
+
+  player->StepFrame = 0;
+
+  if (moved & MP_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);
+
+    TEST_DrawLevelField(jx, jy);       /* for "crumbled sand" */
+
+    player->last_move_dir = player->MovDir;
+    player->is_moving = TRUE;
+    player->is_snapping = FALSE;
+    player->is_switching = FALSE;
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
+
+#if 0
+    /* should better be called here than above, but this breaks some tapes */
+    ScrollPlayer(player, SCROLL_INIT);
+#endif
+  }
+  else
+  {
+    CheckGravityMovementWhenNotMoving(player);
+
+    player->is_moving = FALSE;
+
+    /* at this point, the player is allowed to move, but cannot move right now
+       (e.g. because of something blocking the way) -- ensure that the player
+       is also allowed to move in the next frame (in old versions before 3.1.1,
+       the player was forced to wait again for eight frames before next try) */
+
+    if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+      player->move_delay = 0;  /* allow direct movement in the next frame */
+  }
+
+  if (player->move_delay == -1)                /* not yet initialized by DigField() */
+    player->move_delay = player->move_delay_value;
+
+  if (game.engine_version < VERSION_IDENT(3,0,7,0))
+  {
+    TestIfPlayerTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesCustomElement(jx, jy);
+  }
+
+  if (!player->active)
+    RemovePlayer(player);
+
+  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)
+    return;
+
+  if (player->MovPos == 0 && mode == SCROLL_GO_ON)     /* player not moving */
+    return;
+
+  if (mode == SCROLL_INIT)
+  {
+    player->actual_frame_counter = FrameCounter;
+    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+    if ((player->block_last_field || player->block_delay_adjustment > 0) &&
+       Feld[last_jx][last_jy] == EL_EMPTY)
+    {
+      int last_field_block_delay = 0;  /* start with no blocking at all */
+      int block_delay_adjustment = player->block_delay_adjustment;
+
+      /* if player blocks last field, add delay for exactly one move */
+      if (player->block_last_field)
+      {
+       last_field_block_delay += player->move_delay_value;
+
+       /* when blocking enabled, prevent moving up despite gravity */
+       if (player->gravity && player->MovDir == MV_UP)
+         block_delay_adjustment = -1;
+      }
+
+      /* add block delay adjustment (also possible when not blocking) */
+      last_field_block_delay += block_delay_adjustment;
+
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+      MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
+    }
+
+    if (player->MovPos != 0)   /* player has not yet reached destination */
+      return;
+  }
+  else if (!FrameReached(&player->actual_frame_counter, 1))
+    return;
+
+  if (player->MovPos != 0)
+  {
+    player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+    /* before DrawPlayer() to draw correct player graphic for this case */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+  }
+
+  if (player->MovPos == 0)     /* player reached destination field */
+  {
+    if (player->move_delay_reset_counter > 0)
+    {
+      player->move_delay_reset_counter--;
+
+      if (player->move_delay_reset_counter == 0)
+      {
+       /* continue with normal speed after quickly moving through gate */
+       HALVE_PLAYER_SPEED(player);
+
+       /* be able to make the next move without delay */
+       player->move_delay = 0;
+      }
+    }
+
+    player->last_jx = jx;
+    player->last_jy = jy;
+
+    if (Feld[jx][jy] == EL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+       Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+       Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
+    {
+      DrawPlayer(player);      /* needed here only to cleanup last field */
+      RemovePlayer(player);
+
+      if (local_player->friends_still_needed == 0 ||
+         IS_SP_ELEMENT(Feld[jx][jy]))
+       PlayerWins(player);
+    }
+
+    /* this breaks one level: "machine", level 000 */
+    {
+      int move_direction = player->MovDir;
+      int enter_side = MV_DIR_OPPOSITE(move_direction);
+      int leave_side = move_direction;
+      int old_jx = last_jx;
+      int old_jy = last_jy;
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
+
+      if (IS_CUSTOM_ELEMENT(old_element))
+       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                                  CE_LEFT_BY_PLAYER,
+                                  player->index_bit, leave_side);
+
+      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                         CE_PLAYER_LEAVES_X,
+                                         player->index_bit, leave_side);
+
+      if (IS_CUSTOM_ELEMENT(new_element))
+       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                  player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                         CE_PLAYER_ENTERS_X,
+                                         player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+                                       CE_MOVE_OF_X, move_direction);
+    }
+
+    if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+    {
+      TestIfPlayerTouchesBadThing(jx, jy);
+      TestIfPlayerTouchesCustomElement(jx, jy);
+
+      /* 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)
+       TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
+
+      if (!player->active)
+       RemovePlayer(player);
+    }
+
+    if (!local_player->LevelSolved && level.use_step_counter)
+    {
+      int i;
+
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
+      else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       DisplayGameControlValues();
+      }
+    }
+
+    if (tape.single_step && tape.recording && !tape.pausing &&
+       !player->programmed_action)
+      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+    if (!player->programmed_action)
+      CheckSaveEngineSnapshot(player);
+  }
+}
+
+void ScrollScreen(struct PlayerInfo *player, int mode)
+{
+  static unsigned int 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;
+
+    screen_frame_counter = FrameCounter;
+    ScreenMovDir = player->MovDir;
+    ScreenMovPos = player->MovPos;
+    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+    return;
+  }
+  else if (!FrameReached(&screen_frame_counter, 1))
+    return;
+
+  if (ScreenMovPos)
+  {
+    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+    redraw_mask |= REDRAW_FIELD;
   }
   else
-    ScreenMovDir = MV_NO_MOVING;
+    ScreenMovDir = MV_NONE;
 }
 
 void TestIfPlayerTouchesCustomElement(int x, int y)
@@ -10537,7 +12495,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    if (IS_PLAYER(x, y))
+    if (IS_PLAYER(x, y))               /* player found at center element */
     {
       struct PlayerInfo *player = PLAYERINFO(x, y);
 
@@ -10550,22 +12508,24 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       else
        continue;               /* center and border element do not touch */
 
-#if 1
-      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, border_side);
       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
-                                         CE_OTHER_GETS_TOUCHED,
-                                         player->index_bit, border_side);
-#else
-      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
-                                         CE_OTHER_GETS_TOUCHED,
+                                         CE_PLAYER_TOUCHES_X,
                                          player->index_bit, border_side);
-      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
-                                player->index_bit, border_side);
-#endif
+
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(x, y)->initial_element;
+
+       CheckElementChangeBySide(xx, yy, border_element, player_element,
+                                CE_TOUCHING_X, border_side);
+      }
     }
-    else if (IS_PLAYER(xx, yy))
+    else if (IS_PLAYER(xx, yy))                /* player found at border element */
     {
       struct PlayerInfo *player = PLAYERINFO(xx, yy);
 
@@ -10575,20 +12535,22 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
          continue;             /* center and border element do not touch */
       }
 
-#if 1
-      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, center_side);
       CheckTriggeredElementChangeByPlayer(x, y, center_element,
-                                         CE_OTHER_GETS_TOUCHED,
-                                         player->index_bit, center_side);
-#else
-      CheckTriggeredElementChangeByPlayer(x, y, center_element,
-                                         CE_OTHER_GETS_TOUCHED,
+                                         CE_PLAYER_TOUCHES_X,
                                          player->index_bit, center_side);
-      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
-                                player->index_bit, center_side);
-#endif
+
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+       CheckElementChangeBySide(x, y, center_element, player_element,
+                                CE_TOUCHING_X, center_side);
+      }
 
       break;
     }
@@ -10620,19 +12582,18 @@ void TestIfElementTouchesCustomElement(int x, int y)
     MV_LEFT | MV_RIGHT
   };
   boolean change_center_element = FALSE;
-  int center_element_change_page = 0;
   int center_element = Feld[x][y];     /* should always be non-moving! */
-  int border_trigger_element = EL_UNDEFINED;
-  int i, j;
+  int border_element_old[NUM_DIRECTIONS];
+  int i;
 
   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;
 
+    border_element_old[i] = -1;
+
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
@@ -10645,294 +12606,115 @@ void TestIfElementTouchesCustomElement(int x, int y)
     else
       continue;                        /* center and border element do not touch */
 
-    /* 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++)
-      {
-       struct ElementChangeInfo *change =
-         &element_info[center_element].change_page[j];
+    border_element_old[i] = border_element;
+  }
 
-       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;
+  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_element = border_element_old[i];
 
-         break;
-       }
-      }
-    }
+    if (border_element == -1)
+      continue;
 
     /* check for change of border element */
-    if (IS_CUSTOM_ELEMENT(border_element) &&
-       HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
-    {
-      for (j = 0; j < element_info[border_element].num_change_pages; j++)
-      {
-       struct ElementChangeInfo *change =
-         &element_info[border_element].change_page[j];
-
-       if (change->can_change &&
-           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
-           change->trigger_side & center_side &&
-#if 1
-           IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
-#else
-           change->trigger_element == center_element
-#endif
-           )
-       {
-#if 0
-         printf("::: border_element %d, %d\n", x, y);
-#endif
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
 
-         CheckElementChangeByPage(xx, yy, border_element, center_element,
-                                  CE_OTHER_IS_TOUCHING, j);
-         break;
-       }
-      }
-    }
+    /* (center element cannot be player, so we dont have to check this here) */
   }
 
-  if (change_center_element)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-#if 0
-    printf("::: center_element %d, %d\n", x, y);
-#endif
-
-    CheckElementChangeByPage(x, y, center_element, border_trigger_element,
-                            CE_OTHER_IS_TOUCHING, center_element_change_page);
-  }
-}
-
-void TestIfElementHitsCustomElement(int x, int y, int direction)
-{
-  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 (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
-    return;
-
-#if 0
-  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
-    return;
-#endif
-
-  touched_element = (IN_LEV_FIELD(hitx, hity) ?
-                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
-
-  CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                          CE_HITTING_SOMETHING, direction);
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int border_side = trigger_sides[i][1];
+    int border_element = border_element_old[i];
 
-  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);
+    if (border_element == -1)
+      continue;
 
-    object_hit = TRUE;
-#endif
+    /* check for change of center element (but change it only once) */
+    if (!change_center_element)
+      change_center_element =
+       CheckElementChangeBySide(x, y, center_element, border_element,
+                                CE_TOUCHING_X, border_side);
 
-    if (object_hit)
+    if (IS_PLAYER(xx, yy))
     {
-      int i;
-
-      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
-                              CE_HIT_BY_SOMETHING, opposite_direction);
-
-      if (IS_CUSTOM_ELEMENT(hitting_element) &&
-         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
-      {
-       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_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 (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];
+      /* use player element that is initially defined in the level playfield,
+        not the player element that corresponds to the runtime player number
+        (example: a level that contains EL_PLAYER_3 as the only player would
+        incorrectly give EL_PLAYER_1 for "player->element_nr") */
+      int player_element = PLAYERINFO(xx, yy)->initial_element;
 
-         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;
-         }
-       }
-      }
+      CheckElementChangeBySide(x, y, center_element, player_element,
+                              CE_TOUCHING_X, border_side);
     }
   }
 }
 
-#if 0
-void TestIfElementSmashesCustomElement(int x, int y, int direction)
+void TestIfElementHitsCustomElement(int x, int y, int direction)
 {
   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 (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
     return;
 
-#if 0
-  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
-    return;
-#endif
-
   touched_element = (IN_LEV_FIELD(hitx, hity) ?
                     MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
 
