rnd-20081007-1-src
[rocksndiamonds.git] / src / game.c
index 23667a16aec7298aaabe1f4c5748af5b3152daa1..717ea8d2f263fd0d3ab1d3d99677ac860a469acc 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment                      *
+* (c) 1995-2006 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
 #include "tape.h"
 #include "network.h"
 
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR     FALSE
-
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
 /* 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_NEW_STUFF                  (                         1)
+
+#define USE_NEW_SP_SLIPPERY            (USE_NEW_STUFF          * 1)
+#define USE_NEW_CUSTOM_VALUE           (USE_NEW_STUFF          * 1)
+#define USE_NEW_PLAYER_ANIM            (USE_NEW_STUFF          * 1)
+#define USE_NEW_ALL_SLIPPERY           (USE_NEW_STUFF          * 1)
+#define USE_NEW_PLAYER_SPEED           (USE_NEW_STUFF          * 1)
+#define USE_NEW_DELAYED_ACTION         (USE_NEW_STUFF          * 1)
+#define USE_NEW_SNAP_DELAY             (USE_NEW_STUFF          * 1)
+#define USE_ONLY_ONE_CHANGE_PER_FRAME  (USE_NEW_STUFF          * 1)
+#define USE_ONE_MORE_CHANGE_PER_FRAME  (USE_NEW_STUFF          * 1)
+#define USE_FIXED_DONT_RUN_INTO                (USE_NEW_STUFF          * 1)
+#define USE_NEW_SPRING_BUMPER          (USE_NEW_STUFF          * 1)
+#define USE_STOP_CHANGED_ELEMENTS      (USE_NEW_STUFF          * 1)
+#define USE_ELEMENT_TOUCHING_BUGFIX    (USE_NEW_STUFF          * 1)
+#define USE_NEW_CONTINUOUS_SNAPPING    (USE_NEW_STUFF          * 1)
+#define USE_GFX_RESET_GFX_ANIMATION    (USE_NEW_STUFF          * 1)
+#define USE_BOTH_SWITCHGATE_SWITCHES   (USE_NEW_STUFF          * 1)
+#define USE_PLAYER_GRAVITY             (USE_NEW_STUFF          * 1)
+#define USE_FIXED_BORDER_RUNNING_GFX   (USE_NEW_STUFF          * 1)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX   (USE_NEW_STUFF          * 0)
+
+#define USE_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
+
+#define USE_CODE_THAT_BREAKS_SNAKE_BITE        (USE_NEW_STUFF          * 1)
+
+#define USE_UFAST_PLAYER_EXIT_BUGFIX   (USE_NEW_STUFF          * 1)
+
+#define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF          * 1)
+#define USE_GFX_RESET_PLAYER_ARTWORK   (USE_NEW_STUFF          * 1)
+
+#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF          * 1)
+#define USE_FIX_IMPACT_COLLISION       (USE_NEW_STUFF          * 1)
+#define USE_FIX_CE_ACTION_WITH_PLAYER  (USE_NEW_STUFF          * 1)
+#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF          * 1)
+
+#define USE_PLAYER_REANIMATION         (USE_NEW_STUFF          * 1)
+
+#define USE_GFX_RESET_WHEN_NOT_MOVING  (USE_NEW_STUFF          * 1)
+
+#define USE_NEW_PLAYER_ASSIGNMENTS     (USE_NEW_STUFF          * 1)
+
+#define USE_DELAYED_GFX_REDRAW         (USE_NEW_STUFF          * 0)
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y)                              \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbledSand(x, y)                  \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledSandNeighbours(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_DrawLevelFieldCrumbledSand(x, y)                  \
+            DrawLevelFieldCrumbledSand(x, y)
+#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y)                \
+            DrawLevelFieldCrumbledSandNeighbours(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_BUGFIX     (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_IMPACT_BUGFIX              (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_HITTING_SOMETHING_BUGFIX   (TRUE   * USE_NEW_STUFF         * 1)
-#define USE_HIT_BY_SOMETHING_BUGFIX    (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_DROP_BUGFIX                        (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_CHANGE_TO_TRIGGERED                (TRUE   * USE_NEW_STUFF         * 1)
-
-#define USE_BACK_WALKABLE_BUGFIX       (TRUE   * USE_NEW_STUFF         * 1)
-
-#define TEST_NEW_STUFF                 (TRUE)
 
 
 /* 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)
 
+#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
+
 /* special positions in the game control window (relative to control window) */
-#define XX_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
+#define XX_LEVEL1              (PANEL_XPOS(game.panel.level))
+#define XX_LEVEL2              (PANEL_XPOS(game.panel.level) - 1)
+#define XX_LEVEL               (PANEL_XPOS(game.panel.level))
+#define YY_LEVEL               (PANEL_YPOS(game.panel.level))
+#define XX_EMERALDS            (PANEL_XPOS(game.panel.gems))
+#define YY_EMERALDS            (PANEL_YPOS(game.panel.gems))
+#define XX_DYNAMITE            (PANEL_XPOS(game.panel.inventory))
+#define YY_DYNAMITE            (PANEL_YPOS(game.panel.inventory))
+#define XX_KEYS                        (PANEL_XPOS(game.panel.keys))
+#define YY_KEYS                        (PANEL_YPOS(game.panel.keys))
+#define XX_SCORE               (PANEL_XPOS(game.panel.score))
+#define YY_SCORE               (PANEL_YPOS(game.panel.score))
+#define XX_TIME1               (PANEL_XPOS(game.panel.time))
+#define XX_TIME2               (PANEL_XPOS(game.panel.time) + 1)
+#define XX_TIME                        (PANEL_XPOS(game.panel.time))
+#define YY_TIME                        (PANEL_YPOS(game.panel.time))
 
 /* special positions in the game control window (relative to main window) */
+#define DX_LEVEL1              (DX + XX_LEVEL1)
+#define DX_LEVEL2              (DX + XX_LEVEL2)
 #define DX_LEVEL               (DX + XX_LEVEL)
 #define DY_LEVEL               (DY + YY_LEVEL)
 #define DX_EMERALDS            (DX + XX_EMERALDS)
 #define DY_SCORE               (DY + YY_SCORE)
 #define DX_TIME1               (DX + XX_TIME1)
 #define DX_TIME2               (DX + XX_TIME2)
+#define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
-/* 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_NORMAL_SPEED        8
-#define MOVE_DELAY_HIGH_SPEED  4
-
-#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 HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
-
-/* values for other actions */
-#define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
-
-#define GET_DX_FROM_DIR(d)     ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
-#define GET_DY_FROM_DIR(d)     ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
-
-#define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
-
-#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
-                                RND(element_info[e].push_delay_random))
-#define GET_NEW_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
-                                RND(element_info[e].drop_delay_random))
-#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
-                                RND(element_info[e].move_delay_random))
-#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
-                                   (element_info[e].move_delay_random))
-#define GET_CHANGE_DELAY(c)    (   ((c)->delay_fixed  * (c)->delay_frames) + \
-                                RND((c)->delay_random * (c)->delay_frames))
-
-#define GET_TARGET_ELEMENT(e, ch)                                      \
-       ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
-        (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
-
-#define GET_VALID_PLAYER_ELEMENT(e)                                    \
-       ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
-
-#define CAN_GROW_INTO(e)                                               \
-       ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (condition) ||                  \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (DONT_COLLIDE_WITH(e) &&        \
-                                        IS_PLAYER(x, y) &&             \
-                                        !PLAYER_ENEMY_PROTECTED(x, y))))
-
-#if 0
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition)            \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (condition) ||                  \
-                                       (DONT_COLLIDE_WITH(e) &&        \
-                                        IS_PLAYER(x, y) &&             \
-                                        !PLAYER_ENEMY_PROTECTED(x, y))))
-#endif
-
-#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
-
-#if 1
-#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
-#else
-#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
-#endif
-
-#if 0
-#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#endif
-
-#define ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
 #if 1
+/* game panel display and control definitions */
+
+#define GAME_PANEL_LEVEL_NUMBER                        0
+#define GAME_PANEL_GEMS                                1
+#define GAME_PANEL_INVENTORY_COUNT             2
+#define GAME_PANEL_INVENTORY_FIRST_1           3
+#define GAME_PANEL_INVENTORY_FIRST_2           4
+#define GAME_PANEL_INVENTORY_FIRST_3           5
+#define GAME_PANEL_INVENTORY_FIRST_4           6
+#define GAME_PANEL_INVENTORY_FIRST_5           7
+#define GAME_PANEL_INVENTORY_FIRST_6           8
+#define GAME_PANEL_INVENTORY_FIRST_7           9
+#define GAME_PANEL_INVENTORY_FIRST_8           10
+#define GAME_PANEL_INVENTORY_LAST_1            11
+#define GAME_PANEL_INVENTORY_LAST_2            12
+#define GAME_PANEL_INVENTORY_LAST_3            13
+#define GAME_PANEL_INVENTORY_LAST_4            14
+#define GAME_PANEL_INVENTORY_LAST_5            15
+#define GAME_PANEL_INVENTORY_LAST_6            16
+#define GAME_PANEL_INVENTORY_LAST_7            17
+#define GAME_PANEL_INVENTORY_LAST_8            18
+#define GAME_PANEL_KEY_1                       19
+#define GAME_PANEL_KEY_2                       20
+#define GAME_PANEL_KEY_3                       21
+#define GAME_PANEL_KEY_4                       22
+#define GAME_PANEL_KEY_5                       23
+#define GAME_PANEL_KEY_6                       24
+#define GAME_PANEL_KEY_7                       25
+#define GAME_PANEL_KEY_8                       26
+#define GAME_PANEL_KEY_WHITE                   27
+#define GAME_PANEL_KEY_WHITE_COUNT             28
+#define GAME_PANEL_SCORE                       29
+#define GAME_PANEL_HIGHSCORE                   30
+#define GAME_PANEL_TIME                                31
+#define GAME_PANEL_TIME_HH                     32
+#define GAME_PANEL_TIME_MM                     33
+#define GAME_PANEL_TIME_SS                     34
+#define GAME_PANEL_SHIELD_NORMAL               35
+#define GAME_PANEL_SHIELD_NORMAL_TIME          36
+#define GAME_PANEL_SHIELD_DEADLY               37
+#define GAME_PANEL_SHIELD_DEADLY_TIME          38
+#define GAME_PANEL_EXIT                                39
+#define GAME_PANEL_EMC_MAGIC_BALL              40
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       41
+#define GAME_PANEL_LIGHT_SWITCH                        42
+#define GAME_PANEL_LIGHT_SWITCH_TIME           43
+#define GAME_PANEL_TIMEGATE_SWITCH             44
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                45
+#define GAME_PANEL_SWITCHGATE_SWITCH           46
+#define GAME_PANEL_EMC_LENSES                  47
+#define GAME_PANEL_EMC_LENSES_TIME             48
+#define GAME_PANEL_EMC_MAGNIFIER               49
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          50
+#define GAME_PANEL_BALLOON_SWITCH              51
+#define GAME_PANEL_DYNABOMB_NUMBER             52
+#define GAME_PANEL_DYNABOMB_SIZE               53
+#define GAME_PANEL_DYNABOMB_POWER              54
+#define GAME_PANEL_PENGUINS                    55
+#define GAME_PANEL_SOKOBAN_OBJECTS             56
+#define GAME_PANEL_SOKOBAN_FIELDS              57
+#define GAME_PANEL_ROBOT_WHEEL                 58
+#define GAME_PANEL_CONVEYOR_BELT_1             59
+#define GAME_PANEL_CONVEYOR_BELT_2             60
+#define GAME_PANEL_CONVEYOR_BELT_3             61
+#define GAME_PANEL_CONVEYOR_BELT_4             62
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      63
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      64
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      65
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      66
+#define GAME_PANEL_MAGIC_WALL                  67
+#define GAME_PANEL_MAGIC_WALL_TIME             68
+#define GAME_PANEL_GRAVITY_STATE               69
+#define GAME_PANEL_GRAPHIC_1                   70
+#define GAME_PANEL_GRAPHIC_2                   71
+#define GAME_PANEL_GRAPHIC_3                   72
+#define GAME_PANEL_GRAPHIC_4                   73
+#define GAME_PANEL_GRAPHIC_5                   74
+#define GAME_PANEL_GRAPHIC_6                   75
+#define GAME_PANEL_GRAPHIC_7                   76
+#define GAME_PANEL_GRAPHIC_8                   77
+#define GAME_PANEL_ELEMENT_1                   78
+#define GAME_PANEL_ELEMENT_2                   79
+#define GAME_PANEL_ELEMENT_3                   80
+#define GAME_PANEL_ELEMENT_4                   81
+#define GAME_PANEL_ELEMENT_5                   82
+#define GAME_PANEL_ELEMENT_6                   83
+#define GAME_PANEL_ELEMENT_7                   84
+#define GAME_PANEL_ELEMENT_8                   85
+#define GAME_PANEL_ELEMENT_COUNT_1             86
+#define GAME_PANEL_ELEMENT_COUNT_2             87
+#define GAME_PANEL_ELEMENT_COUNT_3             88
+#define GAME_PANEL_ELEMENT_COUNT_4             89
+#define GAME_PANEL_ELEMENT_COUNT_5             90
+#define GAME_PANEL_ELEMENT_COUNT_6             91
+#define GAME_PANEL_ELEMENT_COUNT_7             92
+#define GAME_PANEL_ELEMENT_COUNT_8             93
+#define GAME_PANEL_CE_SCORE_1                  94
+#define GAME_PANEL_CE_SCORE_2                  95
+#define GAME_PANEL_CE_SCORE_3                  96
+#define GAME_PANEL_CE_SCORE_4                  97
+#define GAME_PANEL_CE_SCORE_5                  98
+#define GAME_PANEL_CE_SCORE_6                  99
+#define GAME_PANEL_CE_SCORE_7                  100
+#define GAME_PANEL_CE_SCORE_8                  101
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          102
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          103
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          104
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          105
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          109
+#define GAME_PANEL_PLAYER_NAME                 110
+#define GAME_PANEL_LEVEL_NAME                  111
+#define GAME_PANEL_LEVEL_AUTHOR                        112
+
+#define NUM_GAME_PANEL_CONTROLS                        113
+
+struct GamePanelOrderInfo
+{
+  int nr;
+  int sort_priority;
+};
 