-  CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                          EP_CAN_SMASH_EVERYTHING, direction);
-
   if (IN_LEV_FIELD(hitx, hity))
   {
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
-#if 0
-    int touched_element = MovingOrBlocked2Element(hitx, hity);
-#endif
-#if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
                          ABS(MovPos[hitx][hity]) <= TILEY / 2);
 
     object_hit = TRUE;
-#endif
 
     if (object_hit)
     {
-      int i;
+      CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                              CE_HITTING_X, touched_side);
 
       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];
+                              CE_HIT_BY_X, hitting_side);
 
-         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;
-         }
-       }
-      }
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_SOMETHING, opposite_direction);
 
-      if (IS_CUSTOM_ELEMENT(touched_element) &&
-         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+      if (IS_PLAYER(hitx, hity))
       {
-       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[touched_element].change_page[i];
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(hitx, hity)->initial_element;
 
-         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;
-         }
-       }
+       CheckElementChangeBySide(x, y, hitting_element, player_element,
+                                CE_HITTING_X, touched_side);
       }
     }
   }
+
+  /* "hitting something" is also true when hitting the playfield border */
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          CE_HITTING_SOMETHING, direction);
 }
-#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] =
   {
@@ -10960,13 +12742,9 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
       continue;
 
     test_move_dir =
-      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
 
-#if 0
-    test_element = Feld[test_x][test_y];
-#else
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
-#endif
 
     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
@@ -10988,18 +12766,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
-#if 1
       if (player->shield_deadly_time_left > 0 &&
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(kill_x, kill_y);
       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
-       KillHero(player);
-#else
-      if (player->shield_deadly_time_left > 0)
-       Bang(kill_x, kill_y);
-      else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
-       KillHero(player);
-#endif
+       KillPlayer(player);
     }
     else
       Bang(good_x, good_y);
@@ -11041,11 +12812,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_x = bad_x + test_xy[i][0];
     test_y = bad_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
     test_move_dir =
-      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
 
     test_element = Feld[test_x][test_y];
 
@@ -11071,12 +12843,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
       else if (test_element == EL_PENGUIN)
       {
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
     }
@@ -11088,52 +12862,102 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-#if 1
       if (player->shield_deadly_time_left > 0 &&
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(bad_x, bad_y);
       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
-       KillHero(player);
-#else
-      if (player->shield_deadly_time_left > 0)
+       KillPlayer(player);
+    }
+    else
+      Bang(kill_x, kill_y);
+  }
+}
+
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+  int bad_element = Feld[bad_x][bad_y];
+  int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+  int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
+  int test_x = bad_x + dx, test_y = bad_y + dy;
+  int test_move_dir, test_element;
+  int kill_x = -1, kill_y = -1;
+
+  if (!IN_LEV_FIELD(test_x, test_y))
+    return;
+
+  test_move_dir =
+    (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+  test_element = Feld[test_x][test_y];
+
+  if (test_move_dir != bad_move_dir)
+  {
+    /* good thing can be player or penguin that does not move away */
+    if (IS_PLAYER(test_x, test_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+      /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+        player as being hit when he is moving towards the bad thing, because
+        the "get hit by" condition would be lost after the player stops) */
+      if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+       return;         /* player moves away from bad thing */
+
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+    else if (test_element == EL_PENGUIN)
+    {
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+  }
+
+  if (kill_x != -1 || kill_y != -1)
+  {
+    if (IS_PLAYER(kill_x, kill_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+      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);
-#endif
+       KillPlayer(player);
     }
     else
       Bang(kill_x, kill_y);
   }
 }
 
-void TestIfHeroTouchesBadThing(int x, int y)
+void TestIfPlayerTouchesBadThing(int x, int y)
 {
-  TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+  TestIfGoodThingHitsBadThing(x, y, MV_NONE);
 }
 
-void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
 {
   TestIfGoodThingHitsBadThing(x, y, move_dir);
 }
 
-void TestIfBadThingTouchesHero(int x, int y)
+void TestIfBadThingTouchesPlayer(int x, int y)
 {
-  TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+  TestIfBadThingHitsGoodThing(x, y, MV_NONE);
 }
 
-void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
+void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
 {
   TestIfBadThingHitsGoodThing(x, y, move_dir);
 }
 
 void TestIfFriendTouchesBadThing(int x, int y)
 {
-  TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+  TestIfGoodThingHitsBadThing(x, y, MV_NONE);
 }
 
 void TestIfBadThingTouchesFriend(int x, int y)
 {
-  TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+  TestIfBadThingHitsGoodThing(x, y, MV_NONE);
 }
 
 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
@@ -11170,13 +12994,35 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     Bang(bad_x, bad_y);
 }
 
-void KillHero(struct PlayerInfo *player)
+void KillPlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
 
   if (!player->active)
     return;
 
+#if 0
+  printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+        player->killed, player->active, player->reanimated);
+#endif
+
+  /* the following code was introduced to prevent an infinite loop when calling
+     -> Bang()
+     -> CheckTriggeredElementChangeExt()
+     -> ExecuteCustomElementAction()
+     -> KillPlayer()
+     -> (infinitely repeating the above sequence of function calls)
+     which occurs when killing the player while having a CE with the setting
+     "kill player X when explosion of <player X>"; the solution using a new
+     field "player->killed" was chosen for backwards compatibility, although
+     clever use of the fields "player->active" etc. would probably also work */
+#if 1
+  if (player->killed)
+    return;
+#endif
+
+  player->killed = TRUE;
+
   /* remove accessible field at the player's position */
   Feld[jx][jy] = EL_EMPTY;
 
@@ -11184,1784 +13030,1909 @@ void KillHero(struct PlayerInfo *player)
   player->shield_normal_time_left = 0;
   player->shield_deadly_time_left = 0;
 
+#if 0
+  printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+        player->killed, player->active, player->reanimated);
+#endif
+
   Bang(jx, jy);
-  BuryHero(player);
+
+#if 0
+  printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+        player->killed, player->active, player->reanimated);
+#endif
+
+  if (player->reanimated)      /* killed player may have been reanimated */
+    player->killed = player->reanimated = FALSE;
+  else
+    BuryPlayer(player);
 }
 
-static void KillHeroUnlessEnemyProtected(int x, int y)
+static void KillPlayerUnlessEnemyProtected(int x, int y)
 {
   if (!PLAYER_ENEMY_PROTECTED(x, y))
-    KillHero(PLAYERINFO(x, y));
+    KillPlayer(PLAYERINFO(x, y));
 }
 
-static void KillHeroUnlessExplosionProtected(int x, int y)
+static void KillPlayerUnlessExplosionProtected(int x, int y)
 {
   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
-    KillHero(PLAYERINFO(x, y));
+    KillPlayer(PLAYERINFO(x, y));
 }
 
-void BuryHero(struct PlayerInfo *player)
+void BuryPlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
 
   if (!player->active)
     return;
 
-#if 1
-  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
-#else
-  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
-#endif
+  PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
   PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
-  RemoveHero(player);
+  RemovePlayer(player);
 }
 
-void RemoveHero(struct PlayerInfo *player)
+void RemovePlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
   int i, found = FALSE;
 
-  player->present = FALSE;
-  player->active = FALSE;
+  player->present = FALSE;
+  player->active = FALSE;
+
+  if (!ExplodeField[jx][jy])
+    StorePlayer[jx][jy] = 0;
+
+  if (player->is_moving)
+    TEST_DrawLevelField(player->last_jx, player->last_jy);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      found = TRUE;
+
+  if (!found)
+    AllPlayersGone = TRUE;
+
+  ExitX = ZX = jx;
+  ExitY = ZY = jy;
+}
+
+static void setFieldForSnapping(int x, int y, int element, int direction)
+{
+  struct ElementInfo *ei = &element_info[element];
+  int direction_bit = MV_DIR_TO_BIT(direction);
+  int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
+  int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
+               IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
+
+  Feld[x][y] = EL_ELEMENT_SNAPPING;
+  MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+
+  ResetGfxAnimation(x, y);
+
+  GfxElement[x][y] = element;
+  GfxAction[x][y] = action;
+  GfxDir[x][y] = direction;
+  GfxFrame[x][y] = -1;
+}
+
+/*
+  =============================================================================
+  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)
+  =============================================================================
+*/
+
+static int DigField(struct PlayerInfo *player,
+                   int oldx, int oldy, int x, int y,
+                   int real_dx, int real_dy, int mode)
+{
+  boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+  boolean player_was_pushing = player->is_pushing;
+  boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
+  boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
+  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_NONE);
+  int opposite_direction = MV_DIR_OPPOSITE(move_direction);
+  int dig_side = MV_DIR_OPPOSITE(move_direction);
+  int old_element = Feld[jx][jy];
+  int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+  int collect_count;
+
+  if (is_player)               /* function can also be called by EL_PENGUIN */
+  {
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
+
+    if (player->MovPos == 0)   /* last pushing move finished */
+      player->is_pushing = FALSE;
+
+    if (mode == DF_NO_PUSH)    /* player just stopped pushing */
+    {
+      player->is_switching = FALSE;
+      player->push_delay = -1;
+
+      return MP_NO_ACTION;
+    }
+  }
+
+  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+    old_element = Back[jx][jy];
+
+  /* in case of element dropped at player position, check background */
+  else if (Back[jx][jy] != EL_EMPTY &&
+          game.engine_version >= VERSION_IDENT(2,2,0,0))
+    old_element = Back[jx][jy];
+
+  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+  if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+  {
+    SplashAcid(x, y);
+
+    Feld[jx][jy] = player->artwork_element;
+    InitMovingField(jx, jy, MV_DOWN);
+    Store[jx][jy] = EL_ACID;
+    ContinueMoving(jx, jy);
+    BuryPlayer(player);
+
+    return MP_DONT_RUN_INTO;
+  }
+
+  if (player_can_move && DONT_RUN_INTO(element))
+  {
+    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+    return MP_DONT_RUN_INTO;
+  }
+
+  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+    return MP_NO_ACTION;
+
+  collect_count = element_info[element].collect_count_initial;
+
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MP_NO_ACTION;
+
+  if (game.engine_version < VERSION_IDENT(2,2,0,0))
+    player_can_move = player_can_move_or_snap;
+
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
+  {
+    CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                       player->index_bit, dig_side);
+
+    if (element == EL_DC_LANDMINE)
+      Bang(x, y);
+
+    if (Feld[x][y] != element)         /* field changed by snapping */
+      return MP_ACTION;
+
+    return MP_NO_ACTION;
+  }
+
+  if (player->gravity && is_player && !player->is_auto_moving &&
+      canFallDown(player) && move_direction != MV_DOWN &&
+      !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+    return MP_NO_ACTION;       /* player cannot walk here due to gravity */
+
+  if (player_can_move &&
+      IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
+  {
+    int sound_element = SND_ELEMENT(element);
+    int sound_action = ACTION_WALKING;
+
+    if (IS_RND_GATE(element))
+    {
+      if (!player->key[RND_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_RND_GATE_GRAY(element))
+    {
+      if (!player->key[RND_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_RND_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (element == EL_EXIT_OPEN ||
+            element == EL_EM_EXIT_OPEN ||
+            element == EL_EM_EXIT_OPENING ||
+            element == EL_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_EXIT_OPENING ||
+            element == EL_SP_EXIT_OPEN ||
+            element == EL_SP_EXIT_OPENING)
+    {
+      sound_action = ACTION_PASSING;   /* player is passing exit */
+    }
+    else if (element == EL_EMPTY)
+    {
+      sound_action = ACTION_MOVING;            /* nothing to walk on */
+    }
+
+    /* play sound from background or player, whatever is available */
+    if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+      PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+    else
+      PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
+  }
+  else if (player_can_move &&
+          IS_PASSABLE(element) && canPassField(x, y, move_direction))
+  {
+    if (!ACCESS_FROM(element, opposite_direction))
+      return MP_NO_ACTION;     /* field not accessible from this direction */
+
+    if (CAN_MOVE(element))     /* only fixed elements can be passed! */
+      return MP_NO_ACTION;
+
+    if (IS_EM_GATE(element))
+    {
+      if (!player->key[EM_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EM_GATE_GRAY(element))
+    {
+      if (!player->key[EM_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EM_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE(element))
+    {
+      if (!player->key[EMC_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (element == EL_DC_GATE_WHITE ||
+            element == EL_DC_GATE_WHITE_GRAY ||
+            element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+    {
+      if (player->num_white_keys == 0)
+       return MP_NO_ACTION;
+
+      player->num_white_keys--;
+    }
+    else if (IS_SP_PORT(element))
+    {
+      if (element == EL_SP_GRAVITY_PORT_LEFT ||
+         element == EL_SP_GRAVITY_PORT_RIGHT ||
+         element == EL_SP_GRAVITY_PORT_UP ||
+         element == EL_SP_GRAVITY_PORT_DOWN)
+       player->gravity = !player->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)
+       player->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)
+       player->gravity = FALSE;
+    }
+
+    /* automatically move to the next field with double speed */
+    player->programmed_action = move_direction;
+
+    if (player->move_delay_reset_counter == 0)
+    {
+      player->move_delay_reset_counter = 2;    /* two double speed steps */
+
+      DOUBLE_PLAYER_SPEED(player);
+    }
+
+    PlayLevelSoundAction(x, y, ACTION_PASSING);
+  }
+  else if (player_can_move_or_snap && IS_DIGGABLE(element))
+  {
+    RemoveField(x, y);
+
+    if (mode != DF_SNAP)
+    {
+      GfxElement[x][y] = GFX_ELEMENT(element);
+      player->is_digging = TRUE;
+    }
+
+    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                       player->index_bit, dig_side);
+
+    if (mode == DF_SNAP)
+    {
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                         player->index_bit, dig_side);
+    }
+  }
+  else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
+  {
+    RemoveField(x, y);
+
+    if (is_player && mode != DF_SNAP)
+    {
+      GfxElement[x][y] = element;
+      player->is_collecting = TRUE;
+    }
+
+    if (element == EL_SPEED_PILL)
+    {
+      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+    }
+    else if (element == EL_EXTRA_TIME && level.time > 0)
+    {
+      TimeLeft += level.extra_time;
+
+      game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+      DisplayGameControlValues();
+    }
+    else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+    {
+      player->shield_normal_time_left += level.shield_normal_time;
+      if (element == EL_SHIELD_DEADLY)
+       player->shield_deadly_time_left += level.shield_deadly_time;
+    }
+    else if (element == EL_DYNAMITE ||
+            element == EL_EM_DYNAMITE ||
+            element == EL_SP_DISK_RED)
+    {
+      if (player->inventory_size < MAX_INVENTORY_SIZE)
+       player->inventory_element[player->inventory_size++] = element;
+
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+    {
+      player->dynabomb_count++;
+      player->dynabombs_left++;
+    }
+    else if (element == EL_DYNABOMB_INCREASE_SIZE)
+    {
+      player->dynabomb_size++;
+    }
+    else if (element == EL_DYNABOMB_INCREASE_POWER)
+    {
+      player->dynabomb_xl = TRUE;
+    }
+    else if (IS_KEY(element))
+    {
+      player->key[KEY_NR(element)] = TRUE;
+
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DC_KEY_WHITE)
+    {
+      player->num_white_keys++;
+
+      /* display white keys? */
+      /* DrawGameDoorValues(); */
+    }
+    else if (IS_ENVELOPE(element))
+    {
+      player->show_envelope = element;
+    }
+    else if (element == EL_EMC_LENSES)
+    {
+      game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
+
+      RedrawAllInvisibleElementsForLenses();
+    }
+    else if (element == EL_EMC_MAGNIFIER)
+    {
+      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
+
+      RedrawAllInvisibleElementsForMagnifier();
+    }
+    else if (IS_DROPPABLE(element) ||
+            IS_THROWABLE(element))     /* can be collected and dropped */
+    {
+      int i;
+
+      if (collect_count == 0)
+       player->inventory_infinite_element = element;
+      else
+       for (i = 0; i < collect_count; i++)
+         if (player->inventory_size < MAX_INVENTORY_SIZE)
+           player->inventory_element[player->inventory_size++] = element;
+
+      DrawGameDoorValues();
+    }
+    else if (collect_count > 0)
+    {
+      local_player->gems_still_needed -= collect_count;
+      if (local_player->gems_still_needed < 0)
+       local_player->gems_still_needed = 0;
 
-  if (!ExplodeField[jx][jy])
-    StorePlayer[jx][jy] = 0;
+      game.snapshot.collected_item = TRUE;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    if (stored_player[i].active)
-      found = TRUE;
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
 
-  if (!found)
-    AllPlayersGone = TRUE;
+      DisplayGameControlValues();
+    }
 
-  ExitX = ZX = jx;
-  ExitY = ZY = jy;
-}
+    RaiseScoreElement(element);
+    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-/*
-  =============================================================================
-  checkDiagonalPushing()
-  -----------------------------------------------------------------------------
-  check if diagonal input device direction results in pushing of object
-  (by checking if the alternative direction is walkable, diggable, ...)
-  =============================================================================
-*/
+    if (is_player)
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
+                                         player->index_bit, dig_side);
 
-static boolean checkDiagonalPushing(struct PlayerInfo *player,
-                                   int x, int y, int real_dx, int real_dy)
-{
-  int jx, jy, dx, dy, xx, yy;
+    if (mode == DF_SNAP)
+    {
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
 
-  if (real_dx == 0 || real_dy == 0)    /* no diagonal direction => push */
-    return TRUE;
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                         player->index_bit, dig_side);
+    }
+  }
+  else if (player_can_move_or_snap && IS_PUSHABLE(element))
+  {
+    if (mode == DF_SNAP && element != EL_BD_ROCK)
+      return MP_NO_ACTION;
 
-  /* 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);
+    if (CAN_FALL(element) && dy)
+      return MP_NO_ACTION;
 
-  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
-}
+    if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+       !(element == EL_SPRING && level.use_spring_bug))
+      return MP_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)
-  =============================================================================
-*/
+    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 MP_NO_ACTION;
 
-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;
+    /* 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 MP_NO_ACTION;
 
-  if (is_player)               /* function can also be called by EL_PENGUIN */
-  {
-    if (player->MovPos == 0)
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
     {
-      player->is_digging = FALSE;
-      player->is_collecting = FALSE;
+      if (player->push_delay_value == -1 || !player_was_pushing)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
     }
-
-    if (player->MovPos == 0)   /* last pushing move finished */
-      player->is_pushing = FALSE;
-
-    if (mode == DF_NO_PUSH)    /* player just stopped pushing */
+    else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
     {
-      player->is_switching = FALSE;
-#if USE_NEW_PUSH_DELAY
-      player->push_delay = -1;
-#else
-      player->push_delay = 0;
-#endif
-
-      return MF_NO_ACTION;
+      if (player->push_delay_value == -1)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    }
+    else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+    {
+      if (!player->is_pushing)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
     }
-  }
 
-  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MF_NO_ACTION;
+    player->is_pushing = TRUE;
+    player->is_active = TRUE;
 
-#if 0
+    if (!(IN_LEV_FIELD(nextx, nexty) &&
+         (IS_FREE(nextx, nexty) ||
+          (IS_SB_ELEMENT(element) &&
+           Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+          (IS_CUSTOM_ELEMENT(element) &&
+           CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
+      return MP_NO_ACTION;
 
-#if 0
-  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
-  if (IS_TUBE(Feld[jx][jy]) ||
-      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
-#endif
-  {
-    int i = 0;
-    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
-    int tube_leave_directions[][2] =
-    {
-      { EL_TUBE_ANY,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
-      { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL_RIGHT,                          MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL_UP,         MV_LEFT | MV_RIGHT | MV_UP           },
-      { EL_TUBE_HORIZONTAL_DOWN,       MV_LEFT | MV_RIGHT |         MV_DOWN },
-      { EL_TUBE_LEFT_UP,               MV_LEFT |            MV_UP           },
-      { EL_TUBE_LEFT_DOWN,             MV_LEFT |                    MV_DOWN },
-      { EL_TUBE_RIGHT_UP,                        MV_RIGHT | MV_UP           },
-      { EL_TUBE_RIGHT_DOWN,                      MV_RIGHT |         MV_DOWN },
-      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
-    };
+    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+      return MP_NO_ACTION;
+
+    if (player->push_delay == -1)      /* new pushing; restart delay */
+      player->push_delay = 0;
 
-    while (tube_leave_directions[i][0] != tube_element)
+    if (player->push_delay < player->push_delay_value &&
+       !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+       element != EL_SPRING && element != EL_BALLOON)
     {
-      i++;
-      if (tube_leave_directions[i][0] == -1)   /* should not happen */
-       break;
+      /* make sure that there is no move delay before next try to push */
+      if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       player->move_delay = 0;
+
+      return MP_NO_ACTION;
     }
 
-    if (!(tube_leave_directions[i][1] & move_direction))
-      return MF_NO_ACTION;     /* tube has no opening in this direction */
-  }
+    if (IS_CUSTOM_ELEMENT(element) &&
+       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+    {
+      if (!DigFieldByCE(nextx, nexty, element))
+       return MP_NO_ACTION;
+    }
 
-#else
+    if (IS_SB_ELEMENT(element))
+    {
+      if (element == EL_SOKOBAN_FIELD_FULL)
+      {
+       Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed++;
+      }
 
-  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
-    old_element = Back[jx][jy];
+      if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+      {
+       Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed--;
+      }
 
-#endif
+      Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
-    return MF_NO_ACTION;       /* field has no opening in this direction */
+      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 (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
-    return MF_NO_ACTION;       /* field has no opening in this direction */
+      if (local_player->sokobanfields_still_needed == 0 &&
+         (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+      {
+       PlayerWins(player);
 
-  element = Feld[x][y];
+       PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+      }
+    }
+    else
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
-    return MF_NO_ACTION;
+    InitMovingField(x, y, move_direction);
+    GfxAction[x][y] = ACTION_PUSHING;
 
-  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0,0))
-    return MF_NO_ACTION;
+    if (mode == DF_SNAP)
+      ContinueMoving(x, y);
+    else
+      MovPos[x][y] = (dx != 0 ? dx : dy);
 
-#if 1
-  if (game.gravity && is_player && !player->is_auto_moving &&
-      canFallDown(player) && move_direction != MV_DOWN &&
-      !canMoveToValidFieldWithGravity(jx, jy, move_direction))
-    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
-#endif
+    Pushed[x][y] = TRUE;
+    Pushed[nextx][nexty] = TRUE;
 
-#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
+    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 */
 