-#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
-
-#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
-
-#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
-
-#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
-                                                IS_FOOD_PENGUIN(Feld[x][y])))
-#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
-
-#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#else
-
-#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       Feld[x][y] == EL_DIAMOND))
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
-
-#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_AMOEBOID(Feld[x][y])))
-
-#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_FOOD_PIG(Feld[x][y])))
-
-#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_FOOD_PENGUIN(Feld[x][y]) ||  \
-                                       Feld[x][y] == EL_EXIT_OPEN))
-
-#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID)))
-
-#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID)))
-
-#endif
-
-#define GROUP_NR(e)            ((e) - EL_GROUP_START)
-#define MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
-#define IS_IN_GROUP(e, nr)     (element_info[e].in_group[nr] == TRUE)
-#define IS_IN_GROUP_EL(e, ge)  (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
-
-#define IS_EQUAL_OR_IN_GROUP(e, ge)                                    \
-       (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-
-#if 0
-#define CE_ENTER_FIELD_COND(e, x, y)                                   \
-               (!IS_PLAYER(x, y) &&                                    \
-                (Feld[x][y] == EL_ACID ||                              \
-                 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
-#else
-#define CE_ENTER_FIELD_COND(e, x, y)                                   \
-               (!IS_PLAYER(x, y) &&                                    \
-                IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
-#endif
-
-#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
-       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
-
-#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
-#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
-
-#define ACCESS_FROM(e, d)              (element_info[e].access_direction &(d))
-#define IS_WALKABLE_FROM(e, d)         (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
-#define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
-#define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
-
-/* game button identifiers */
-#define GAME_CTRL_ID_STOP              0
-#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 NUM_GAME_BUTTONS               6
-
-
-/* forward declaration for internal use */
-
-static void AdvanceFrameAndPlayerCounters(int);
-
-static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
-static boolean MovePlayer(struct PlayerInfo *, int, int);
-static void ScrollPlayer(struct PlayerInfo *, int);
-static void ScrollScreen(struct PlayerInfo *, int);
-
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
-
-static void InitBeltMovement(void);
-static void CloseAllOpenTimegates(void);
-static void CheckGravityMovement(struct PlayerInfo *);
-static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(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 boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
-#define CheckTriggeredElementChange(x, y, e, ev)                       \
-       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
-                                      CH_SIDE_ANY, -1)
-#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
-       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
-       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
-#define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
-       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
-                                      CH_SIDE_ANY, p)
-
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
-#define CheckElementChange(x, y, e, te, ev)                            \
-       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
-#define CheckElementChangeByPlayer(x, y, e, ev, p, s)                  \
-       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, -1)
-#define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
-       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, -1)
-#define CheckElementChangeByPage(x, y, e, te, ev, p)                   \
-       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
-
-static void PlayLevelSound(int, int, int);
-static void PlayLevelSoundNearest(int, int, int);
-static void PlayLevelSoundAction(int, int, int);
-static void PlayLevelSoundElementAction(int, int, int, int);
-static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
-static void PlayLevelSoundActionIfLoop(int, int, int);
-static void StopLevelSoundActionIfLoop(int, int, int);
-static void PlayLevelMusic();
-
-static void MapGameButtons();
-static void HandleGameButtons(struct GadgetInfo *);
-
-static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-
-
-/* ------------------------------------------------------------------------- */
-/* definition of elements that automatically change to other elements after  */
-/* a specified time, eventually calling a function when changing             */
-/* ------------------------------------------------------------------------- */
-
-/* forward declaration for changer functions */
-static void InitBuggyBase(int x, int y);
-static void WarnBuggyBase(int x, int y);
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
 
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+struct GamePanelControlInfo
+{
+  int nr;
 
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+  struct TextPosInfo *pos;
+  int type;
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+  int value, last_value;
+  int frame, last_frame;
+  int gfx_frame;
+  int gfx_random;
+};
 