-  switch (element)
+    /* check for element change _after_ element has been pushed */
+    if (game.use_change_when_pushing_bug)
+    {
+      CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
+                                         player->index_bit, dig_side);
+    }
+  }
+  else if (IS_SWITCHABLE(element))
   {
-#if 0
-    case EL_SP_PORT_LEFT:
-    case EL_SP_PORT_RIGHT:
-    case EL_SP_PORT_UP:
-    case EL_SP_PORT_DOWN:
-    case EL_SP_PORT_HORIZONTAL:
-    case EL_SP_PORT_VERTICAL:
-    case EL_SP_PORT_ANY:
-    case EL_SP_GRAVITY_PORT_LEFT:
-    case EL_SP_GRAVITY_PORT_RIGHT:
-    case EL_SP_GRAVITY_PORT_UP:
-    case EL_SP_GRAVITY_PORT_DOWN:
-#if 1
-      if (!canEnterSupaplexPort(x, y, dx, dy))
-       return MF_NO_ACTION;
-#else
-      if ((dx == -1 &&
-          element != EL_SP_PORT_LEFT &&
-          element != EL_SP_GRAVITY_PORT_LEFT &&
-          element != EL_SP_PORT_HORIZONTAL &&
-          element != EL_SP_PORT_ANY) ||
-         (dx == +1 &&
-          element != EL_SP_PORT_RIGHT &&
-          element != EL_SP_GRAVITY_PORT_RIGHT &&
-          element != EL_SP_PORT_HORIZONTAL &&
-          element != EL_SP_PORT_ANY) ||
-         (dy == -1 &&
-          element != EL_SP_PORT_UP &&
-          element != EL_SP_GRAVITY_PORT_UP &&
-          element != EL_SP_PORT_VERTICAL &&
-          element != EL_SP_PORT_ANY) ||
-         (dy == +1 &&
-          element != EL_SP_PORT_DOWN &&
-          element != EL_SP_GRAVITY_PORT_DOWN &&
-          element != EL_SP_PORT_VERTICAL &&
-          element != EL_SP_PORT_ANY) ||
-         !IN_LEV_FIELD(nextx, nexty) ||
-         !IS_FREE(nextx, nexty))
-       return MF_NO_ACTION;
-#endif
+    if (PLAYER_SWITCHING(player, x, y))
+    {
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                         player->index_bit, dig_side);
 
-      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;
+      return MP_ACTION;
+    }
 
-      /* 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 */
+    player->is_switching = TRUE;
+    player->switch_x = x;
+    player->switch_y = y;
 
-       DOUBLE_PLAYER_SPEED(player);
-      }
-#else
-      player->move_delay_reset_counter = 2;
+    PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-      DOUBLE_PLAYER_SPEED(player);
-#endif
+    if (element == EL_ROBOT_WHEEL)
+    {
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+      ZX = x;
+      ZY = y;
 
-#if 0
-      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
-#endif
+      game.robot_wheel_active = TRUE;
 
-      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
-      break;
-#endif
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_SP_TERMINAL)
+    {
+      int xx, yy;
 
-#if 0
-    case EL_TUBE_ANY:
-    case EL_TUBE_VERTICAL:
-    case EL_TUBE_HORIZONTAL:
-    case EL_TUBE_VERTICAL_LEFT:
-    case EL_TUBE_VERTICAL_RIGHT:
-    case EL_TUBE_HORIZONTAL_UP:
-    case EL_TUBE_HORIZONTAL_DOWN:
-    case EL_TUBE_LEFT_UP:
-    case EL_TUBE_LEFT_DOWN:
-    case EL_TUBE_RIGHT_UP:
-    case EL_TUBE_RIGHT_DOWN:
-      {
-       int i = 0;
-       int tube_enter_directions[][2] =
-       {
-         { EL_TUBE_ANY,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
-         { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
-         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
-         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
-         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
-         { -1,                         MV_NO_MOVING                         }
-       };
-
-       while (tube_enter_directions[i][0] != element)
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
        {
-         i++;
-         if (tube_enter_directions[i][0] == -1)        /* should not happen */
-           break;
+         Bang(xx, yy);
        }
+       else if (Feld[xx][yy] == EL_SP_TERMINAL)
+       {
+         Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
 
-       if (!(tube_enter_directions[i][1] & move_direction))
-         return MF_NO_ACTION;  /* tube has no opening in this direction */
-
-       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
+         ResetGfxAnimation(xx, yy);
+         TEST_DrawLevelField(xx, yy);
+       }
       }
-      break;
-#endif
+    }
+    else if (IS_BELT_SWITCH(element))
+    {
+      ToggleBeltSwitch(x, y);
+    }
+    else if (element == EL_SWITCHGATE_SWITCH_UP ||
+            element == EL_SWITCHGATE_SWITCH_DOWN ||
+            element == EL_DC_SWITCHGATE_SWITCH_UP ||
+            element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      ToggleSwitchgateSwitch(x, y);
+    }
+    else if (element == EL_LIGHT_SWITCH ||
+            element == EL_LIGHT_SWITCH_ACTIVE)
+    {
+      ToggleLightSwitch(x, y);
+    }
+    else if (element == EL_TIMEGATE_SWITCH ||
+            element == EL_DC_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_NONE  ||
+            element == EL_BALLOON_SWITCH_ANY)
+    {
+      game.wind_direction = (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  :
+                            element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
+                            move_direction);
+    }
+    else if (element == EL_LAMP)
+    {
+      Feld[x][y] = EL_LAMP_ACTIVE;
+      local_player->lights_still_needed--;
 
-    default:
+      ResetGfxAnimation(x, y);
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_TIME_ORB_FULL)
+    {
+      Feld[x][y] = EL_TIME_ORB_EMPTY;
 
-#if 1
-      if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
-#else
-      if (IS_WALKABLE(element))
-#endif
+      if (level.time > 0 || level.use_time_orb_bug)
       {
-       int sound_element = SND_ELEMENT(element);
-       int sound_action = ACTION_WALKING;
+       TimeLeft += level.time_orb_time;
+       game.no_time_limit = FALSE;
 
-#if 0
-       if (!ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#endif
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-#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
+       DisplayGameControlValues();
+      }
 
-       if (IS_RND_GATE(element))
-       {
-         if (!player->key[RND_GATE_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_RND_GATE_GRAY(element))
-       {
-         if (!player->key[RND_GATE_GRAY_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (element == EL_EXIT_OPEN ||
-                element == EL_SP_EXIT_OPEN ||
-                element == EL_SP_EXIT_OPENING)
+      ResetGfxAnimation(x, y);
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
+            element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+    {
+      int xx, yy;
+
+      game.ball_state = !game.ball_state;
+
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       int e = Feld[xx][yy];
+
+       if (game.ball_state)
        {
-         sound_action = ACTION_PASSING;        /* player is passing exit */
+         if (e == EL_EMC_MAGIC_BALL)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
        }
-       else if (element == EL_EMPTY)
+       else
        {
-         sound_action = ACTION_MOVING;         /* nothing to walk on */
+         if (e == EL_EMC_MAGIC_BALL_ACTIVE)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
        }
+      }
+    }
 
-       /* play sound from background or player, whatever is available */
-       if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
-         PlayLevelSoundElementAction(x, y, sound_element, sound_action);
-       else
-         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                       player->index_bit, dig_side);
 
-       break;
-      }
-#if 1
-      else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
-#else
-      else if (IS_PASSABLE(element))
-#endif
-      {
-#if 0
-       if (!canPassField(x, y, move_direction))
-         return MF_NO_ACTION;
-#else
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                       player->index_bit, dig_side);
 
-#if 0
-#if 1
-       if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
-           !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
-           (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
-         return MF_NO_ACTION;
-#else
-       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-         return MF_NO_ACTION;
-#endif
-#endif
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
 
-#if 1
-       if (!ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#else
-       if (IS_CUSTOM_ELEMENT(element) &&
-           !ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#endif
+    return MP_ACTION;
+  }
+  else
+  {
+    if (!PLAYER_SWITCHING(player, x, y))
+    {
+      player->is_switching = TRUE;
+      player->switch_x = x;
+      player->switch_y = y;
 
-#if 1
-       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
-         return MF_NO_ACTION;
-#endif
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                         player->index_bit, dig_side);
 
-#endif
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                         player->index_bit, dig_side);
+    }
 
-       if (IS_EM_GATE(element))
-       {
-         if (!player->key[EM_GATE_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_EM_GATE_GRAY(element))
-       {
-         if (!player->key[EM_GATE_GRAY_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_SP_PORT(element))
-       {
-         if (element == EL_SP_GRAVITY_PORT_LEFT ||
-             element == EL_SP_GRAVITY_PORT_RIGHT ||
-             element == EL_SP_GRAVITY_PORT_UP ||
-             element == EL_SP_GRAVITY_PORT_DOWN)
-           game.gravity = !game.gravity;
-         else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
-                  element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
-                  element == EL_SP_GRAVITY_ON_PORT_UP ||
-                  element == EL_SP_GRAVITY_ON_PORT_DOWN)
-           game.gravity = TRUE;
-         else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
-                  element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
-                  element == EL_SP_GRAVITY_OFF_PORT_UP ||
-                  element == EL_SP_GRAVITY_OFF_PORT_DOWN)
-           game.gravity = FALSE;
-       }
+    CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
+
+    return MP_NO_ACTION;
+  }
+
+  player->push_delay = -1;
+
+  if (is_player)               /* function can also be called by EL_PENGUIN */
+  {
+    if (Feld[x][y] != element)         /* really digged/collected something */
+    {
+      player->is_collecting = !player->is_digging;
+      player->is_active = TRUE;
+    }
+  }
 
-       /* 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 */
+  return MP_MOVING;
+}
 
-         DOUBLE_PLAYER_SPEED(player);
-       }
-#else
-       player->move_delay_reset_counter = 2;
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+  int element = Feld[x][y];
 
-       DOUBLE_PLAYER_SPEED(player);
-#endif
+  if (!IS_FREE(x, y))
+  {
+    int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+                 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+                 ACTION_BREAKING);
 
-       PlayLevelSoundAction(x, y, ACTION_PASSING);
+    /* no element can dig solid indestructible elements */
+    if (IS_INDESTRUCTIBLE(element) &&
+       !IS_DIGGABLE(element) &&
+       !IS_COLLECTIBLE(element))
+      return FALSE;
 
-       break;
-      }
-      else if (IS_DIGGABLE(element))
-      {
-       RemoveField(x, y);
+    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 (mode != DF_SNAP)
-       {
-#if 1
-         GfxElement[x][y] = GFX_ELEMENT(element);
-#else
-         GfxElement[x][y] =
-           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
-#endif
-         player->is_digging = TRUE;
-       }
+    if (IS_MOVING(x, y))
+      RemoveMovingField(x, y);
+    else
+    {
+      RemoveField(x, y);
+      TEST_DrawLevelField(x, y);
+    }
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+    /* if digged element was about to explode, prevent the explosion */
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-       CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
-                                           player->index_bit, dig_side);
+    PlayLevelSoundAction(x, y, action);
+  }
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+  Store[x][y] = EL_EMPTY;
 
-       break;
-      }
-      else if (IS_COLLECTIBLE(element))
-      {
-       RemoveField(x, y);
+  /* this makes it possible to leave the removed element again */
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+    Store[x][y] = element;
 
-       if (is_player && mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_collecting = TRUE;
-       }
+  return 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;
+static 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_NONE);
+  boolean can_continue_snapping = (level.continuous_snapping &&
+                                  WasJustFalling[x][y] < CHECK_DELAY_FALLING);
 
-         DrawGameValue_Dynamite(local_player->inventory_size);
-       }
-       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
-       {
-         player->dynabomb_count++;
-         player->dynabombs_left++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_SIZE)
-       {
-         player->dynabomb_size++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_POWER)
-       {
-         player->dynabomb_xl = TRUE;
-       }
-       else if (IS_KEY(element))
-       {
-         player->key[KEY_NR(element)] = TRUE;
+  if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
+    return FALSE;
 
-         DrawGameValue_Keys(player->key);
+  if (!player->active || !IN_LEV_FIELD(x, y))
+    return FALSE;
 
-         redraw_mask |= REDRAW_DOOR_1;
-       }
-       else if (IS_ENVELOPE(element))
-       {
-#if 1
-         player->show_envelope = element;
-#else
-         ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
-       }
-       else if (IS_DROPPABLE(element) ||
-                IS_THROWABLE(element)) /* can be collected and dropped */
-       {
-         int i;
+  if (dx && dy)
+    return FALSE;
 
-         if (element_info[element].collect_count == 0)
-           player->inventory_infinite_element = element;
-         else
-           for (i = 0; i < element_info[element].collect_count; i++)
-             if (player->inventory_size < MAX_INVENTORY_SIZE)
-               player->inventory_element[player->inventory_size++] = element;
+  if (!dx && !dy)
+  {
+    if (player->MovPos == 0)
+      player->is_pushing = FALSE;
 
-         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;
+    player->is_snapping = FALSE;
 
-         DrawGameValue_Emeralds(local_player->gems_still_needed);
-       }
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
 
-       RaiseScoreElement(element);
-       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+    return FALSE;
+  }
 
-       if (is_player)
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_OTHER_GETS_COLLECTED,
-                                             player->index_bit, dig_side);
+  /* prevent snapping with already pressed snap key when not allowed */
+  if (player->is_snapping && !can_continue_snapping)
+    return FALSE;
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+  player->MovDir = snap_direction;
 
-       break;
-      }
-      else if (IS_PUSHABLE(element))
-      {
-       if (mode == DF_SNAP && element != EL_BD_ROCK)
-         return MF_NO_ACTION;
+  if (player->MovPos == 0)
+  {
+    player->is_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
 
-       if (CAN_FALL(element) && dy)
-         return MF_NO_ACTION;
+  player->is_dropping = FALSE;
+  player->is_dropping_pressed = FALSE;
+  player->drop_pressed_delay = 0;
 
-       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 (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
+    return FALSE;
 
-#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
+  player->is_snapping = TRUE;
+  player->is_active = TRUE;
 
-#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 (player->MovPos == 0)
+  {
+    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 */
+    TEST_DrawLevelField(player->last_jx, player->last_jy);
 
-#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);
-       }
+  TEST_DrawLevelField(x, y);
 
-       /*
-       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
+  return TRUE;
+}
 
-#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
+static boolean DropElement(struct PlayerInfo *player)
+{
+  int old_element, new_element;
+  int dropx = player->jx, dropy = player->jy;
+  int drop_direction = player->MovDir;
+  int drop_side = drop_direction;
+  int drop_element = get_next_dropped_element(player);
 
-       player->is_pushing = TRUE;
+  player->is_dropping_pressed = 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;
+  /* do not drop an element on top of another element; when holding drop key
+     pressed without moving, dropped element must move away before the next
+     element can be dropped (this is especially important if the next element
+     is dynamite, which can be placed on background for historical reasons) */
+  if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
+    return MP_ACTION;
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+  if (IS_THROWABLE(drop_element))
+  {
+    dropx += GET_DX_FROM_DIR(drop_direction);
+    dropy += GET_DY_FROM_DIR(drop_direction);
 
-#if USE_NEW_PUSH_DELAY
+    if (!IN_LEV_FIELD(dropx, dropy))
+      return FALSE;
+  }
 
-#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
+  old_element = Feld[dropx][dropy];    /* old element at dropping position */
+  new_element = drop_element;          /* default: no change when dropping */
 
-       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
+  /* check if player is active, not moving and ready to drop */
+  if (!player->active || player->MovPos || player->drop_delay > 0)
+    return FALSE;
 
-#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
+  /* check if player has anything that can be dropped */
+  if (new_element == EL_UNDEFINED)
+    return FALSE;
 
-#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
+  /* check if drop key was pressed long enough for EM style dynamite */
+  if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
+    return FALSE;
 
-#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
+  /* check if anything can be dropped at the current position */
+  if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
+    return FALSE;
 
-         return MF_NO_ACTION;
-       }
+  /* collected custom elements can only be dropped on empty fields */
+  if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
+    return FALSE;
 
-#if 0
-       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+  if (old_element != EL_EMPTY)
+    Back[dropx][dropy] = old_element;  /* store old element on this field */
 
-       if (IS_SB_ELEMENT(element))
-       {
-         if (element == EL_SOKOBAN_FIELD_FULL)
-         {
-           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed++;
-         }
+  ResetGfxAnimation(dropx, dropy);
+  ResetRandomAnimationValue(dropx, dropy);
 
-         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
-         {
-           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed--;
-         }
+  if (player->inventory_size > 0 ||
+      player->inventory_infinite_element != EL_UNDEFINED)
+  {
+    if (player->inventory_size > 0)
+    {
+      player->inventory_size--;
 
-         Feld[x][y] = EL_SOKOBAN_OBJECT;
+      DrawGameDoorValues();
 
-         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 (new_element == EL_DYNAMITE)
+       new_element = EL_DYNAMITE_ACTIVE;
+      else if (new_element == EL_EM_DYNAMITE)
+       new_element = EL_EM_DYNAMITE_ACTIVE;
+      else if (new_element == EL_SP_DISK_RED)
+       new_element = EL_SP_DISK_RED_ACTIVE;
+    }
 
-         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);
+    Feld[dropx][dropy] = new_element;
 
-       InitMovingField(x, y, move_direction);
-       GfxAction[x][y] = ACTION_PUSHING;
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
 
-       if (mode == DF_SNAP)
-         ContinueMoving(x, y);
-       else
-         MovPos[x][y] = (dx != 0 ? dx : dy);
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][nexty] = TRUE;
+    /* needed if previous element just changed to "empty" in the last frame */
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
-       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 */
+    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+                              player->index_bit, drop_side);
+    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+                                       CE_PLAYER_DROPS_X,
+                                       player->index_bit, drop_side);
 
-#if USE_PUSH_BUGFIX
-       /* now: check for element change _after_ element has been pushed! */
-#if 1
-       if (game.use_change_when_pushing_bug)
-#else
-       if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
-       {
-         CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                    player->index_bit, dig_side);
-         CheckTriggeredElementChangeByPlayer(x,y,element,CE_OTHER_GETS_PUSHED,
-                                             player->index_bit, dig_side);
-       }
+    TestIfElementTouchesCustomElement(dropx, dropy);
+  }
+  else         /* player is dropping a dyna bomb */
+  {
+    player->dynabombs_left--;
 
-#else
+    Feld[dropx][dropy] = new_element;
 
-#if 1
-       /* check for element change _after_ element has been pushed! */
-#else
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
 
-#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
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+  }
 
-#endif
+  if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+    InitField_WithBug1(dropx, dropy, FALSE);
 
-       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);
+  new_element = Feld[dropx][dropy];    /* element might have changed */
+
+  if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
+      element_info[new_element].move_pattern == MV_WHEN_DROPPED)
+  {
+    if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
+      MovDir[dropx][dropy] = drop_direction;
 
-         return MF_ACTION;
-       }
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
-       player->is_switching = TRUE;
-       player->switch_x = x;
-       player->switch_y = y;
+    /* do not cause impact style collision by dropping elements that can fall */
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
+  }
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+  player->is_dropping = TRUE;
 
-       if (element == EL_ROBOT_WHEEL)
-       {
-         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-         ZX = x;
-         ZY = y;
+  player->drop_pressed_delay = 0;
+  player->is_dropping_pressed = FALSE;
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_SP_TERMINAL)
-       {
-         int xx, yy;
+  player->drop_x = dropx;
+  player->drop_y = dropy;
 
-         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);
+  return TRUE;
+}
 
-#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--;
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions                                              */
+/* ------------------------------------------------------------------------- */
 
-         ResetGfxAnimation(x, y);
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_TIME_ORB_FULL)
-       {
-         Feld[x][y] = EL_TIME_ORB_EMPTY;
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
 
-         ResetGfxAnimation(x, y);
-         DrawLevelField(x, y);
+void InitPlayLevelSound()
+{
+  int num_sounds = getSoundListSize();
 
-#if 0
-         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
-       }
+  checked_free(loop_sound_frame);
+  checked_free(loop_sound_volume);
 
-       CheckTriggeredElementChangeByPlayer(x, y, element,
-                                           CE_OTHER_IS_SWITCHING,
-                                           player->index_bit, dig_side);
+  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
 
-       CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
-                                           player->index_bit, dig_side);
+static void PlayLevelSound(int x, int y, int nr)
+{
+  int sx = SCREENX(x), sy = SCREENY(y);
+  int volume, stereo_position;
+  int max_distance = 8;
+  int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
 
-       return MF_ACTION;
-      }
-      else
-      {
-       if (!PLAYER_SWITCHING(player, x, y))
-       {
-         player->is_switching = TRUE;
-         player->switch_x = x;
-         player->switch_y = y;
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(nr)))
+    return;
 
-#if 1
-         /* !!! 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
-         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
-       }
+  if (!IN_LEV_FIELD(x, y) ||
+      sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+      sy < -max_distance || sy >= SCR_FIELDY + max_distance)
+    return;
 
-#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
-      }
+  volume = SOUND_MAX_VOLUME;
+
+  if (!IN_SCR_FIELD(sx, sy))
+  {
+    int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+    int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
 
-      return MF_NO_ACTION;
+    volume -= volume * (dx > dy ? dx : dy) / max_distance;
   }
 
-#if USE_NEW_PUSH_DELAY
-  player->push_delay = -1;
-#else
-  player->push_delay = 0;
-#endif
+  stereo_position = (SOUND_MAX_LEFT +
+                    (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
+                    (SCR_FIELDX + 2 * max_distance));
 
-#if USE_PENGUIN_COLLECT_BUG
-  if (is_player)               /* function can also be called by EL_PENGUIN */
-#endif
+  if (IS_LOOP_SOUND(nr))
   {
-    if (Feld[x][y] != element)         /* really digged/collected something */
-      player->is_collecting = !player->is_digging;
+    /* This assures that quieter loop sounds do not overwrite louder ones,
+       while restarting sound volume comparison with each new game frame. */
+
+    if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+      return;
+
+    loop_sound_volume[nr] = volume;
+    loop_sound_frame[nr] = FrameCounter;
   }
 
-  return MF_MOVING;
+  PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
 {
-  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);
+  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);
+}
 
-#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
+static void PlayLevelSoundAction(int x, int y, int action)
+{
+  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
+}
 
-  if (!player->active || !IN_LEV_FIELD(x, y))
-    return FALSE;
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
-  if (dx && dy)
-    return FALSE;
+  if (sound_effect != SND_UNDEFINED)
+    PlayLevelSound(x, y, sound_effect);
+}
 
-  if (!dx && !dy)
-  {
-    if (player->MovPos == 0)
-      player->is_pushing = FALSE;
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+                                             int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
-    player->is_snapping = FALSE;
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
+}
 
-    if (player->MovPos == 0)
-    {
-      player->is_moving = FALSE;
-      player->is_digging = FALSE;
-      player->is_collecting = FALSE;
-    }
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
-    return FALSE;
-  }
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
+}
 