-struct ChangingElementInfo
-{
-  int element;
-  int target_element;
-  int change_delay;
-  void (*pre_change_function)(int x, int y);
-  void (*change_function)(int x, int y);
-  void (*post_change_function)(int x, int y);
-};
-
-static struct ChangingElementInfo change_delay_list[] =
+static struct GamePanelControlInfo game_panel_controls[] =
 {
   {
-    EL_NUT_BREAKING,
-    EL_EMERALD,
-    6,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_LEVEL_NUMBER,
+    &game.panel.level_number,
+    TYPE_INTEGER,
   },
   {
-    EL_PEARL_BREAKING,
-    EL_EMPTY,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_GEMS,
+    &game.panel.gems,
+    TYPE_INTEGER,
   },
   {
-    EL_EXIT_OPENING,
-    EL_EXIT_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_COUNT,
+    &game.panel.inventory_count,
+    TYPE_INTEGER,
   },
   {
-    EL_EXIT_CLOSING,
-    EL_EXIT_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_1,
+    &game.panel.inventory_first[0],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_EXIT_OPENING,
-    EL_SP_EXIT_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_2,
+    &game.panel.inventory_first[1],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_EXIT_CLOSING,
-    EL_SP_EXIT_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_3,
+    &game.panel.inventory_first[2],
+    TYPE_ELEMENT,
   },
   {
-    EL_SWITCHGATE_OPENING,
-    EL_SWITCHGATE_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_4,
+    &game.panel.inventory_first[3],
+    TYPE_ELEMENT,
   },
   {
-    EL_SWITCHGATE_CLOSING,
-    EL_SWITCHGATE_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_5,
+    &game.panel.inventory_first[4],
+    TYPE_ELEMENT,
   },
   {
-    EL_TIMEGATE_OPENING,
-    EL_TIMEGATE_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_6,
+    &game.panel.inventory_first[5],
+    TYPE_ELEMENT,
   },
   {
-    EL_TIMEGATE_CLOSING,
-    EL_TIMEGATE_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_7,
+    &game.panel.inventory_first[6],
+    TYPE_ELEMENT,
   },
-
   {
-    EL_ACID_SPLASH_LEFT,
-    EL_EMPTY,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_8,
+    &game.panel.inventory_first[7],
+    TYPE_ELEMENT,
   },
   {
-    EL_ACID_SPLASH_RIGHT,
-    EL_EMPTY,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_1,
+    &game.panel.inventory_last[0],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_BUGGY_BASE,
-    EL_SP_BUGGY_BASE_ACTIVATING,
-    0,
-    InitBuggyBase,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_2,
+    &game.panel.inventory_last[1],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_BUGGY_BASE_ACTIVATING,
-    EL_SP_BUGGY_BASE_ACTIVE,
-    0,
-    InitBuggyBase,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_3,
+    &game.panel.inventory_last[2],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_BUGGY_BASE_ACTIVE,
-    EL_SP_BUGGY_BASE,
-    0,
-    InitBuggyBase,
-    WarnBuggyBase,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_4,
+    &game.panel.inventory_last[3],
+    TYPE_ELEMENT,
   },
   {
-    EL_TRAP,
-    EL_TRAP_ACTIVE,
-    0,
-    InitTrap,
-    NULL,
-    ActivateTrap
+    GAME_PANEL_INVENTORY_LAST_5,
+    &game.panel.inventory_last[4],
+    TYPE_ELEMENT,
   },
   {
-    EL_TRAP_ACTIVE,
-    EL_TRAP,
-    31,
-    NULL,
-    ChangeActiveTrap,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_6,
+    &game.panel.inventory_last[5],
+    TYPE_ELEMENT,
   },
   {
-    EL_ROBOT_WHEEL_ACTIVE,
-    EL_ROBOT_WHEEL,
-    0,
-    InitRobotWheel,
-    RunRobotWheel,
-    StopRobotWheel
+    GAME_PANEL_INVENTORY_LAST_7,
+    &game.panel.inventory_last[6],
+    TYPE_ELEMENT,
   },
   {
-    EL_TIMEGATE_SWITCH_ACTIVE,
-    EL_TIMEGATE_SWITCH,
-    0,
-    InitTimegateWheel,
-    RunTimegateWheel,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_8,
+    &game.panel.inventory_last[7],
+    TYPE_ELEMENT,
   },
-
   {
-    EL_UNDEFINED,
-    EL_UNDEFINED,
-    -1,
-    NULL,
-    NULL,
-    NULL
-  }
-};
+    GAME_PANEL_KEY_1,
+    &game.panel.key[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_2,
+    &game.panel.key[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_3,
+    &game.panel.key[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_4,
+    &game.panel.key[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_5,
+    &game.panel.key[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_6,
+    &game.panel.key[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_7,
+    &game.panel.key[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_8,
+    &game.panel.key[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HIGHSCORE,
+    &game.panel.highscore,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EXIT,
+    &game.panel.exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+    &game.panel.emc_magic_ball_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_switch[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_switch[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_switch[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_switch[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GRAVITY_STATE,
+    &game.panel.gravity_state,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_GRAPHIC_1,
+    &game.panel.graphic[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_2,
+    &game.panel.graphic[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_3,
+    &game.panel.graphic[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_4,
+    &game.panel.graphic[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_5,
+    &game.panel.graphic[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_6,
+    &game.panel.graphic[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_7,
+    &game.panel.graphic[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_8,
+    &game.panel.graphic[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_1,
+    &game.panel.element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_2,
+    &game.panel.element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_3,
+    &game.panel.element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_4,
+    &game.panel.element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_5,
+    &game.panel.element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_6,
+    &game.panel.element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_7,
+    &game.panel.element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_8,
+    &game.panel.element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_1,
+    &game.panel.element_count[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_2,
+    &game.panel.element_count[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_3,
+    &game.panel.element_count[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_4,
+    &game.panel.element_count[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_5,
+    &game.panel.element_count[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_6,
+    &game.panel.element_count[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_7,
+    &game.panel.element_count[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_8,
+    &game.panel.element_count[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1,
+    &game.panel.ce_score[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2,
+    &game.panel.ce_score[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3,
+    &game.panel.ce_score[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4,
+    &game.panel.ce_score[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5,
+    &game.panel.ce_score[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6,
+    &game.panel.ce_score[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7,
+    &game.panel.ce_score[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8,
+    &game.panel.ce_score[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1_ELEMENT,
+    &game.panel.ce_score_element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2_ELEMENT,
+    &game.panel.ce_score_element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3_ELEMENT,
+    &game.panel.ce_score_element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4_ELEMENT,
+    &game.panel.ce_score_element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5_ELEMENT,
+    &game.panel.ce_score_element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6_ELEMENT,
+    &game.panel.ce_score_element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7_ELEMENT,
+    &game.panel.ce_score_element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8_ELEMENT,
+    &game.panel.ce_score_element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_STRING,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+  }
+};
+#endif
+
+
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING     3
+#define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
+#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_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()       (GetSimpleRandom(1000000))
+
+#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
+                                RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
+                                RND(element_info[e].drop_delay_random))
+#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                   (element_info[e].move_delay_random))
+#define GET_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))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition) ||                  \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (DONT_COLLIDE_WITH(e) &&        \
+                                        IS_PLAYER(x, y) &&             \
+                                        !PLAYER_ENEMY_PROTECTED(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
+
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+
+#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)
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
+                                                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 MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#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 MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
+
+#define CE_ENTER_FIELD_COND(e, x, y)                                   \
+               (!IS_PLAYER(x, y) &&                                    \
+                IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
+
+#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
+#define ACCESS_FROM(e, d)              (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d)         (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
+/* game button identifiers */
+#define GAME_CTRL_ID_STOP              0
+#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 NUM_GAME_BUTTONS               6
+
+
+/* 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);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, 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 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 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)
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
+       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev)                            \
+       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)
+#define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
+
+static void MapGameButtons();
+static void HandleGameButtons(struct GadgetInfo *);
+
+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  */
+/* a specified time, eventually calling a function when changing             */
+/* ------------------------------------------------------------------------- */
+
+/* forward declaration for changer functions */
+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 InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
+
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
+
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
+
+struct ChangingElementInfo
+{
+  int element;
+  int target_element;
+  int change_delay;
+  void (*pre_change_function)(int x, int y);
+  void (*change_function)(int x, int y);
+  void (*post_change_function)(int x, int y);
+};
+
+static struct ChangingElementInfo change_delay_list[] =
+{
+  {
+    EL_NUT_BREAKING,
+    EL_EMERALD,
+    6,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_PEARL_BREAKING,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_OPENING,
+    EL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_CLOSING,
+    EL_EXIT_CLOSED,
+    29,
+    NULL,
+    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,
+#if 1
+    EL_EMPTY,
+#else
+    EL_EM_EXIT_CLOSED,
+#endif
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_OPENING,
+    EL_EM_STEEL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_CLOSING,
+#if 1
+    EL_STEELWALL,
+#else
+    EL_EM_STEEL_EXIT_CLOSED,
+#endif
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_OPENING,
+    EL_SP_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_CLOSING,
+    EL_SP_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_OPENING,
+    EL_SWITCHGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_CLOSING,
+    EL_SWITCHGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_OPENING,
+    EL_TIMEGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_CLOSING,
+    EL_TIMEGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+
+  {
+    EL_ACID_SPLASH_LEFT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_ACID_SPLASH_RIGHT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE,
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    EL_SP_BUGGY_BASE_ACTIVE,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVE,
+    EL_SP_BUGGY_BASE,
+    0,
+    InitBuggyBase,
+    WarnBuggyBase,
+    NULL
+  },
+  {
+    EL_TRAP,
+    EL_TRAP_ACTIVE,
+    0,
+    InitTrap,
+    NULL,
+    ActivateTrap
+  },
+  {
+    EL_TRAP_ACTIVE,
+    EL_TRAP,
+    31,
+    NULL,
+    ChangeActiveTrap,
+    NULL
+  },
+  {
+    EL_ROBOT_WHEEL_ACTIVE,
+    EL_ROBOT_WHEEL,
+    0,
+    InitRobotWheel,
+    RunRobotWheel,
+    StopRobotWheel
+  },
+  {
+    EL_TIMEGATE_SWITCH_ACTIVE,
+    EL_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    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,
+    EL_UNDEFINED,
+    -1,
+    NULL,
+    NULL,
+    NULL
+  }
+};
+
+struct
+{
+  int element;
+  int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+  { EL_SPRING,                 0, 0 },
+  { EL_BALLOON,                        0, 0 },
+
+  { EL_SOKOBAN_OBJECT,         2, 0 },
+  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
+  { EL_SATELLITE,              2, 0 },
+  { EL_SP_DISK_YELLOW,         2, 0 },
+
+  { EL_UNDEFINED,              0, 0 },
+};
+
+struct
+{
+  int element;
+  int move_stepsize;
+}
+move_stepsize_list[] =
+{
+  { EL_AMOEBA_DROP,            2 },
+  { EL_AMOEBA_DROPPING,                2 },
+  { EL_QUICKSAND_FILLING,      1 },
+  { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_QUICKSAND_FAST_FILLING, 2 },
+  { EL_QUICKSAND_FAST_EMPTYING,        2 },
+  { EL_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 },
+};
+
+struct
+{
+  int element;
+  int count;
+}
+collect_count_list[] =
+{
+  { EL_EMERALD,                        1 },
+  { EL_BD_DIAMOND,             1 },
+  { EL_EMERALD_YELLOW,         1 },
+  { EL_EMERALD_RED,            1 },
+  { EL_EMERALD_PURPLE,         1 },
+  { EL_DIAMOND,                        3 },
+  { EL_SP_INFOTRON,            1 },
+  { EL_PEARL,                  5 },
+  { EL_CRYSTAL,                        8 },
+
+  { EL_UNDEFINED,              0 },
+};
+
+struct
+{
+  int element;
+  int direction;
+}
+access_direction_list[] =
+{
+  { EL_TUBE_ANY,                       MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_TUBE_VERTICAL,                                       MV_UP | MV_DOWN },
+  { EL_TUBE_HORIZONTAL,                        MV_LEFT | MV_RIGHT                   },
+  { EL_TUBE_VERTICAL_LEFT,             MV_LEFT |            MV_UP | MV_DOWN },
+  { EL_TUBE_VERTICAL_RIGHT,                      MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_TUBE_HORIZONTAL_UP,             MV_LEFT | MV_RIGHT | MV_UP           },
+  { EL_TUBE_HORIZONTAL_DOWN,           MV_LEFT | MV_RIGHT |         MV_DOWN },
+  { EL_TUBE_LEFT_UP,                   MV_LEFT |            MV_UP           },
+  { EL_TUBE_LEFT_DOWN,                 MV_LEFT |                    MV_DOWN },
+  { EL_TUBE_RIGHT_UP,                            MV_RIGHT | MV_UP           },
+  { EL_TUBE_RIGHT_DOWN,                                  MV_RIGHT |         MV_DOWN },
+
+  { EL_SP_PORT_LEFT,                             MV_RIGHT                   },
+  { EL_SP_PORT_RIGHT,                  MV_LEFT                              },
+  { EL_SP_PORT_UP,                                                  MV_DOWN },
+  { EL_SP_PORT_DOWN,                                        MV_UP           },
+  { EL_SP_PORT_HORIZONTAL,             MV_LEFT | MV_RIGHT                   },
+  { EL_SP_PORT_VERTICAL,                                    MV_UP | MV_DOWN },
+  { EL_SP_PORT_ANY,                    MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_SP_GRAVITY_PORT_LEFT,                     MV_RIGHT                   },
+  { EL_SP_GRAVITY_PORT_RIGHT,          MV_LEFT                              },
+  { EL_SP_GRAVITY_PORT_UP,                                          MV_DOWN },
+  { EL_SP_GRAVITY_PORT_DOWN,                                MV_UP           },
+  { EL_SP_GRAVITY_ON_PORT_LEFT,                          MV_RIGHT                   },
+  { EL_SP_GRAVITY_ON_PORT_RIGHT,       MV_LEFT                              },
+  { EL_SP_GRAVITY_ON_PORT_UP,                                       MV_DOWN },
+  { EL_SP_GRAVITY_ON_PORT_DOWN,                                     MV_UP           },
+  { EL_SP_GRAVITY_OFF_PORT_LEFT,                 MV_RIGHT                   },
+  { EL_SP_GRAVITY_OFF_PORT_RIGHT,      MV_LEFT                              },
+  { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
+  { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
+
+  { EL_UNDEFINED,                      MV_NONE                              }
+};
+
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
+
+#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;
+
+  if (!audio.loops_available)
+    setup.sound_loops = FALSE;
+
+  if (!audio.music_available)
+    setup.sound_music = FALSE;
+
+  if (!video.fullscreen_available)
+    setup.fullscreen = FALSE;
+
+  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+
+  SetAudioMode(setup.sound);
+  InitJoysticks();
+}
+
+int GetElementFromGroupElement(int element)
+{
+  if (IS_GROUP_ELEMENT(element))
+  {
+    struct ElementGroupInfo *group = element_info[element].group;
+    int last_anim_random_frame = gfx.anim_random_frame;
+    int element_pos;
+
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+    element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+                                   group->choice_mode, 0,
+                                   group->choice_pos);
+
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = last_anim_random_frame;
+
+    group->choice_pos++;
+
+    element = group->element_resolved[element_pos];
+  }
+
+  return element;
+}
+
+static void InitPlayerField(int x, int y, int element, boolean init_game)
+{
+  if (element == EL_SP_MURPHY)
+  {
+    if (init_game)
+    {
+      if (stored_player[0].present)
+      {
+       Feld[x][y] = EL_SP_MURPHY_CLONE;
+
+       return;
+      }
+      else
+      {
+       stored_player[0].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;
+    }
+  }
+
+  if (init_game)
+  {
+    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+    int jx = player->jx, jy = player->jy;
+
+    player->present = TRUE;
+
+    player->block_last_field = (element == EL_SP_MURPHY ?
+                               level.sp_block_last_field :
+                               level.block_last_field);
+
+    /* ---------- initialize player's last field block delay --------------- */
+
+    /* always start with reliable default value (no adjustment needed) */
+    player->block_delay_adjustment = 0;
+
+    /* special case 1: in Supaplex, Murphy blocks last field one more frame */
+    if (player->block_last_field && element == EL_SP_MURPHY)
+      player->block_delay_adjustment = 1;
+
+    /* special case 2: in game engines before 3.1.1, blocking was different */
+    if (game.use_block_last_field_bug)
+      player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+
+    if (!options.network || player->connected)
+    {
+      player->active = TRUE;
+
+      /* remove potentially duplicate players */
+      if (StorePlayer[jx][jy] == Feld[x][y])
+       StorePlayer[jx][jy] = 0;
+
+      StorePlayer[x][y] = Feld[x][y];
+
+      if (options.debug)
+      {
+       printf("Player %d activated.\n", player->element_nr);
+       printf("[Local player is %d and currently %s.]\n",
+              local_player->element_nr,
+              local_player->active ? "active" : "not active");
+      }
+    }
+
+    Feld[x][y] = EL_EMPTY;
+
+    player->jx = player->last_jx = x;
+    player->jy = player->last_jy = y;
+  }
+
+#if USE_PLAYER_REANIMATION
+  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 */
+  }
+#endif
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+  int element = Feld[x][y];
+
+  switch (element)
+  {
+    case EL_SP_MURPHY:
+    case EL_PLAYER_1:
+    case EL_PLAYER_2:
+    case EL_PLAYER_3:
+    case EL_PLAYER_4:
+      InitPlayerField(x, y, element, init_game);
+      break;
+
+    case EL_SOKOBAN_FIELD_PLAYER:
+      element = Feld[x][y] = EL_PLAYER_1;
+      InitField(x, y, init_game);
+
+      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+      InitField(x, y, init_game);
+      break;
+
+    case EL_SOKOBAN_FIELD_EMPTY:
+      local_player->sokobanfields_still_needed++;
+      break;
+
+    case EL_STONEBLOCK:
+      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
+       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
+      else if (x > 0 && Feld[x-1][y] == EL_ACID)
+       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID)
+       Feld[x][y] = EL_ACID_POOL_BOTTOM;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+       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_SPACESHIP:
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+    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_FIREFLY:
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+    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:
+      InitMovDir(x, y);
+      break;
+
+    case EL_AMOEBA_FULL:
+    case EL_BD_AMOEBA:
+      InitAmoebaNr(x, y);
+      break;
+
+    case EL_AMOEBA_DROP:
+      if (y == lev_fieldy - 1)
+      {
+       Feld[x][y] = EL_AMOEBA_GROWING;
+       Store[x][y] = EL_AMOEBA_WET;
+      }
+      break;
+
+    case EL_DYNAMITE_ACTIVE:
+    case EL_SP_DISK_RED_ACTIVE:
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+      MovDelay[x][y] = 96;
+      break;
+
+    case EL_EM_DYNAMITE_ACTIVE:
+      MovDelay[x][y] = 32;
+      break;
+
+    case EL_LAMP:
+      local_player->lights_still_needed++;
+      break;
+
+    case EL_PENGUIN:
+      local_player->friends_still_needed++;
+      break;
+
+    case EL_PIG:
+    case EL_DRAGON:
+      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
+      break;
+
+    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
+      if (init_game)
+      {
+       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
+
+       if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
+       {
+         game.belt_dir[belt_nr] = belt_dir;
+         game.belt_dir_nr[belt_nr] = belt_dir_nr;
+       }
+       else    /* more than one switch -- set it like the first switch */
+       {
+         Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+       }
+      }
+      break;
+
+#if !USE_BOTH_SWITCHGATE_SWITCHES
+    case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
+      if (init_game)
+       Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
+      break;
+
+    case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
+      if (init_game)
+       Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
+      break;
+#endif
+
+    case EL_LIGHT_SWITCH_ACTIVE:
+      if (init_game)
+       game.light_time_left = level.time_light * FRAMES_PER_SECOND;
+      break;
+
+    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;
+
+    case EL_EMC_MAGIC_BALL:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+      break;
+
+    case EL_EMC_MAGIC_BALL_SWITCH:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+      break;
+
+    case EL_TRIGGER_PLAYER:
+    case EL_TRIGGER_ELEMENT:
+    case EL_TRIGGER_CE_VALUE:
+    case EL_TRIGGER_CE_SCORE:
+    case EL_SELF:
+    case EL_ANY_ELEMENT:
+    case EL_CURRENT_CE_VALUE:
+    case EL_CURRENT_CE_SCORE:
+    case EL_PREV_CE_1:
+    case EL_PREV_CE_2:
+    case EL_PREV_CE_3:
+    case EL_PREV_CE_4:
+    case EL_PREV_CE_5:
+    case EL_PREV_CE_6:
+    case EL_PREV_CE_7:
+    case EL_PREV_CE_8:
+    case EL_NEXT_CE_1:
+    case EL_NEXT_CE_2:
+    case EL_NEXT_CE_3:
+    case EL_NEXT_CE_4:
+    case EL_NEXT_CE_5:
+    case EL_NEXT_CE_6:
+    case EL_NEXT_CE_7:
+    case EL_NEXT_CE_8:
+      /* reference elements should not be used on the playfield */
+      Feld[x][y] = EL_EMPTY;
+      break;
+
+    default:
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       if (CAN_MOVE(element))
+         InitMovDir(x, y);
+
+#if USE_NEW_CUSTOM_VALUE
+       if (!element_info[element].use_last_ce_value || init_game)
+         CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
+#endif
+      }
+      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)
+{
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+  int old_element = Feld[x][y];
+
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(old_element) &&
+      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+    InitMovDir(x, y);
 