-  if (player->is_snapping)
-    return FALSE;
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
-  player->MovDir = snap_direction;
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    StopSound(sound_effect);
+}
 
-#if 1
-  if (player->MovPos == 0)
-#endif
+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 xx, int yy, int element_em, int sample)
+{
+  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+  int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+  int x = xx - 1 - offset;
+  int y = yy - 1 - offset;
+
+  switch (sample)
   {
-    player->is_moving = FALSE;
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
-  }
+    case SAMPLE_blank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+      break;
 
-  player->is_dropping = FALSE;
+    case SAMPLE_roll:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
 
-  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
-    return FALSE;
+    case SAMPLE_stone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
 
-  player->is_snapping = TRUE;
+    case SAMPLE_nut:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
 
-#if 1
-  if (player->MovPos == 0)
-#endif
-  {
-    player->is_moving = FALSE;
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
-  }
+    case SAMPLE_crack:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
 
-#if 1
-  if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
-    DrawLevelField(player->last_jx, player->last_jy);
-#endif
+    case SAMPLE_bug:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
 
-  DrawLevelField(x, y);
+    case SAMPLE_tank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
 
-#if 0
-  BackToFront();
-#endif
+    case SAMPLE_android_clone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
 
-  return TRUE;
-}
+    case SAMPLE_android_move:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
 
-boolean DropElement(struct PlayerInfo *player)
-{
-  int old_element, new_element;
-  int dropx = player->jx, dropy = player->jy;
-  int drop_direction = player->MovDir;
-#if 1
-  int drop_side = drop_direction;
-#else
-  static int trigger_sides[4] =
-  {
-    CH_SIDE_LEFT,      /* dropping left  */
-    CH_SIDE_RIGHT,     /* dropping right */
-    CH_SIDE_TOP,       /* dropping up    */
-    CH_SIDE_BOTTOM,    /* dropping down  */
-  };
-  int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
-#endif
-  int drop_element = (player->inventory_size > 0 ?
-                     player->inventory_element[player->inventory_size - 1] :
-                     player->inventory_infinite_element != EL_UNDEFINED ?
-                     player->inventory_infinite_element :
-                     player->dynabombs_left > 0 ?
-                     EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
-                     EL_UNDEFINED);
+    case SAMPLE_spring:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
 
-  if (IS_THROWABLE(drop_element))
-  {
-    dropx += GET_DX_FROM_DIR(drop_direction);
-    dropy += GET_DY_FROM_DIR(drop_direction);
+    case SAMPLE_slurp:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
+      break;
 
-    if (!IN_LEV_FIELD(dropx, dropy))
-      return FALSE;
-  }
+    case SAMPLE_eater:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+      break;
 
-  old_element = Feld[dropx][dropy];    /* old element at dropping position */
-  new_element = drop_element;          /* default: no change when dropping */
+    case SAMPLE_eater_eat:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
 
-  /* check if player is active, not moving and ready to drop */
-  if (!player->active || player->MovPos || player->drop_delay > 0)
-    return FALSE;
+    case SAMPLE_alien:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
 
-  /* 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
+    case SAMPLE_collect:
+      PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+      break;
 
-  /* check if anything can be dropped at the current position */
-  if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
-    return FALSE;
+    case SAMPLE_diamond:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
 
-  /* collected custom elements can only be dropped on empty fields */
+    case SAMPLE_squash:
+      /* !!! CHECK THIS !!! */
 #if 1
-  if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
-    return FALSE;
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
 #else
-  if (player->inventory_size > 0 &&
-      IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
-      && old_element != EL_EMPTY)
-    return FALSE;
+      PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
 #endif
+      break;
 
-  if (old_element != EL_EMPTY)
-    Back[dropx][dropy] = old_element;  /* store old element on this field */
-
-  ResetGfxAnimation(dropx, dropy);
-  ResetRandomAnimationValue(dropx, dropy);
+    case SAMPLE_wonderfall:
+      PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+      break;
 
-  if (player->inventory_size > 0 ||
-      player->inventory_infinite_element != EL_UNDEFINED)
-  {
-    if (player->inventory_size > 0)
-    {
-      player->inventory_size--;
+    case SAMPLE_drip:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
 
-#if 0
-      new_element = player->inventory_element[player->inventory_size];
-#endif
+    case SAMPLE_push:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
 
-      DrawGameValue_Dynamite(local_player->inventory_size);
+    case SAMPLE_dirt:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
 
-      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;
-    }
+    case SAMPLE_acid:
+      PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+      break;
 
-    Feld[dropx][dropy] = new_element;
+    case SAMPLE_ball:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
 
-    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
-      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
-                         el2img(Feld[dropx][dropy]), 0);
+    case SAMPLE_grow:
+      PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+      break;
 
-    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
+    case SAMPLE_wonder:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
 
-#if 1
-    /* needed if previous element just changed to "empty" in the last frame */
-    Changed[dropx][dropy] = 0;         /* allow another change */
-#endif
+    case SAMPLE_door:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
 
-#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
-    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
+    case SAMPLE_exit_open:
+      PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+      break;
 
-    TestIfElementTouchesCustomElement(dropx, dropy);
-  }
-  else         /* player is dropping a dyna bomb */
-  {
-    player->dynabombs_left--;
+    case SAMPLE_exit_leave:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
 
-#if 0
-    new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
+    case SAMPLE_dynamite:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
 
-    Feld[dropx][dropy] = new_element;
+    case SAMPLE_tick:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
 
-    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
-      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
-                         el2img(Feld[dropx][dropy]), 0);
+    case SAMPLE_press:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+      break;
 
-    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
-  }
+    case SAMPLE_wheel:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
 
+    case SAMPLE_boom:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+      break;
 
+    case SAMPLE_die:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
 
-#if 1
+    case SAMPLE_time:
+      PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+      break;
 
-  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
+    default:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+      break;
   }
+}
 
-  new_element = Feld[dropx][dropy];    /* element might have changed */
-
-  if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
-      element_info[new_element].move_pattern == MV_WHEN_DROPPED)
-  {
-#if 0
-    int move_stepsize = element_info[new_element].move_stepsize;
-#endif
-    int move_direction, nextx, nexty;
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+  int element = map_element_SP_to_RND(element_sp);
+  int action = map_action_SP_to_RND(action_sp);
+  int offset = (setup.sp_show_border_elements ? 0 : 1);
+  int x = xx - offset;
+  int y = yy - offset;
 
-    if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
-      MovDir[dropx][dropy] = drop_direction;
+  PlayLevelSoundElementAction(x, y, element, action);
+}
 
-    move_direction = MovDir[dropx][dropy];
-    nextx = dropx + GET_DX_FROM_DIR(move_direction);
-    nexty = dropy + GET_DY_FROM_DIR(move_direction);
+void RaiseScore(int value)
+{
+  local_player->score += value;
 
-#if 1
-    Changed[dropx][dropy] = 0;         /* allow another change */
-    CheckCollision[dropx][dropy] = 2;
-#else
+  game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
 
-    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 */
+  DisplayGameControlValues();
+}
 
-#if 1
-      TestIfElementHitsCustomElement(dropx, dropy, move_direction);
-#else
-      CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
-                              CE_HITTING_SOMETHING, move_direction);
-#endif
-    }
-#endif
+void RaiseScoreElement(int element)
+{
+  switch (element)
+  {
+    case EL_EMERALD:
+    case EL_BD_DIAMOND:
+    case EL_EMERALD_YELLOW:
+    case EL_EMERALD_RED:
+    case EL_EMERALD_PURPLE:
+    case EL_SP_INFOTRON:
+      RaiseScore(level.score[SC_EMERALD]);
+      break;
+    case EL_DIAMOND:
+      RaiseScore(level.score[SC_DIAMOND]);
+      break;
+    case EL_CRYSTAL:
+      RaiseScore(level.score[SC_CRYSTAL]);
+      break;
+    case EL_PEARL:
+      RaiseScore(level.score[SC_PEARL]);
+      break;
+    case EL_BUG:
+    case EL_BD_BUTTERFLY:
+    case EL_SP_ELECTRON:
+      RaiseScore(level.score[SC_BUG]);
+      break;
+    case EL_SPACESHIP:
+    case EL_BD_FIREFLY:
+    case EL_SP_SNIKSNAK:
+      RaiseScore(level.score[SC_SPACESHIP]);
+      break;
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
+      RaiseScore(level.score[SC_YAMYAM]);
+      break;
+    case EL_ROBOT:
+      RaiseScore(level.score[SC_ROBOT]);
+      break;
+    case EL_PACMAN:
+      RaiseScore(level.score[SC_PACMAN]);
+      break;
+    case EL_NUT:
+      RaiseScore(level.score[SC_NUT]);
+      break;
+    case EL_DYNAMITE:
+    case EL_EM_DYNAMITE:
+    case EL_SP_DISK_RED:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      RaiseScore(level.score[SC_DYNAMITE]);
+      break;
+    case EL_SHIELD_NORMAL:
+    case EL_SHIELD_DEADLY:
+      RaiseScore(level.score[SC_SHIELD]);
+      break;
+    case EL_EXTRA_TIME:
+      RaiseScore(level.extra_time_score);
+      break;
+    case EL_KEY_1:
+    case EL_KEY_2:
+    case EL_KEY_3:
+    case EL_KEY_4:
+    case EL_EM_KEY_1:
+    case EL_EM_KEY_2:
+    case EL_EM_KEY_3:
+    case EL_EM_KEY_4:
+    case EL_EMC_KEY_5:
+    case EL_EMC_KEY_6:
+    case EL_EMC_KEY_7:
+    case EL_EMC_KEY_8:
+    case EL_DC_KEY_WHITE:
+      RaiseScore(level.score[SC_KEY]);
+      break;
+    default:
+      RaiseScore(element_info[element].collect_score);
+      break;
+  }
+}
 
-#endif
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
+{
+  if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
+  {
+    /* closing door required in case of envelope style request dialogs */
+    if (!skip_request)
+      CloseDoor(DOOR_CLOSE_1);
 
-#if 0
-    player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#if defined(NETWORK_AVALIABLE)
+    if (options.network)
+      SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
+    else
 #endif
-  }
+    {
+      if (quick_quit)
+       FadeSkipNextFadeIn();
 
-#if 0
-  player->drop_delay = 8 + 8 + 8;
-#endif
+      SetGameStatus(GAME_MODE_MAIN);
 
-#if 1
-  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
-#endif
+      DrawMainMenu();
+    }
+  }
+  else         /* continue playing the game */
+  {
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOff(TRUE);
 
-#endif
+    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
 
-  player->is_dropping = TRUE;
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOn();
+  }
+}
 
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
+  boolean skip_request = AllPlayersGone || quick_quit;
 
-  return TRUE;
+  RequestQuitGameExt(skip_request, quick_quit,
+                    "Do you really want to quit the game?");
 }
 
+
 /* ------------------------------------------------------------------------- */
-/* game sound playing functions                                              */
+/* random generator functions                                                */
 /* ------------------------------------------------------------------------- */
 
-static int *loop_sound_frame = NULL;
-static int *loop_sound_volume = NULL;
+unsigned int InitEngineRandom_RND(int seed)
+{
+  game.num_random_calls = 0;
 
-void InitPlayLevelSound()
+  return InitEngineRandom(seed);
+}
+
+unsigned int RND(int max)
 {
-  int num_sounds = getSoundListSize();
+  if (max > 0)
+  {
+    game.num_random_calls++;
 
-  checked_free(loop_sound_frame);
-  checked_free(loop_sound_volume);
+    return GetEngineRandom(max);
+  }
 