-struct
-{
-  int element;
-  int push_delay_fixed, push_delay_random;
+  /* this case is in fact a combination of not less than three bugs:
+     first, it calls InitMovDir() for elements that can move, although this is
+     already done by InitField(); then, it checks the element that was at this
+     field _before_ the call to InitField() (which can change it); lastly, it
+     was not called for "mole with direction" elements, which were treated as
+     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+  */
 }
-push_delay_list[] =
-{
-  { EL_SPRING,                 0, 0 },
-  { EL_BALLOON,                        0, 0 },
 
-  { EL_SOKOBAN_OBJECT,         2, 0 },
-  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
-  { EL_SATELLITE,              2, 0 },
-  { EL_SP_DISK_YELLOW,         2, 0 },
+#if 1
 
-  { EL_UNDEFINED,              0, 0 },
-};
+static int get_key_element_from_nr(int key_nr)
+{
+  int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+                         level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                         EL_EM_KEY_1 : EL_KEY_1);
 
-struct
+  return key_base_element + key_nr;
+}
+
+static int get_next_dropped_element(struct PlayerInfo *player)
 {
-  int element;
-  int move_stepsize;
+  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);
 }
-move_stepsize_list[] =
+
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
 {
-  { EL_AMOEBA_DROP,            2 },
-  { EL_AMOEBA_DROPPING,                2 },
-  { EL_QUICKSAND_FILLING,      1 },
-  { EL_QUICKSAND_EMPTYING,     1 },
-  { EL_MAGIC_WALL_FILLING,     2 },
-  { EL_BD_MAGIC_WALL_FILLING,  2 },
-  { EL_MAGIC_WALL_EMPTYING,    2 },
-  { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+  /* pos >= 0: get element from bottom of the stack;
+     pos <  0: get element from top of the stack */
 
-  { EL_UNDEFINED,              0 },
-};
+  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;
 
-struct
-{
-  int element;
-  int count;
+    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);
+  }
 }
-collect_count_list[] =
+
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
 {
-  { EL_EMERALD,                        1 },
-  { EL_BD_DIAMOND,             1 },
-  { EL_EMERALD_YELLOW,         1 },
-  { EL_EMERALD_RED,            1 },
-  { EL_EMERALD_PURPLE,         1 },
-  { EL_DIAMOND,                        3 },
-  { EL_SP_INFOTRON,            1 },
-  { EL_PEARL,                  5 },
-  { EL_CRYSTAL,                        8 },
+  const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+  const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+  int compare_result;
 
-  { EL_UNDEFINED,              0 },
-};
+  if (gpo1->sort_priority != gpo2->sort_priority)
+    compare_result = gpo1->sort_priority - gpo2->sort_priority;
+  else
+    compare_result = gpo1->nr - gpo2->nr;
 
-struct
-{
-  int element;
-  int direction;
+  return compare_result;
 }
-access_direction_list[] =
+
+void InitGameControlValues()
 {
-  { 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 },
+  int i;
 
-  { EL_SP_PORT_LEFT,                             MV_RIGHT                   },
-  { EL_SP_PORT_RIGHT,                  MV_LEFT                              },
-  { EL_SP_PORT_UP,                                                  MV_DOWN },
-  { EL_SP_PORT_DOWN,                                        MV_UP           },
-  { EL_SP_PORT_HORIZONTAL,             MV_LEFT | MV_RIGHT                   },
-  { EL_SP_PORT_VERTICAL,                                    MV_UP | MV_DOWN },
-  { EL_SP_PORT_ANY,                    MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-  { EL_SP_GRAVITY_PORT_LEFT,                     MV_RIGHT                   },
-  { EL_SP_GRAVITY_PORT_RIGHT,          MV_LEFT                              },
-  { EL_SP_GRAVITY_PORT_UP,                                          MV_DOWN },
-  { EL_SP_GRAVITY_PORT_DOWN,                                MV_UP           },
-  { EL_SP_GRAVITY_ON_PORT_LEFT,                          MV_RIGHT                   },
-  { EL_SP_GRAVITY_ON_PORT_RIGHT,       MV_LEFT                              },
-  { EL_SP_GRAVITY_ON_PORT_UP,                                       MV_DOWN },
-  { EL_SP_GRAVITY_ON_PORT_DOWN,                                     MV_UP           },
-  { EL_SP_GRAVITY_OFF_PORT_LEFT,                 MV_RIGHT                   },
-  { EL_SP_GRAVITY_OFF_PORT_RIGHT,      MV_LEFT                              },
-  { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
-  { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+    struct TextPosInfo *pos = gpc->pos;
+    int nr = gpc->nr;
+    int type = gpc->type;
 
-  { EL_UNDEFINED,                      MV_NO_MOVING                         }
-};
+    if (nr != i)
+    {
+      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+      Error(ERR_EXIT, "this should not happen -- please debug");
+    }
 
-static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
+    /* force update of game controls after initialization */
+    gpc->value = gpc->last_value = -1;
+    gpc->frame = gpc->last_frame = -1;
+    gpc->gfx_frame = -1;
 
-#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))
+    /* 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;
+    }
 
-#define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
+    /* 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 GetPlayerConfig()
+void UpdatePlayfieldElementCount()
 {
-  if (!audio.sound_available)
-    setup.sound_simple = FALSE;
+  boolean use_element_count = FALSE;
+  int i, j, x, y;
 
-  if (!audio.loops_available)
-    setup.sound_loops = FALSE;
+  /* 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 (!audio.music_available)
-    setup.sound_music = FALSE;
+  if (!use_element_count)
+    return;
 
-  if (!video.fullscreen_available)
-    setup.fullscreen = FALSE;
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    element_info[i].element_count = 0;
 
-  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+  SCAN_PLAYFIELD(x, y)
+  {
+    element_info[Feld[x][y]].element_count++;
+  }
 
-  SetAudioMode(setup.sound);
-  InitJoysticks();
+  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;
 }
 
-static int getBeltNrFromBeltElement(int element)
+void UpdateGameControlValues()
 {
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
+  int i, k;
+  int time = (local_player->LevelSolved ?
+             local_player->LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->time :
+             level.time == 0 ? TimePlayed : TimeLeft);
+  int score = (local_player->LevelSolved ?
+              local_player->LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+              level.native_em_level->lev->score :
+              local_player->score);
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->required :
+             local_player->gems_still_needed);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                    level.native_em_level->lev->required > 0 :
+                    local_player->gems_still_needed > 0 ||
+                    local_player->sokobanfields_still_needed > 0 ||
+                    local_player->lights_still_needed > 0);
+
+  UpdatePlayfieldElementCount();
+
+  /* update game panel control values */
+
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+  game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
 
-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);
-}
+  if (game.centered_player_nr == -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      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);
+      }
 
-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);
-}
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_em_level->ply[i]->dynamite;
+      else
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         stored_player[i].inventory_size;
 
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
-  static int belt_base_element[4] =
+      if (stored_player[i].num_white_keys > 0)
+       game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+         EL_DC_KEY_WHITE;
+
+      game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+       stored_player[i].num_white_keys;
+    }
+  }
+  else
   {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
+    int player_nr = game.centered_player_nr;
 
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
+    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);
+    }
 
-  return (belt_dir_nr % 3);
-}
+    if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_em_level->ply[player_nr]->dynamite;
+    else
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       stored_player[player_nr].inventory_size;
 
-static int getBeltDirFromBeltSwitchElement(int element)
-{
-  static int belt_move_dir[3] =
+    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++)
   {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT
-  };
+    game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+      get_inventory_element_from_pos(local_player, i);
+    game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+      get_inventory_element_from_pos(local_player, -i - 1);
+  }
+
+  game_panel_controls[GAME_PANEL_SCORE].value = score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
+
+  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_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]);
+  }
+
+  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;
+
+#if USE_PLAYER_GRAVITY
+  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+    local_player->gravity;
+#else
+  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
+#endif
+
+  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);
 
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+  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);
 
-  return belt_move_dir[belt_dir_nr];
+  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 InitPlayerField(int x, int y, int element, boolean init_game)
+void DisplayGameControlValues()
 {
-  if (element == EL_SP_MURPHY)
+  boolean redraw_panel = FALSE;
+  int i;
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
   {
-    if (init_game)
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (PANEL_DEACTIVATED(gpc->pos))
+      continue;
+
+    if (gpc->value == gpc->last_value &&
+       gpc->frame == gpc->last_frame)
+      continue;
+
+    redraw_panel = TRUE;
+  }
+
+  if (!redraw_panel)
+    return;
+
+  /* copy default game door content to main double buffer */
+  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+            DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+
+  /* redraw game control buttons */
+#if 1
+  RedrawGameButtons();
+#else
+  UnmapGameButtons();
+  MapGameButtons();
+#endif
+
+  game_status = GAME_MODE_PSEUDO_PANEL;
+
+#if 1
+  for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+#else
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+#endif
+  {
+#if 1
+    int nr = game_panel_order[i].nr;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+#else
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    int nr = gpc->nr;
+#endif
+    struct TextPosInfo *pos = gpc->pos;
+    int type = gpc->type;
+    int value = gpc->value;
+    int frame = gpc->frame;
+#if 0
+    int last_value = gpc->last_value;
+    int last_frame = gpc->last_frame;
+#endif
+    int size = pos->size;
+    int font = pos->font;
+    boolean draw_masked = pos->draw_masked;
+    int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+
+#if 0
+    if (value == last_value && frame == last_frame)
+      continue;
+#endif
+
+    gpc->last_value = value;
+    gpc->last_frame = frame;
+
+#if 0
+    printf("::: value %d changed from %d to %d\n", nr, last_value, value);
+#endif
+
+    if (type == TYPE_INTEGER)
     {
-      if (stored_player[0].present)
+      if (nr == GAME_PANEL_LEVEL_NUMBER ||
+         nr == GAME_PANEL_TIME)
       {
-       Feld[x][y] = EL_SP_MURPHY_CLONE;
+       boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
 
-       return;
-      }
-      else
-      {
-       stored_player[0].use_murphy_graphic = TRUE;
-      }
+       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;
 
-      Feld[x][y] = EL_PLAYER_1;
-    }
-  }
+         size = (value < value_change ? size1 : size2);
+         font = (value < value_change ? font1 : font2);
 
-  if (init_game)
-  {
-    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
-    int jx = player->jx, jy = player->jy;
+#if 0
+         /* clear background if value just changed its size (dynamic digits) */
+         if ((last_value < value_change) != (value < value_change))
+         {
+           int width1 = size1 * getFontWidth(font1);
+           int width2 = size2 * getFontWidth(font2);
+           int max_width = MAX(width1, width2);
+           int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
 
-    player->present = TRUE;
+           pos->width = max_width;
 
-    player->block_last_field = (element == EL_SP_MURPHY ?
-                               level.sp_block_last_field :
-                               level.block_last_field);
+           ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                      max_width, max_height);
+         }
+#endif
+       }
+      }
 
-#if USE_NEW_BLOCK_STYLE
 #if 1
+      /* correct text size if "digits" is zero or less */
+      if (size <= 0)
+       size = strlen(int2str(value, size));
 
-    /* ---------- initialize player's last field block delay --------------- */
-
-    /* always start with reliable default value (no adjustment needed) */
-    player->block_delay_adjustment = 0;
+      /* dynamically correct text alignment */
+      pos->width = size * getFontWidth(font);
+#endif
 
-    /* special case 1: in Supaplex, Murphy blocks last field one more frame */
-    if (player->block_last_field && element == EL_SP_MURPHY)
-      player->block_delay_adjustment = 1;
+      DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                 int2str(value, size), font, mask_mode);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      int element, graphic;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
 
-    /* special case 2: in game engines before 3.1.1, blocking was different */
-    if (game.use_block_last_field_bug)
-      player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+#if 1
+      if (value != EL_UNDEFINED && value != EL_EMPTY)
+      {
+       element = value;
+       graphic = el2panelimg(value);
 
-#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);
+       // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
 
-      level.block_last_field = TRUE;
-      level.sp_block_last_field = TRUE;
-    }
+#if 1
+       if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+         size = TILESIZE;
 #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
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+                             &src_x, &src_y);
 
-#if 0
-    printf("::: %d, %d\n", level.block_delay, level.sp_block_delay);
-#endif
+       width  = graphic_info[graphic].width  * size / TILESIZE;
+       height = graphic_info[graphic].height * size / TILESIZE;
 
+       if (draw_masked)
+       {
+         SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                       dst_x - src_x, dst_y - src_y);
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       }
+       else
+       {
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+       }
+      }
 #else
+      if (value == EL_UNDEFINED || value == EL_EMPTY)
+      {
+       element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
+       graphic = el2panelimg(element);
 
-#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
+       src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+       src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
+       src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
+      }
+      else
+      {
+       element = value;
+       graphic = el2panelimg(value);
 
-#endif
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
+      }
 
-#if 0
-    printf("::: block_last_field == %d, block_delay = %d\n",
-          player->block_last_field, player->block_delay);
-#endif
-#endif
+      width  = graphic_info[graphic].width  * size / TILESIZE;
+      height = graphic_info[graphic].height * size / TILESIZE;
 
-    if (!options.network || player->connected)
+      BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
+#endif
+    }
+    else if (type == TYPE_STRING)
     {
-      player->active = TRUE;
+      boolean active = (value != 0);
+      char *state_normal = "off";
+      char *state_active = "on";
+      char *state = (active ? state_active : state_normal);
+      char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+                nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
+                nr == GAME_PANEL_LEVEL_NAME    ? level.name :
+                nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
+
+      if (nr == GAME_PANEL_GRAVITY_STATE)
+      {
+       int font1 = pos->font;          /* (used for normal state) */
+       int font2 = pos->font_alt;      /* (used for active state) */
+#if 0
+       int size1 = strlen(state_normal);
+       int size2 = strlen(state_active);
+       int width1 = size1 * getFontWidth(font1);
+       int width2 = size2 * getFontWidth(font2);
+       int max_width = MAX(width1, width2);
+       int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
 
-      /* remove potentially duplicate players */
-      if (StorePlayer[jx][jy] == Feld[x][y])
-       StorePlayer[jx][jy] = 0;
+       pos->width = max_width;
 
-      StorePlayer[x][y] = Feld[x][y];
+       /* clear background for values that may have changed its size */
+       ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                  max_width, max_height);
+#endif
 
-      if (options.debug)
+       font = (active ? font2 : font1);
+      }
+
+      if (s != NULL)
       {
-       printf("Player %d activated.\n", player->element_nr);
-       printf("[Local player is %d and currently %s.]\n",
-              local_player->element_nr,
-              local_player->active ? "active" : "not active");
+       char *s_cut;
+
+#if 1
+       if (size <= 0)
+       {
+         /* don't truncate output if "chars" is zero or less */
+         size = strlen(s);
+
+         /* dynamically correct text alignment */
+         pos->width = size * getFontWidth(font);
+       }
+#endif
+
+       s_cut = getStringCopyN(s, size);
+
+       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                   s_cut, font, mask_mode);
+
+       free(s_cut);
       }
     }
 
-    Feld[x][y] = EL_EMPTY;
-
-    player->jx = player->last_jx = x;
-    player->jy = player->last_jy = y;
+    redraw_mask |= REDRAW_DOOR_1;
   }
+
+  game_status = GAME_MODE_PLAYING;
 }
 
-static void InitField(int x, int y, boolean init_game)
+void UpdateAndDisplayGameControlValues()
 {
-  int element = Feld[x][y];
-
-  switch (element)
-  {
-    case EL_SP_MURPHY:
-    case EL_PLAYER_1:
-    case EL_PLAYER_2:
-    case EL_PLAYER_3:
-    case EL_PLAYER_4:
-      InitPlayerField(x, y, element, init_game);
-      break;
+  if (tape.warp_forward)
+    return;
 
-    case EL_SOKOBAN_FIELD_PLAYER:
-      element = Feld[x][y] = EL_PLAYER_1;
-      InitField(x, y, init_game);
+  UpdateGameControlValues();
+  DisplayGameControlValues();
+}
 
-      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-      InitField(x, y, init_game);
-      break;
+void DrawGameValue_Emeralds(int value)
+{
+  struct TextPosInfo *pos = &game.panel.gems;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      local_player->sokobanfields_still_needed++;
-      break;
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-    case EL_STONEBLOCK:
-      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
-       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
-      else if (x > 0 && Feld[x-1][y] == EL_ACID)
-       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
-       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACID)
-       Feld[x][y] = EL_ACID_POOL_BOTTOM;
-      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
-       Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
-      break;
+  if (PANEL_DEACTIVATED(pos))
+    return;
 
-    case EL_BUG_RIGHT:
-    case EL_BUG_UP:
-    case EL_BUG_LEFT:
-    case EL_BUG_DOWN:
-    case EL_BUG:
-    case EL_SPACESHIP_RIGHT:
-    case EL_SPACESHIP_UP:
-    case EL_SPACESHIP_LEFT:
-    case EL_SPACESHIP_DOWN:
-    case EL_SPACESHIP:
-    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_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_DARK_YAMYAM:
-    case EL_ROBOT:
-    case EL_PACMAN:
-    case EL_SP_SNIKSNAK:
-    case EL_SP_ELECTRON:
-    case EL_MOLE_LEFT:
-    case EL_MOLE_RIGHT:
-    case EL_MOLE_UP:
-    case EL_MOLE_DOWN:
-    case EL_MOLE:
-      InitMovDir(x, y);
-      break;
+  pos->width = chars * font_width;
 
-    case EL_AMOEBA_FULL:
-    case EL_BD_AMOEBA:
-      InitAmoebaNr(x, y);
-      break;
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
 
-    case EL_AMOEBA_DROP:
-      if (y == lev_fieldy - 1)
-      {
-       Feld[x][y] = EL_AMOEBA_GROWING;
-       Store[x][y] = EL_AMOEBA_WET;
-      }
-      break;
+void DrawGameValue_Dynamite(int value)
+{
+  struct TextPosInfo *pos = &game.panel.inventory_count;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
 
-    case EL_DYNAMITE_ACTIVE:
-    case EL_SP_DISK_RED_ACTIVE:
-    case EL_DYNABOMB_PLAYER_1_ACTIVE:
-    case EL_DYNABOMB_PLAYER_2_ACTIVE:
-    case EL_DYNABOMB_PLAYER_3_ACTIVE:
-    case EL_DYNABOMB_PLAYER_4_ACTIVE:
-      MovDelay[x][y] = 96;
-      break;
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-    case EL_LAMP:
-      local_player->lights_still_needed++;
-      break;
+  if (PANEL_DEACTIVATED(pos))
+    return;
 
-    case EL_PENGUIN:
-      local_player->friends_still_needed++;
-      break;
+  pos->width = chars * font_width;
 
-    case EL_PIG:
-    case EL_DRAGON:
-      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
-      break;
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
 
-#if 0
-    case EL_SP_EMPTY:
-      Feld[x][y] = EL_EMPTY;
-      break;
+void DrawGameValue_Score(int value)
+{
+  struct TextPosInfo *pos = &game.panel.score;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
 #endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
 
-#if 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;
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
 #endif
 
-    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
-      if (init_game)
-      {
-       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
-       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
-       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
-
-       if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
-       {
-         game.belt_dir[belt_nr] = belt_dir;
-         game.belt_dir_nr[belt_nr] = belt_dir_nr;
-       }
-       else    /* more than one switch -- set it like the first switch */
-       {
-         Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
-       }
-      }
-      break;
+  if (PANEL_DEACTIVATED(pos))
+    return;
 
-    case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
-      if (init_game)
-       Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
-      break;
+  pos->width = chars * font_width;
 
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (init_game)
-       game.light_time_left = level.time_light * FRAMES_PER_SECOND;
-      break;
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
 
-    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;
+void DrawGameValue_Time(int value)
+{
+  struct TextPosInfo *pos = &game.panel.time;
+  static int last_value = -1;
+  int chars1 = 3;
+  int chars2 = 4;
+  int chars = pos->size;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
+  int font1_nr = FONT_TEXT_2;
+  int font2_nr = FONT_TEXT_1;
+#endif
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = RND(group->num_elements_resolved);
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
-                                       group->choice_mode, 0,
-                                       group->choice_pos);
+  if (PANEL_DEACTIVATED(pos))
+    return;
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = last_anim_random_frame;
+  if (use_dynamic_chars)               /* use dynamic number of chars */
+  {
+    chars   = (value < 1000 ? chars1   : chars2);
+    font_nr = (value < 1000 ? font1_nr : font2_nr);
+  }
 
-       group->choice_pos++;
+  /* clear background if value just changed its size (dynamic chars only) */
+  if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
+  {
+    int width1 = chars1 * getFontWidth(font1_nr);
+    int width2 = chars2 * getFontWidth(font2_nr);
+    int max_width = MAX(width1, width2);
+    int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
 
-       Feld[x][y] = group->element_resolved[element_pos];
+    pos->width = max_width;
 
-       InitField(x, y, init_game);
-      }
-      break;
+    ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                              max_width, max_height);
   }
-}
 
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
-{
-  InitField(x, y, init_game);
+  pos->width = chars * getFontWidth(font_nr);
 
-  /* not needed to call InitMovDir() -- already done by InitField()! */
-  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
-      CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+
+  last_value = value;
 }
 
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+void DrawGameValue_Level(int value)
 {
-  int old_element = Feld[x][y];
+  struct TextPosInfo *pos = &game.panel.level_number;
+  int chars1 = 2;
+  int chars2 = 3;
+  int chars = pos->size;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
+  int font1_nr = FONT_TEXT_2;
+  int font2_nr = FONT_TEXT_1;
+#endif
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
 
-  InitField(x, y, init_game);
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-  /* not needed to call InitMovDir() -- already done by InitField()! */
-  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
-      CAN_MOVE(old_element) &&
-      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
-    InitMovDir(x, y);
+  if (PANEL_DEACTIVATED(pos))
+    return;
 
-  /* this case is in fact a combination of not less than three bugs:
-     first, it calls InitMovDir() for elements that can move, although this is
-     already done by InitField(); then, it checks the element that was at this
-     field _before_ the call to InitField() (which can change it); lastly, it
-     was not called for "mole with direction" elements, which were treated as
-     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
-  */
-}
+  if (use_dynamic_chars)               /* use dynamic number of chars */
+  {
+    chars   = (level_nr < 100 ? chars1   : chars2);
+    font_nr = (level_nr < 100 ? font1_nr : font2_nr);
+  }
 
-inline void DrawGameValue_Emeralds(int value)
-{
-  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
-}
+  pos->width = chars * getFontWidth(font_nr);
 
-inline void DrawGameValue_Dynamite(int value)
-{
-  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 }
 
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
 {
+#if 0
+  struct TextPosInfo *pos = &game.panel.keys;
+#endif
+#if 0
+  int base_key_graphic = EL_KEY_1;
+#endif
   int i;
 
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+#if 0
+  if (PANEL_DEACTIVATED(pos))
+    return;
+#endif
+
+#if 0
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    base_key_graphic = EL_EM_KEY_1;
+#endif
+
+#if 0
+  pos->width = 4 * MINI_TILEX;
+#endif
+
+#if 1
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+#else
   /* currently only 4 of 8 possible keys are displayed */
   for (i = 0; i < STD_NUM_KEYS; i++)
+#endif
   {
+#if 1
+    struct TextPosInfo *pos = &game.panel.key[i];
+#endif
+    int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
+    int src_y = DOOR_GFX_PAGEY1 + 123;
+#if 1
+    int dst_x = PANEL_XPOS(pos);
+    int dst_y = PANEL_YPOS(pos);
+#else
+    int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
+    int dst_y = PANEL_YPOS(pos);
+#endif
+
+#if 1
+    int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
+                  level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
+                  EL_KEY_1) + i;
+    int graphic = el2edimg(element);
+#endif
+
+#if 1
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+#endif
+
+#if 0
+    /* masked blit with tiles from half-size scaled bitmap does not work yet
+       (no mask bitmap created for these sizes after loading and scaling) --
+       solution: load without creating mask, scale, then create final mask */
+
+    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+              MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+
+    if (key[i])
+    {
+#if 0
+      int graphic = el2edimg(base_key_graphic + i);
+#endif
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+
+      getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
+
+      SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                   dst_x - src_x, dst_y - src_y);
+      BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
+                      dst_x, dst_y);
+    }
+#else
+#if 1
     if (key[i])
-      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
-                        el2edimg(EL_KEY_1 + i));
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
     else
-      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
-                DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
-                MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#else
+    if (key[i])
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#endif
+#endif
   }
 }
 