-  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
-  loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+  return 0;
 }
 
-static void PlayLevelSound(int x, int y, int nr)
+
+/* ------------------------------------------------------------------------- */
+/* game engine snapshot handling functions                                   */
+/* ------------------------------------------------------------------------- */
+
+struct EngineSnapshotInfo
 {
-  int sx = SCREENX(x), sy = SCREENY(y);
-  int volume, stereo_position;
-  int max_distance = 8;
-  int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
+  /* runtime values for custom element collect score */
+  int collect_score[NUM_CUSTOM_ELEMENTS];
 
-  if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
-      (!setup.sound_loops && IS_LOOP_SOUND(nr)))
-    return;
+  /* runtime values for group element choice position */
+  int choice_pos[NUM_GROUP_ELEMENTS];
 
-  if (!IN_LEV_FIELD(x, y) ||
-      sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
-      sy < -max_distance || sy >= SCR_FIELDY + max_distance)
-    return;
+  /* runtime values for belt position animations */
+  int belt_graphic[4][NUM_BELT_PARTS];
+  int belt_anim_mode[4][NUM_BELT_PARTS];
+};
 
-  volume = SOUND_MAX_VOLUME;
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
 
-  if (!IN_SCR_FIELD(sx, sy))
+static void SaveEngineSnapshotValues_RND()
+{
+  static int belt_base_active_element[4] =
   {
-    int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
-    int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
+    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 i, j;
 
-    volume -= volume * (dx > dy ? dx : dy) / max_distance;
-  }
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
 
-  stereo_position = (SOUND_MAX_LEFT +
-                    (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
-                    (SCR_FIELDX + 2 * max_distance));
+    engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+  }
 
-  if (IS_LOOP_SOUND(nr))
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
   {
-    /* This assures that quieter loop sounds do not overwrite louder ones,
-       while restarting sound volume comparison with each new game frame. */
-
-    if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
-      return;
+    int element = EL_GROUP_START + i;
 
-    loop_sound_volume[nr] = volume;
-    loop_sound_frame[nr] = FrameCounter;
+    engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
   }
 
-  PlaySoundExt(nr, volume, stereo_position, type);
-}
+  for (i = 0; i < 4; i++)
+  {
+    for (j = 0; j < NUM_BELT_PARTS; j++)
+    {
+      int element = belt_base_active_element[i] + j;
+      int graphic = el2img(element);
+      int anim_mode = graphic_info[graphic].anim_mode;
 
-static void PlayLevelSoundNearest(int x, int y, int sound_action)
-{
-  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);
+      engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+      engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
+    }
+  }
 }
 
-static void PlayLevelSoundAction(int x, int y, int action)
+static void LoadEngineSnapshotValues_RND()
 {
-  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
-}
+  unsigned int num_random_calls = game.num_random_calls;
+  int i, j;
 
-static void PlayLevelSoundElementAction(int x, int y, int element, int action)
-{
-  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
 
-  if (sound_effect != SND_UNDEFINED)
-    PlayLevelSound(x, y, sound_effect);
-}
+    element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+  }
 
-static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
-                                             int action)
-{
-  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+  {
+    int element = EL_GROUP_START + i;
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlayLevelSound(x, y, sound_effect);
-}
+    element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
+  }
 
-static void PlayLevelSoundActionIfLoop(int x, int y, int action)
-{
-  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+  for (i = 0; i < 4; i++)
+  {
+    for (j = 0; j < NUM_BELT_PARTS; j++)
+    {
+      int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlayLevelSound(x, y, sound_effect);
+      graphic_info[graphic].anim_mode = anim_mode;
+    }
+  }
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+  {
+    InitRND(tape.random_seed);
+    for (i = 0; i < num_random_calls; i++)
+      RND(1);
+  }
+
+  if (game.num_random_calls != num_random_calls)
+  {
+    Error(ERR_INFO, "number of random calls out of sync");
+    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
+    Error(ERR_EXIT, "this should not happen -- please debug");
+  }
 }
 
-static void StopLevelSoundActionIfLoop(int x, int y, int action)
+void FreeEngineSnapshotSingle()
 {
-  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+  FreeSnapshotSingle();
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    StopSound(sound_effect);
+  setString(&snapshot_level_identifier, NULL);
+  snapshot_level_nr = -1;
 }
 
-static void PlayLevelMusic()
+void FreeEngineSnapshotList()
 {
-  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 */
+  FreeSnapshotList();
 }
 
-void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+ListNode *SaveEngineSnapshotBuffers()
 {
-  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+  ListNode *buffers = NULL;
 
-#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;
+  /* copy some special values to a structure better suited for the snapshot */
 
-    case SAMPLE_nut:
-      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-      break;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveEngineSnapshotValues_SP(&buffers);
 
-    case SAMPLE_crack:
-      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
-      break;
+  /* save values stored in special snapshot structure */
 
-    case SAMPLE_bug:
-      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
-      break;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
 
-    case SAMPLE_tank:
-      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
-      break;
+  /* save further RND engine values */
 
-    case SAMPLE_android_clone:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
 
-    case SAMPLE_android_move:
-      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
 
-    case SAMPLE_spring:
-      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
 
-    case SAMPLE_slurp:
-      PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
 
-    case SAMPLE_eater:
-      PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
 
-    case SAMPLE_eater_eat:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
 
-    case SAMPLE_alien:
-      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
 
-    case SAMPLE_collect:
-      PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
 
-    case SAMPLE_diamond:
-      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
 
-    case SAMPLE_squash:
-      /* !!! CHECK THIS !!! */
-#if 1
-      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
-#else
-      PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
-#endif
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
 
-    case SAMPLE_wonderfall:
-      PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
 
-    case SAMPLE_drip:
-      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
 
-    case SAMPLE_push:
-      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
-      break;
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
 
-    case SAMPLE_dirt:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
-      break;
+#if 0
+  ListNode *node = engine_snapshot_list_rnd;
+  int num_bytes = 0;
 
-    case SAMPLE_acid:
-      PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
-      break;
+  while (node != NULL)
+  {
+    num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
 
-    case SAMPLE_ball:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
-      break;
+    node = node->next;
+  }
 
-    case SAMPLE_grow:
-      PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
-      break;
+  printf("::: size of engine snapshot: %d bytes\n", num_bytes);
+#endif
 
-    case SAMPLE_wonder:
-      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
-      break;
+  return buffers;
+}
 
-    case SAMPLE_door:
-      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
-      break;
+void SaveEngineSnapshotSingle()
+{
+  ListNode *buffers = SaveEngineSnapshotBuffers();
 
-    case SAMPLE_exit_open:
-      PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
-      break;
+  /* finally save all snapshot buffers to single snapshot */
+  SaveSnapshotSingle(buffers);
 
-    case SAMPLE_exit_leave:
-      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
-      break;
+  /* save level identification information */
+  setString(&snapshot_level_identifier, leveldir_current->identifier);
+  snapshot_level_nr = level_nr;
+}
 
-    case SAMPLE_dynamite:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
-      break;
+boolean CheckSaveEngineSnapshotToList()
+{
+  boolean save_snapshot =
+    ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
+      game.snapshot.changed_action) ||
+     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+      game.snapshot.collected_item));
 
-    case SAMPLE_tick:
-      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
-      break;
+  game.snapshot.changed_action = FALSE;
+  game.snapshot.collected_item = FALSE;
+  game.snapshot.save_snapshot = save_snapshot;
 
-    case SAMPLE_press:
-      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
-      break;
+  return save_snapshot;
+}
 
-    case SAMPLE_wheel:
-      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
-      break;
+void SaveEngineSnapshotToList()
+{
+  if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+      tape.quick_resume)
+    return;
 
-    case SAMPLE_boom:
-      PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
-      break;
+  ListNode *buffers = SaveEngineSnapshotBuffers();
 
-    case SAMPLE_die:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
-      break;
+  /* finally save all snapshot buffers to snapshot list */
+  SaveSnapshotToList(buffers);
+}
 
-    case SAMPLE_time:
-      PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
-      break;
+void SaveEngineSnapshotToListInitial()
+{
+  FreeEngineSnapshotList();
 
-    default:
-      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
-      break;
-  }
+  SaveEngineSnapshotToList();
 }
 
-void RaiseScore(int value)
+void LoadEngineSnapshotValues()
 {
-  local_player->score += value;
+  /* restore special values from snapshot structure */
 
-  DrawGameValue_Score(local_player->score);
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    LoadEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    LoadEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    LoadEngineSnapshotValues_SP();
 }
 
-void RaiseScoreElement(int element)
+void LoadEngineSnapshotSingle()
 {
-  switch(element)
-  {
-    case EL_EMERALD:
-    case EL_BD_DIAMOND:
-    case EL_EMERALD_YELLOW:
-    case EL_EMERALD_RED:
-    case EL_EMERALD_PURPLE:
-    case EL_SP_INFOTRON:
-      RaiseScore(level.score[SC_EMERALD]);
-      break;
-    case EL_DIAMOND:
-      RaiseScore(level.score[SC_DIAMOND]);
-      break;
-    case EL_CRYSTAL:
-      RaiseScore(level.score[SC_CRYSTAL]);
-      break;
-    case EL_PEARL:
-      RaiseScore(level.score[SC_PEARL]);
-      break;
-    case EL_BUG:
-    case EL_BD_BUTTERFLY:
-    case EL_SP_ELECTRON:
-      RaiseScore(level.score[SC_BUG]);
-      break;
-    case EL_SPACESHIP:
-    case EL_BD_FIREFLY:
-    case EL_SP_SNIKSNAK:
-      RaiseScore(level.score[SC_SPACESHIP]);
-      break;
-    case EL_YAMYAM:
-    case EL_DARK_YAMYAM:
-      RaiseScore(level.score[SC_YAMYAM]);
-      break;
-    case EL_ROBOT:
-      RaiseScore(level.score[SC_ROBOT]);
-      break;
-    case EL_PACMAN:
-      RaiseScore(level.score[SC_PACMAN]);
-      break;
-    case EL_NUT:
-      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:
-      RaiseScore(level.score[SC_DYNAMITE]);
-      break;
-    case EL_SHIELD_NORMAL:
-    case EL_SHIELD_DEADLY:
-      RaiseScore(level.score[SC_SHIELD]);
-      break;
-    case EL_EXTRA_TIME:
-      RaiseScore(level.score[SC_TIME_BONUS]);
-      break;
-    case EL_KEY_1:
-    case EL_KEY_2:
-    case EL_KEY_3:
-    case EL_KEY_4:
-    case EL_EM_KEY_1:
-    case EL_EM_KEY_2:
-    case EL_EM_KEY_3:
-    case EL_EM_KEY_4:
-    case EL_EMC_KEY_5:
-    case EL_EMC_KEY_6:
-    case EL_EMC_KEY_7:
-    case EL_EMC_KEY_8:
-      RaiseScore(level.score[SC_KEY]);
-      break;
-    default:
-      RaiseScore(element_info[element].collect_score);
-      break;
-  }
+  LoadSnapshotSingle();
+
+  LoadEngineSnapshotValues();
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void LoadEngineSnapshot_Undo(int steps)
 {
-  if (AllPlayersGone ||
-      !ask_if_really_quit ||
-      level_editor_test_game ||
-      Request("Do you really want to quit the game ?",
-             REQ_ASK | REQ_STAY_CLOSED))
-  {
-#if defined(NETWORK_AVALIABLE)
-    if (options.network)
-      SendToServer_StopPlaying();
-    else
-#endif
-    {
-      game_status = GAME_MODE_MAIN;
-      DrawMainMenu();
-    }
-  }
-  else
-  {
+  LoadSnapshotFromList_Older(steps);
 