-inline void DrawGameValue_Score(int value)
+#else
+
+void DrawGameValue_Emeralds(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.gems))
+    return;
+
+  DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
+}
+
+void DrawGameValue_Dynamite(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.inventory_count))
+    return;
+
+  DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
+}
+
+void DrawGameValue_Score(int value)
 {
-  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+  int font_nr = FONT_TEXT_2;
+  int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.score))
+    return;
+
+  DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
 }
 
-inline void DrawGameValue_Time(int value)
+void DrawGameValue_Time(int value)
 {
+  int font1_nr = FONT_TEXT_2;
+#if 1
+  int font2_nr = FONT_TEXT_1;
+#else
+  int font2_nr = FONT_LEVEL_NUMBER;
+#endif
+  int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
+  int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
+
+  if (PANEL_DEACTIVATED(game.panel.time))
+    return;
+
+  /* clear background if value just changed its size */
+  if (value == 999 || value == 1000)
+    ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
+
   if (value < 1000)
-    DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+    DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
   else
-    DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+    DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
 }
 
-inline void DrawGameValue_Level(int value)
+void DrawGameValue_Level(int value)
 {
+  int font1_nr = FONT_TEXT_2;
+#if 1
+  int font2_nr = FONT_TEXT_1;
+#else
+  int font2_nr = FONT_LEVEL_NUMBER;
+#endif
+
+  if (PANEL_DEACTIVATED(game.panel.level))
+    return;
+
   if (level_nr < 100)
-    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
+    DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
   else
-  {
-    /* misuse area for displaying emeralds to draw bigger level number */
-    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
-               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+    DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
+}
+
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+  int base_key_graphic = EL_KEY_1;
+  int i;
 
-    /* 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 (PANEL_DEACTIVATED(game.panel.keys))
+    return;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    base_key_graphic = EL_EM_KEY_1;
 
-    /* restore the area for displaying emeralds */
-    DrawGameValue_Emeralds(local_player->gems_still_needed);
+  /* currently only 4 of 8 possible keys are displayed */
+  for (i = 0; i < STD_NUM_KEYS; i++)
+  {
+    int x = XX_KEYS + i * MINI_TILEX;
+    int y = YY_KEYS;
 
-    /* yes, this is all really ugly :-) */
+    if (key[i])
+      DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+                DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
   }
 }
 
+#endif
+
 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
                       int key_bits)
 {
   int key[MAX_NUM_KEYS];
   int i;
 
+  /* prevent EM engine from updating time/score values parallel to GameWon() */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+      local_player->LevelSolved)
+    return;
+
   for (i = 0; i < MAX_NUM_KEYS; i++)
     key[i] = key_bits & (1 << i);
 
@@ -1201,81 +3135,57 @@ void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
   DrawGameValue_Keys(key);
 }
 
-void DrawGameDoorValues()
+void UpdateGameDoorValues()
 {
-  int i;
-
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
-  {
-    DrawGameDoorValues_EM();
-
-    return;
-  }
-
-  DrawGameValue_Level(level_nr);
-
-  DrawGameValue_Emeralds(local_player->gems_still_needed);
-  DrawGameValue_Dynamite(local_player->inventory_size);
-  DrawGameValue_Score(local_player->score);
-  DrawGameValue_Time(TimeLeft);
+  UpdateGameControlValues();
+}
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    DrawGameValue_Keys(stored_player[i].key);
+void DrawGameDoorValues()
+{
+  DisplayGameControlValues();
 }
 
-static void resolve_group_element(int group_element, int recursion_depth)
+void DrawGameDoorValues_OLD()
 {
-  static int group_nr;
-  static struct ElementGroupInfo *group;
-  struct ElementGroupInfo *actual_group = element_info[group_element].group;
-  int i;
+  int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
+  int dynamite_value = 0;
+  int score_value = (local_player->LevelSolved ? local_player->score_final :
+                    local_player->score);
+  int gems_value = local_player->gems_still_needed;
+  int key_bits = 0;
+  int i, j;
 
-  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    Error(ERR_WARN, "recursion too deep when resolving group element %d",
-         group_element - EL_GROUP_START + 1);
-
-    /* replace element which caused too deep recursion by question mark */
-    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+    DrawGameDoorValues_EM();
 
     return;
   }
 
-  if (recursion_depth == 0)                    /* initialization */
+  if (game.centered_player_nr == -1)
   {
-    group = element_info[group_element].group;
-    group_nr = group_element - EL_GROUP_START;
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      for (j = 0; j < MAX_NUM_KEYS; j++)
+       if (stored_player[i].key[j])
+         key_bits |= (1 << j);
 
-    group->num_elements_resolved = 0;
-    group->choice_pos = 0;
+      dynamite_value += stored_player[i].inventory_size;
+    }
   }
-
-  for (i = 0; i < actual_group->num_elements; i++)
+  else
   {
-    int element = actual_group->element[i];
+    int player_nr = game.centered_player_nr;
 
-    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
-      break;
+    for (i = 0; i < MAX_NUM_KEYS; i++)
+      if (stored_player[player_nr].key[i])
+       key_bits |= (1 << i);
 
-    if (IS_GROUP_ELEMENT(element))
-      resolve_group_element(element, recursion_depth + 1);
-    else
-    {
-      group->element_resolved[group->num_elements_resolved++] = element;
-      element_info[element].in_group[group_nr] = TRUE;
-    }
+    dynamite_value = stored_player[player_nr].inventory_size;
   }
 
-#if 0
-  if (recursion_depth == 0 && group_element <= EL_GROUP_4)
-  {
-    printf("::: group %d: %d resolved elements\n",
-          group_element - EL_GROUP_START, group->num_elements_resolved);
-    for (i = 0; i < group->num_elements_resolved; i++)
-      printf("::: - %d ['%s']\n", group->element_resolved[i],
-            element_info[group->element_resolved[i]].token_name);
-  }
-#endif
+  DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
+                   key_bits);
 }
 
 
@@ -1289,7 +3199,7 @@ static void resolve_group_element(int group_element, int recursion_depth)
 
 static void InitGameEngine()
 {
-  int i, j, k, l;
+  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 :
@@ -1361,8 +3271,43 @@ static void InitGameEngine()
   game.use_block_last_field_bug =
     (game.engine_version < VERSION_IDENT(3,1,1,0));
 
+  /*
+    Summary of bugfix/change:
+    Changed behaviour of CE changes with multiple changes per single frame.
+
+    Fixed/changed in version:
+    3.2.0-6
+
+    Description:
+    Before 3.2.0-6, only one single CE change was allowed in each engine frame.
+    This resulted in race conditions where CEs seem to behave strange in some
+    situations (where triggered CE changes were just skipped because there was
+    already a CE change on that tile in the playfield in that engine frame).
+    Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
+    (The number of changes per frame must be limited in any case, because else
+    it is easily possible to define CE changes that would result in an infinite
+    loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
+    should be set large enough so that it would only be reached in cases where
+    the corresponding CE change conditions run into a loop. Therefore, it seems
+    to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
+    maximal number of change pages for custom elements.)
+
+    Affected levels/tapes:
+    Probably many.
+  */
+
+#if USE_ONLY_ONE_CHANGE_PER_FRAME
+  game.max_num_changes_per_frame = 1;
+#else
+  game.max_num_changes_per_frame =
+    (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
+#endif
+
   /* ---------------------------------------------------------------------- */
 
+  /* 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);
 
@@ -1374,35 +3319,18 @@ 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 --------------------- */
 
@@ -1450,14 +3378,29 @@ static void InitGameEngine()
     ei->change->change_function      = ch_delay->change_function;
     ei->change->post_change_function = ch_delay->post_change_function;
 
+    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++)
   {
@@ -1465,7 +3408,7 @@ 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++)
@@ -1476,38 +3419,32 @@ static void InitGameEngine()
          ei->has_change_event[k] = TRUE;
 
          ei->event_page_nr[k] = j;
-         ei->event_page[k] = &ei->change_page[j];
-       }
-      }
-    }
-  }
-
-#else
-
-  /* add change events from custom element configuration */
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
-  {
-    int element = EL_CUSTOM_START + i;
-
-    /* only add custom elements that change after fixed/random frame delay */
-    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
-      element_info[element].has_change_event[CE_DELAY] = TRUE;
+         ei->event_page[k] = &ei->change_page[j];
+       }
+      }
+    }
   }
-#endif
 
-  /* ---------- initialize internal run-time variables ------------- */
+#if 1
+  /* ---------- initialize reference elements in change conditions --------- */
 
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+    int element = EL_CUSTOM_START + i;
+    struct ElementInfo *ei = &element_info[element];
 
     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);
+      int trigger_element = ei->change_page[j].initial_trigger_element;
+
+      if (trigger_element >= EL_PREV_CE_8 &&
+         trigger_element <= EL_NEXT_CE_8)
+       trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+      ei->change_page[j].trigger_element = trigger_element;
     }
   }
+#endif
 
   /* ---------- initialize run-time trigger player and element ------------- */
 
@@ -1518,7 +3455,11 @@ 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;
     }
   }
 
@@ -1529,7 +3470,6 @@ static void InitGameEngine()
     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
       trigger_events[i][j] = FALSE;
 
-#if 1
   /* add trigger events from element change event properties */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1537,7 +3477,7 @@ 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].has_event[CE_BY_OTHER_ACTION])
@@ -1556,6 +3496,9 @@ static void InitGameEngine()
              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;
          }
@@ -1563,14 +3506,6 @@ static void InitGameEngine()
       }
     }
   }
-#else
-  /* add trigger events from element change event properties */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
-      for (j = 0; j < NUM_CHANGE_EVENTS; j++)
-       if (element_info[i].change->has_event[j])
-         trigger_events[element_info[i].change->trigger_element][j] = TRUE;
-#endif
 
   /* ---------- initialize push delay -------------------------------------- */
 
@@ -1579,8 +3514,17 @@ 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;
+      }
     }
   }
 
@@ -1600,16 +3544,11 @@ 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
       }
     }
   }
@@ -1629,26 +3568,23 @@ 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 -------------------------------- */
@@ -1662,6 +3598,74 @@ 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);
+}
+
+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;
 }
 
 
@@ -1678,19 +3682,20 @@ void InitGame()
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
-  int i, j, k, x, y;
-
-  InitGameEngine();
-
 #if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
-  printf("Using new amoeba code.\n");
-#else
-  printf("Using old amoeba code.\n");
-#endif
+  boolean do_fading = (game_status == GAME_MODE_MAIN);
 #endif
+#if 1
+  int initial_move_dir = MV_DOWN;
+#else
+  int initial_move_dir = MV_NONE;
 #endif
+  int i, j, x, y;
+
+  game_status = GAME_MODE_PLAYING;
+
+  InitGameEngine();
+  InitGameControlValues();
 
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
@@ -1705,12 +3710,18 @@ 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;
@@ -1719,31 +3730,41 @@ 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;
@@ -1754,6 +3775,7 @@ 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;
@@ -1764,71 +3786,32 @@ void InitGame()
     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;
 
-#if USE_DROP_BUGFIX
     player->drop_x = -1;
     player->drop_y = -1;
-#endif
 
     player->show_envelope = 0;
 
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
-
-    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;
@@ -1836,11 +3819,41 @@ 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;
@@ -1848,7 +3861,7 @@ 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;
@@ -1860,7 +3873,7 @@ void InitGame()
   TimeLeft = level.time;
   TapeTime = 0;
 
-  ScreenMovDir = MV_NO_MOVING;
+  ScreenMovDir = MV_NONE;
   ScreenMovPos = 0;
   ScreenGfxPos = 0;
 
@@ -1869,81 +3882,137 @@ void InitGame()
   AllPlayersGone = FALSE;
 
   game.yamyam_content_nr = 0;
+  game.robot_wheel_active = FALSE;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
   game.light_time_left = 0;
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
-  game.balloon_dir = MV_NO_MOVING;
-  game.gravity = level.initial_gravity;
+  game.wind_direction = level.wind_direction_initial;
+
+#if !USE_PLAYER_GRAVITY
+  game.gravity = FALSE;
   game.explosions_delayed = TRUE;
+#endif
+
+  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++)
+  SCAN_PLAYFIELD(x, y)
   {
-    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;
+    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;
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[x][y] = 0;             /* initialized in InitField() */
+#endif
+    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] = FALSE;
-      ChangeEvent[x][y] = -1;
+    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);
 
+#if USE_NEW_ALL_SLIPPERY
+  /* 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;
+    }
+  }
+#endif
+
   /* initialize explosion and ignition delay */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1959,13 +4028,8 @@ void InitGame()
       element_info[i].explosion_delay = last_phase - 1;
       element_info[i].ignition_delay = half_phase;
 
-#if 0
-      if (i == EL_BLACK_ORB)
-       element_info[i].ignition_delay = 0;
-#else
       if (i == EL_BLACK_ORB)
        element_info[i].ignition_delay = 1;
-#endif
     }
 
 #if 0
@@ -1979,9 +4043,127 @@ void InitGame()
 
   /* 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)
+  {
+    /* 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 (tape.player_participates[i])
+       stored_player[i].connected = TRUE;
+  }
+  else if (setup.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 0
+  for (i = 0; i < MAX_PLAYERS; i++)
+    printf("::: player %d: %s\n", i,
+          (stored_player[i].connected ? "connected" : "not connected"));
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    printf("::: player %d: %s\n", i,
+          (stored_player[i].present ? "present" : "not present"));
+#endif
+
+  /* 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)
+    {
+      struct PlayerInfo *field_player = NULL;
+
+#if 0
+      printf("::: looking for field player for player %d ...\n", i);
+#endif
+
+      /* assign first free player found that is present in the playfield */
+
+      /* first try: look for unmapped playfield player that is not connected */
+      if (field_player == NULL)
+       for (j = 0; j < MAX_PLAYERS; j++)
+         if (stored_player[j].present &&
+             !stored_player[j].mapped &&
+             !stored_player[j].connected)
+           field_player = &stored_player[j];
+
+      /* second try: look for *any* unmapped playfield player */
+      if (field_player == NULL)
+       for (j = 0; j < MAX_PLAYERS; j++)
+         if (stored_player[j].present &&
+             !stored_player[j].mapped)
+           field_player = &stored_player[j];
+
+      if (field_player != NULL)
+      {
+       int jx = field_player->jx, jy = field_player->jy;
+
+#if 0
+       printf("::: found player figure %d\n", field_player->index_nr);
+#endif
+
+       player->present = FALSE;
+       player->active = FALSE;
+
+       field_player->present = TRUE;
+       field_player->active = TRUE;
+
+       /*
+       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] = field_player->element_nr;
+
+       field_player->jx = field_player->last_jx = jx;
+       field_player->jy = field_player->last_jy = jy;
+
+       if (local_player == player)
+         local_player = field_player;
+
+       map_player_action[field_player->index_nr] = i;
+
+       field_player->mapped = TRUE;
+
+#if 0
+       printf("::: map_player_action[%d] == %d\n",
+              field_player->index_nr, i);
+#endif
+      }
+    }
+
+    if (player->connected && player->present)
+      player->mapped = TRUE;
+  }
+
+#else
+
   /* check if any connected player was not found in playfield */
   for (i = 0; i < MAX_PLAYERS; i++)
   {
@@ -1991,28 +4173,26 @@ void InitGame()
     {
       for (j = 0; j < MAX_PLAYERS; j++)
       {
-       struct PlayerInfo *some_player = &stored_player[j];
-       int jx = some_player->jx, jy = some_player->jy;
+       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 (some_player->present && !some_player->connected)
+       if (field_player->present && !field_player->connected)
        {
          player->present = TRUE;
          player->active = TRUE;
 
-         some_player->present = FALSE;
-         some_player->active = FALSE;
+         field_player->present = FALSE;
+         field_player->active = FALSE;
 
-#if 0
-         player->element_nr = some_player->element_nr;
-#endif
+         player->initial_element = field_player->initial_element;
+         player->artwork_element = field_player->artwork_element;
 
-#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->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;
 
@@ -2021,11 +4201,31 @@ void InitGame()
       }
     }
   }
+#endif
+
+#if 0
+  printf("::: local_player->present == %d\n", local_player->present);
+#endif
 
   if (tape.playing)
   {
-    /* when playing a tape, eliminate all players which do not participate */
+    /* when playing a tape, eliminate all players who do not participate */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+    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;
 
+       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])
@@ -2038,6 +4238,7 @@ void InitGame()
        Feld[jx][jy] = EL_EMPTY;
       }
     }
+#endif
   }
   else if (!options.network && !setup.team_mode)       /* && !tape.playing */
   {
@@ -2068,9 +4269,15 @@ void InitGame()
   /* 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 (options.debug)
@@ -2117,14 +4324,26 @@ 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;
 
@@ -2132,10 +4351,12 @@ 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;
@@ -2148,10 +4369,12 @@ 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;
@@ -2165,10 +4388,14 @@ 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;
@@ -2190,7 +4417,6 @@ 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);
@@ -2198,27 +4424,48 @@ void InitGame()
     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
                local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
                local_player->jy - MIDPOSY);
+  }
+
+#if 0
+  /* do not use PLAYING mask for fading out from main screen */
+  game_status = GAME_MODE_MAIN;
+#endif
+
+  StopAnimation();
+
+  if (!game.restart_level)
+    CloseDoor(DOOR_CLOSE_1);
+
+#if 1
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetEnterScreen();
+#else
+  if (level_editor_test_game)
+    fading = fading_none;
+  else
+    fading = menu.destination;
+#endif
+
+#if 1
+  FadeOut(REDRAW_FIELD);
 #else
-    scroll_x = SBX_Left;
-    scroll_y = SBY_Upper;
-    if (local_player->jx >= SBX_Left + MIDPOSX)
-      scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
-                 local_player->jx - MIDPOSX :
-                 SBX_Right);
-    if (local_player->jy >= SBY_Upper + MIDPOSY)
-      scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
-                 local_player->jy - MIDPOSY :
-                 SBY_Lower);
+  if (do_fading)
+    FadeOut(REDRAW_FIELD);
 #endif
-  }
 
-  if (!game.restart_level)
-    CloseDoor(DOOR_CLOSE_1);
+#if 0
+  game_status = GAME_MODE_PLAYING;
+#endif
 
   /* !!! FIX THIS (START) !!! */
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
     InitGameEngine_EM();
+
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
+    BlitScreenToBitmap_EM(backbuffer);
   }
   else
   {
@@ -2229,14 +4476,23 @@ void InitGame()
     if (game.timegate_time_left == 0)
       CloseAllOpenTimegates();
 
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
     if (setup.soft_scrolling)
       BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
     redraw_mask |= REDRAW_FROM_BACKBUFFER;
-    FadeToFront();
   }
   /* !!! FIX THIS (END) !!! */
 
+#if 1
+  FadeIn(REDRAW_FIELD);
+#else
+  if (do_fading)
+    FadeIn(REDRAW_FIELD);
+
+  BackToFront();
+#endif
+
   if (!game.restart_level)
   {
     /* copy default game door content to main double buffer */
@@ -2244,7 +4500,15 @@ void InitGame()
               DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
   }
 
+  SetPanelBackground();
+  SetDrawBackgroundMask(REDRAW_DOOR_1);
+
+#if 1
+  UpdateAndDisplayGameControlValues();
+#else
+  UpdateGameDoorValues();
   DrawGameDoorValues();
+#endif
 
   if (!game.restart_level)
   {
@@ -2262,7 +4526,7 @@ void InitGame()
 
     OpenDoor(DOOR_OPEN_ALL);
 
-    PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+    PlaySound(SND_GAME_STARTING);
 
     if (setup.sound_music)
       PlayLevelMusic();
@@ -2277,11 +4541,14 @@ void InitGame()
     }
   }
 
-  game.restart_level = FALSE;
+#if 1
+  UnmapAllGadgets();
 
-#if 0
-  printf("::: starting game [%d]\n", FrameCounter);
+  MapGameButtons();
+  MapTapeButtons();
 #endif
+
+  game.restart_level = FALSE;
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
@@ -2310,7 +4577,7 @@ 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:
@@ -2352,6 +4619,14 @@ 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;
@@ -2377,7 +4652,7 @@ 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;
@@ -2403,11 +4678,9 @@ 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++)
          {
@@ -2485,111 +4758,238 @@ void InitAmoebaNr(int x, int y)
   AmoebaCnt2[group_nr]++;
 }
 
+static void PlayerWins(struct PlayerInfo *player)
+{
+  player->LevelSolved = TRUE;
+  player->GameOver = TRUE;
+
+  player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                        level.native_em_level->lev->score : player->score);
+
+  player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
+  player->LevelSolved_CountingScore = player->score_final;
+}
+
 void GameWon()
 {
-  int hi_pos;
-  boolean raise_level = FALSE;
+  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 (local_player->MovPos)
-    return;
+  if (!local_player->LevelSolved_GameWon)
+  {
+    int i;
+
+    /* do not start end game actions before the player stops moving (to exit) */
+    if (local_player->MovPos)
+      return;
+
+    local_player->LevelSolved_GameWon = TRUE;
+    local_player->LevelSolved_SaveTape = tape.recording;
+    local_player->LevelSolved_SaveScore = !tape.playing;
+
+    if (tape.auto_play)                /* tape might already be stopped here */
+      tape.auto_play_level_solved = 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;
+    TapeStop();
 #endif
 
-  local_player->LevelSolved = FALSE;
+    game_over_delay_1 = game_over_delay_value_1;
+    game_over_delay_2 = game_over_delay_value_2;
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+    time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
+    score = score_final = local_player->score_final;
 
-  if (TimeLeft)
-  {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    if (TimeLeft > 0)
+    {
+      time_final = 0;
+      score_final += TimeLeft * level.score[SC_TIME_BONUS];
+    }
+    else if (level.time == 0 && TimePlayed < 999)
+    {
+      time_final = 999;
+      score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+    }
 
-    while (TimeLeft > 0)
+    local_player->score_final = score_final;
+
+    if (level_editor_test_game)
     {
-      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--;
+      time = time_final;
+      score = score_final;
 
-      DrawGameValue_Time(TimeLeft);
+#if 1
+      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();
+#else
+      DrawGameValue_Time(time);
+      DrawGameValue_Score(score);
+#endif
     }
 
-    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);
-
-    while (TimePlayed < 999)
+    if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
     {
-      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++;
+      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];
+
+#if 0
+         if (element == EL_EM_EXIT_OPEN ||
+             element == EL_EM_STEEL_EXIT_OPEN)
+         {
+           Bang(ExitX, ExitY);
+         }
+         else
+#endif
+         {
+           Feld[ExitX][ExitY] =
+             (element == EL_EXIT_OPEN          ? EL_EXIT_CLOSING :
+              element == EL_EM_EXIT_OPEN       ? EL_EM_EXIT_CLOSING :
+              element == EL_SP_EXIT_OPEN       ? EL_SP_EXIT_CLOSING:
+              element == EL_STEEL_EXIT_OPEN    ? EL_STEEL_EXIT_CLOSING:
+              EL_EM_STEEL_EXIT_CLOSING);
+
+           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+         }
+       }
 
-      DrawGameValue_Time(TimePlayed);
+       /* player disappears */
+       DrawLevelField(ExitX, ExitY);
+      }
 
-      BackToFront();
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+
+       if (player->present)
+       {
+         RemovePlayer(player);
 
-      if (!tape.playing)
-       Delay(10);
+         /* player disappears */
+         DrawLevelField(player->jx, player->jy);
+       }
+      }
     }
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
+    PlaySound(SND_GAME_WINNING);
+  }
+
+  if (game_over_delay_1 > 0)
+  {
+    game_over_delay_1--;
+
+    return;
   }
 
-  /* 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))
+  if (time != time_final)
   {
-    int element = Feld[ExitX][ExitY];
+    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];
+
+#if 1
+    local_player->LevelSolved_CountingTime = time;
+    local_player->LevelSolved_CountingScore = score;
+
+    game_panel_controls[GAME_PANEL_TIME].value = time;
+    game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+    DisplayGameControlValues();
+#else
+    DrawGameValue_Time(time);
+    DrawGameValue_Score(score);
+#endif
 
-    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
-                         EL_SP_EXIT_CLOSING);
+    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);
 
-    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+    return;
   }
 
-  /* Hero disappears */
-  if (ExitX >= 0 && ExitY >= 0)
-    DrawLevelField(ExitX, ExitY);
+  local_player->LevelSolved_PanelOff = TRUE;
 
-  BackToFront();
+  if (game_over_delay_2 > 0)
+  {
+    game_over_delay_2--;
 