-#if 1
-    if (tape.playing && tape.deactivate_display)
-      TapeDeactivateDisplayOff(TRUE);
-#endif
+  LoadEngineSnapshotValues();
+}
 
-    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+void LoadEngineSnapshot_Redo(int steps)
+{
+  LoadSnapshotFromList_Newer(steps);
 
-#if 1
-    if (tape.playing && tape.deactivate_display)
-      TapeDeactivateDisplayOn();
-#endif
+  LoadEngineSnapshotValues();
+}
 
-  }
+boolean CheckEngineSnapshotSingle()
+{
+  return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+         snapshot_level_nr == level_nr);
 }
 
+boolean CheckEngineSnapshotList()
+{
+  return CheckSnapshotList();
+}
 
-/* ---------- new game button stuff ---------------------------------------- */
 
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE      30
-#define GAME_BUTTON_YSIZE      30
-#define GAME_BUTTON_XPOS       5
-#define GAME_BUTTON_YPOS       215
-#define SOUND_BUTTON_XPOS      5
-#define SOUND_BUTTON_YPOS      (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS  (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS  (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS        (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS        (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+/* ---------- new game button stuff ---------------------------------------- */
 
 static struct
 {
-  int x, y;
+  int graphic;
+  struct XY *pos;
   int gadget_id;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
   {
-    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_STOP,
-    "stop game"
+    IMG_GFX_GAME_BUTTON_STOP,          &game.button.stop,
+    GAME_CTRL_ID_STOP,                 "stop game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PAUSE,         &game.button.pause,
+    GAME_CTRL_ID_PAUSE,                        "pause game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PLAY,          &game.button.play,
+    GAME_CTRL_ID_PLAY,                 "play game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_UNDO,          &game.button.undo,
+    GAME_CTRL_ID_UNDO,                 "undo step"
   },
   {
-    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_PAUSE,
-    "pause game"
+    IMG_GFX_GAME_BUTTON_REDO,          &game.button.redo,
+    GAME_CTRL_ID_REDO,                 "redo step"
   },
   {
-    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_PLAY,
-    "play game"
+    IMG_GFX_GAME_BUTTON_SAVE,          &game.button.save,
+    GAME_CTRL_ID_SAVE,                 "save game"
   },
   {
-    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_MUSIC,
-    "background music on/off"
+    IMG_GFX_GAME_BUTTON_PAUSE2,                &game.button.pause2,
+    GAME_CTRL_ID_PAUSE2,               "pause game"
   },
   {
-    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_LOOPS,
-    "sound loops on/off"
+    IMG_GFX_GAME_BUTTON_LOAD,          &game.button.load,
+    GAME_CTRL_ID_LOAD,                 "load game"
   },
   {
-    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_SIMPLE,
-    "normal sounds on/off"
+    IMG_GFX_GAME_BUTTON_SOUND_MUSIC,   &game.button.sound_music,
+    SOUND_CTRL_ID_MUSIC,               "background music on/off"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_SOUND_LOOPS,   &game.button.sound_loops,
+    SOUND_CTRL_ID_LOOPS,               "sound loops on/off"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,  &game.button.sound_simple,
+    SOUND_CTRL_ID_SIMPLE,              "normal sounds on/off"
   }
 };
 
@@ -12971,29 +14942,46 @@ void CreateGameButtons()
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+    struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+    struct XY *pos = gamebutton_info[i].pos;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
-    unsigned long event_mask;
-    int gd_xoffset, gd_yoffset;
-    int gd_x1, gd_x2, gd_y1, gd_y2;
+    unsigned int event_mask;
+    int base_x = (tape.show_game_buttons ? VX : DX);
+    int base_y = (tape.show_game_buttons ? VY : DY);
+    int gd_x   = gfx->src_x;
+    int gd_y   = gfx->src_y;
+    int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
+    int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
+    int gd_xa  = gfx->src_x + gfx->active_xoffset;
+    int gd_ya  = gfx->src_y + gfx->active_yoffset;
+    int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+    int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
-    gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
-    gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+    if (gfx->bitmap == NULL)
+    {
+      game_gadget[id] = NULL;
+
+      continue;
+    }
 
     if (id == GAME_CTRL_ID_STOP ||
-       id == GAME_CTRL_ID_PAUSE ||
-       id == GAME_CTRL_ID_PLAY)
+       id == GAME_CTRL_ID_PLAY ||
+       id == GAME_CTRL_ID_SAVE ||
+       id == GAME_CTRL_ID_LOAD)
     {
       button_type = GD_TYPE_NORMAL_BUTTON;
       checked = FALSE;
       event_mask = GD_EVENT_RELEASED;
-      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
-      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+    }
+    else if (id == GAME_CTRL_ID_UNDO ||
+            id == GAME_CTRL_ID_REDO)
+    {
+      button_type = GD_TYPE_NORMAL_BUTTON;
+      checked = FALSE;
+      event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
     }
     else
     {
@@ -13003,23 +14991,22 @@ void CreateGameButtons()
         (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
         (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
       event_mask = GD_EVENT_PRESSED;
-      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset;
-      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
     }
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
-                     GDI_X, DX + gd_xoffset,
-                     GDI_Y, DY + gd_yoffset,
-                     GDI_WIDTH, GAME_BUTTON_XSIZE,
-                     GDI_HEIGHT, GAME_BUTTON_YSIZE,
+                     GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+                     GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+                     GDI_WIDTH, gfx->width,
+                     GDI_HEIGHT, gfx->height,
                      GDI_TYPE, button_type,
                      GDI_STATE, GD_BUTTON_UNPRESSED,
                      GDI_CHECKED, checked,
-                     GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
-                     GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
-                     GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
-                     GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+                     GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+                     GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+                     GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+                     GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
+                     GDI_DIRECT_DRAW, FALSE,
                      GDI_EVENT_MASK, event_mask,
                      GDI_CALLBACK_ACTION, HandleGameButtons,
                      GDI_END);
@@ -13039,12 +15026,80 @@ void FreeGameButtons()
     FreeGadget(game_gadget[i]);
 }
 
-static void MapGameButtons()
+static void UnmapGameButtonsAtSamePosition(int id)
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if (i != id &&
+       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+      UnmapGadget(game_gadget[i]);
+}
+
+static void UnmapGameButtonsAtSamePosition_All()
+{
+  if (setup.show_snapshot_buttons)
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+  }
+  else
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+  }
+}
+
+static void MapGameButtonsAtSamePosition(int id)
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if (i != id &&
+       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+      MapGadget(game_gadget[i]);
+
+  UnmapGameButtonsAtSamePosition_All();
+}
+
+void MapUndoRedoButtons()
+{
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+  MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+  MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
+}
+
+void UnmapUndoRedoButtons()
+{
+  UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+  UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+  MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+  MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
+}
+
+void MapGameButtons()
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    MapGadget(game_gadget[i]);
+    if (i != GAME_CTRL_ID_UNDO &&
+       i != GAME_CTRL_ID_REDO)
+      MapGadget(game_gadget[i]);
+
+  UnmapGameButtonsAtSamePosition_All();
+
+  RedrawGameButtons();
 }
 
 void UnmapGameButtons()
@@ -13055,21 +15110,81 @@ void UnmapGameButtons()
     UnmapGadget(game_gadget[i]);
 }
 
-static void HandleGameButtons(struct GadgetInfo *gi)
+void RedrawGameButtons()
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    RedrawGadget(game_gadget[i]);
+
+  // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+  redraw_mask &= ~REDRAW_ALL;
+}
+
+void GameUndoRedoExt()
+{
+  ClearPlayerAction();
+
+  tape.pausing = TRUE;
+
+  RedrawPlayfield();
+  UpdateAndDisplayGameControlValues();
+
+  DrawCompleteVideoDisplay();
+  DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+  DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+  DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
+
+  BackToFront();
+}
+
+void GameUndo(int steps)
+{
+  if (!CheckEngineSnapshotList())
+    return;
+
+  LoadEngineSnapshot_Undo(steps);
+
+  GameUndoRedoExt();
+}
+
+void GameRedo(int steps)
+{
+  if (!CheckEngineSnapshotList())
+    return;
+
+  LoadEngineSnapshot_Redo(steps);
+
+  GameUndoRedoExt();
+}
+
+static void HandleGameButtonsExt(int id, int button)
 {
-  int id = gi->custom_id;
+  static boolean game_undo_executed = FALSE;
+  int steps = BUTTON_STEPSIZE(button);
+  boolean handle_game_buttons =
+    (game_status == GAME_MODE_PLAYING ||
+     (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
 
-  if (game_status != GAME_MODE_PLAYING)
+  if (!handle_game_buttons)
     return;
 
   switch (id)
   {
     case GAME_CTRL_ID_STOP:
-      RequestQuitGame(TRUE);
+      if (game_status == GAME_MODE_MAIN)
+       break;
+
+      if (tape.playing)
+       TapeStop();
+      else
+       RequestQuitGame(TRUE);
+
       break;
 
     case GAME_CTRL_ID_PAUSE:
-      if (options.network)
+    case GAME_CTRL_ID_PAUSE2:
+      if (options.network && game_status == GAME_MODE_PLAYING)
       {
 #if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
@@ -13080,27 +15195,59 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       }
       else
        TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+      game_undo_executed = FALSE;
+
       break;
 
     case GAME_CTRL_ID_PLAY:
-      if (tape.pausing)
+      if (game_status == GAME_MODE_MAIN)
+      {
+        StartGameActions(options.network, setup.autorecord, level.random_seed);
+      }
+      else if (tape.pausing)
       {
 #if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else
 #endif
-       {
-         tape.pausing = FALSE;
-         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
-       }
+         TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
       }
       break;
 
+    case GAME_CTRL_ID_UNDO:
+      // Important: When using "save snapshot when collecting an item" mode,
+      // load last (current) snapshot for first "undo" after pressing "pause"
+      // (else the last-but-one snapshot would be loaded, because the snapshot
+      // pointer already points to the last snapshot when pressing "pause",
+      // which is fine for "every step/move" mode, but not for "every collect")
+      if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+         !game_undo_executed)
+       steps--;
+
+      game_undo_executed = TRUE;
+
+      GameUndo(steps);
+      break;
+
+    case GAME_CTRL_ID_REDO:
+      GameRedo(steps);
+      break;
+
+    case GAME_CTRL_ID_SAVE:
+      TapeQuickSave();
+      break;
+
+    case GAME_CTRL_ID_LOAD:
+      TapeQuickLoad();
+      break;
+
     case SOUND_CTRL_ID_MUSIC:
       if (setup.sound_music)
       { 
        setup.sound_music = FALSE;
+
        FadeMusic();
       }
       else if (audio.music_available)
@@ -13119,6 +15266,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.loops_available)
       {
        setup.sound = setup.sound_loops = TRUE;
+
        SetAudioMode(setup.sound);
       }
       break;
@@ -13129,6 +15277,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.sound_available)
       {
        setup.sound = setup.sound_simple = TRUE;
+
        SetAudioMode(setup.sound);
       }
       break;
@@ -13137,3 +15286,19 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       break;
   }
 }
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+  HandleGameButtonsExt(gi->custom_id, gi->event.button);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+
+  if (key == setup.shortcut.sound_simple)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_loops)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_music)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+}