-  if (tape.playing)
     return;
+  }
+
+#if 1
+  GameEnd();
+#endif
+}
+
+void GameEnd()
+{
+  int hi_pos;
+  boolean raise_level = FALSE;
+
+  local_player->LevelSolved_GameEnd = TRUE;
 
   CloseDoor(DOOR_CLOSE_1);
 
-  if (tape.recording)
+  if (local_player->LevelSolved_SaveTape)
   {
+#if 0
     TapeStop();
-    SaveTape(tape.level_nr);           /* Ask to save tape */
+#endif
+
+#if 1
+    SaveTapeChecked(tape.level_nr);    /* ask to save tape */
+#else
+    SaveTape(tape.level_nr);           /* ask to save tape */
+#endif
+  }
+
+  if (level_editor_test_game)
+  {
+    game_status = GAME_MODE_MAIN;
+
+#if 1
+    DrawAndFadeInMainMenu(REDRAW_FIELD);
+#else
+    DrawMainMenu();
+#endif
+
+    return;
+  }
+
+  if (!local_player->LevelSolved_SaveScore)
+  {
+#if 1
+    FadeOut(REDRAW_FIELD);
+#endif
+
+    game_status = GAME_MODE_MAIN;
+
+    DrawAndFadeInMainMenu(REDRAW_FIELD);
+
+    return;
   }
 
   if (level_nr == leveldir_current->handicap_level)
@@ -2598,15 +4998,15 @@ void GameWon()
     SaveLevelSetup_SeriesInfo();
   }
 
-  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 */
+  if (level_nr < leveldir_current->last_level)
+    raise_level = TRUE;                        /* advance to next level */
 
   if ((hi_pos = NewHiScore()) >= 0) 
   {
     game_status = GAME_MODE_SCORES;
+
     DrawHallOfFame(hi_pos);
+
     if (raise_level)
     {
       level_nr++;
@@ -2615,16 +5015,20 @@ void GameWon()
   }
   else
   {
+#if 1
+    FadeOut(REDRAW_FIELD);
+#endif
+
     game_status = GAME_MODE_MAIN;
+
     if (raise_level)
     {
       level_nr++;
       TapeErase();
     }
-    DrawMainMenu();
-  }
 
-  BackToFront();
+    DrawAndFadeInMainMenu(REDRAW_FIELD);
+  }
 }
 
 int NewHiScore()
@@ -2634,13 +5038,13 @@ 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 */
 
@@ -2650,7 +5054,7 @@ 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;
@@ -2668,7 +5072,7 @@ 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;
     }
@@ -2687,10 +5091,9 @@ 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);
@@ -2700,24 +5103,21 @@ 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)
@@ -2734,16 +5134,41 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
   }
 }
 
-static void ResetRandomAnimationValue(int x, int y)
+#if USE_GFX_RESET_GFX_ANIMATION
+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);
 }
+#endif
 
 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;
+
+#if USE_GFX_RESET_GFX_ANIMATION
+  ResetGfxFrame(x, y, FALSE);
+#endif
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
 }
 
 void InitMovingField(int x, int y, int direction)
@@ -2753,54 +5178,78 @@ 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 0
+  boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
+#endif
 
-  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
-    ResetGfxAnimation(x, y);
+  /* check if element was/is moving or being moved before/after mode change */
+#if 1
+#if 1
+  is_moving_before = (WasJustMoving[x][y] != 0);
+#else
+  /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
+  is_moving_before = WasJustMoving[x][y];
+#endif
+#else
+  is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
+#endif
+  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 USE_GFX_RESET_ONLY_WHEN_MOVING
+#if 1
+  if (is_moving_before != is_moving_after ||
+      direction != MovDir[x][y])
+    ResetGfxAnimation(x, y);
+#else
+  if ((is_moving_before || is_moving_after) && !continues_moving)
+    ResetGfxAnimation(x, y);
+#endif
+#else
+  if (!continues_moving)
+    ResetGfxAnimation(x, y);
+#endif
 
   MovDir[x][y] = direction;
   GfxDir[x][y] = direction;
+
+#if USE_GFX_RESET_ONLY_WHEN_MOVING
+  GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+                    direction == MV_DOWN && CAN_FALL(element) ?
+                    ACTION_FALLING : ACTION_MOVING);
+#else
   GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
                     ACTION_FALLING : ACTION_MOVING);
+#endif
+
+  /* this is needed for CEs with property "can move" / "not moving" */
 
-  if (getElementMoveStepsize(x, y) != 0)       /* moving or being moved */
+  if (is_moving_after)
   {
     if (Feld[newx][newy] == EL_EMPTY)
       Feld[newx][newy] = EL_BLOCKED;
 
     MovDir[newx][newy] = MovDir[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+
     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;
@@ -2870,6 +5319,10 @@ static void RemoveField(int x, int y)
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
 
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[x][y] = 0;
+#endif
+
   AmoebaNr[x][y] = 0;
   ChangeDelay[x][y] = 0;
   ChangePage[x][y] = -1;
@@ -2881,7 +5334,11 @@ static void RemoveField(int x, int y)
 
   GfxElement[x][y] = EL_UNDEFINED;
   GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MV_NO_MOVING;
+  GfxDir[x][y] = MV_NONE;
+#if 0
+  /* !!! this would prevent the removed tile from being redrawn !!! */
+  GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
 }
 
 void RemoveMovingField(int x, int y)
@@ -2896,10 +5353,7 @@ 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
@@ -2910,11 +5364,10 @@ 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)
   {
@@ -2925,8 +5378,10 @@ 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]);
 
@@ -2938,8 +5393,8 @@ 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)
@@ -2961,19 +5416,10 @@ 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)
@@ -2991,52 +5437,122 @@ 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
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+
+  Bang(x, y);
+}
+
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+  boolean num_checked_players = 0;
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].active)
+    {
+      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);
+      }
+
+      num_checked_players++;
+    }
+  }
+}
+
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  return (sx2 - sx1 < SCR_FIELDX &&
+         sy2 - sy1 < SCR_FIELDY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
-  Bang(x, y);
+  *sx = (sx1 + sx2) / 2;
+  *sy = (sy1 + sy2) / 2;
 }
 
-void DrawRelocatePlayer(struct PlayerInfo *player)
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+                       boolean center_screen, boolean quick_relocation)
 {
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
-  int jx = player->jx;
-  int jy = player->jy;
 
-  if (level.instant_relocation)
+  if (quick_relocation)
   {
-#if 1
-    int offset = (setup.scroll_delay ? 3 : 0);
+    int offset = game.scroll_delay_value;
 
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+    if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
     {
-      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                 local_player->jx - MIDPOSX);
+      if (!level.shifted_relocation || center_screen)
+      {
+       /* quick relocation (without scrolling), with centering of screen */
+
+       scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   x > SBX_Right + MIDPOSX ? SBX_Right :
+                   x - MIDPOSX);
+
+       scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   y - MIDPOSY);
+      }
+      else
+      {
+       /* quick relocation (without scrolling), but do not center screen */
+
+       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                              old_x - MIDPOSX);
 
-      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                 local_player->jy - MIDPOSY);
+       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                              old_y - MIDPOSY);
+
+       int offset_x = x + (scroll_x - center_scroll_x);
+       int offset_y = y + (scroll_y - center_scroll_y);
+
+       scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                   offset_x - MIDPOSX);
+
+       scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   offset_y - MIDPOSY);
+      }
     }
     else
     {
-      if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
-         (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
-       scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+      /* quick relocation (without scrolling), inside visible screen area */
 
-      if ((player->MovDir == MV_UP  && scroll_y > jy - MIDPOSY + offset) ||
-         (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
-       scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+      if ((move_dir == MV_LEFT  && scroll_x > x - MIDPOSX + offset) ||
+         (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
+       scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
+
+      if ((move_dir == MV_UP   && scroll_y > y - MIDPOSY + offset) ||
+         (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
+       scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
 
       /* don't scroll over playfield boundaries */
       if (scroll_x < SBX_Left || scroll_x > SBX_Right)
@@ -3046,101 +5562,75 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
        scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
     }
-#else
-    scroll_x += (local_player->jx - old_jx);
-    scroll_y += (local_player->jy - old_jy);
-
-    /* don't scroll over playfield boundaries */
-    if (scroll_x < SBX_Left || scroll_x > SBX_Right)
-      scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
-
-    /* don't scroll over playfield boundaries */
-    if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
-      scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
-#endif
 
     RedrawPlayfield(TRUE, 0,0,0,0);
   }
   else
   {
 #if 1
-#if 0
-    int offset = (setup.scroll_delay ? 3 : 0);
-#endif
-    int scroll_xx = -999, scroll_yy = -999;
+    int scroll_xx, scroll_yy;
 
-    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+    if (!level.shifted_relocation || center_screen)
+    {
+      /* visible relocation (with scrolling), with centering of screen */
+
+      scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                  x > SBX_Right + MIDPOSX ? SBX_Right :
+                  x - MIDPOSX);
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+      scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  y - MIDPOSY);
+    }
+    else
     {
-      int dx = 0, dy = 0;
-      int fx = FX, fy = FY;
+      /* visible relocation (with scrolling), but do not center screen */
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
+      int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                            old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                            old_x - MIDPOSX);
 
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
+      int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                            old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                            old_y - MIDPOSY);
 
-      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
-      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+      int offset_x = x + (scroll_x - center_scroll_x);
+      int offset_y = y + (scroll_y - center_scroll_y);
 
-#if 1
-      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
-       break;
-#else
-      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
-       break;
-#endif
+      scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                  offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                  offset_x - MIDPOSX);
 
-      scroll_x -= dx;
-      scroll_y -= dy;
+      scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  offset_y - MIDPOSY);
+    }
 
-      fx += dx * TILEX / 2;
-      fy += dy * TILEY / 2;
+#else
 
-      ScrollLevel(dx, dy);
-      DrawAllPlayers();
+    /* visible relocation (with scrolling), with centering of screen */
 
-      /* 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);
+    int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                    x > SBX_Right + MIDPOSX ? SBX_Right :
+                    x - MIDPOSX);
 
-      /* scroll second step to align at full tile size */
-      BackToFront();
-      Delay(wait_delay_value);
-    }
-#else
-    int scroll_xx = -999, scroll_yy = -999;
+    int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                    y - MIDPOSY);
+#endif
 
     ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    while (scroll_x != scroll_xx || scroll_y != scroll_yy)
     {
       int dx = 0, dy = 0;
       int fx = FX, fy = FY;
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
-
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
-
       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
 
-#if 1
       if (dx == 0 && dy == 0)          /* no scrolling needed at all */
        break;
-#else
-      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
-       break;
-#endif
 
       scroll_x -= dx;
       scroll_y -= dy;
@@ -3160,9 +5650,8 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       BackToFront();
       Delay(wait_delay_value);
     }
-#endif
 
-    DrawPlayer(player);
+    DrawAllPlayers();
     BackToFront();
     Delay(wait_delay_value);
   }
@@ -3170,12 +5659,9 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-#if 1
-  int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
-#else
-  int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
-#endif
-  struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+  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);
@@ -3188,25 +5674,10 @@ 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;
 
@@ -3229,11 +5700,7 @@ 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);
 
@@ -3247,7 +5714,6 @@ 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,
@@ -3256,7 +5722,6 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
                                      CE_PLAYER_LEAVES_X,
                                      player->index_bit, leave_side);
-#endif
 
   Feld[jx][jy] = el_player;
   InitPlayerField(jx, jy, el_player, TRUE);
@@ -3267,69 +5732,45 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     InitField(jx, jy, FALSE);
   }
 
-#if 1
-  if (player == local_player)  /* only visually relocate local player */
-    DrawRelocatePlayer(player);
-#endif
+  /* 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_PLAYER_ENTERS_X,
+  CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
                                      player->index_bit, enter_side);
+
+#if 1
+  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;
+  }
 #endif
 }
 
 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;
@@ -3339,10 +5780,7 @@ 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
+    int artwork_element, explosion_element;    /* set these values later */
 
 #if 0
     /* --- This is only really needed (and now handled) in "Impact()". --- */
@@ -3353,14 +5791,12 @@ void Explode(int ex, int ey, int phase, int mode)
       return;
 #endif
 
-#if 1
+#if 0
+    /* !!! at this place, the center element may be EL_BLOCKED !!! */
     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);
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
 #endif
 
     /* remove things displayed in background while burning dynamite */
@@ -3375,18 +5811,31 @@ 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 (IS_PLAYER(ex, ey))
+    {
+      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+
+      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 1
-    last_phase = element_info[center_element].explosion_delay + 1;
-#else
-    last_phase = element_info[center_element].explosion_delay;
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
 #endif
 
-#if 0
-    printf("::: %d -> %d\n", center_element, last_phase);
-#endif
-#endif
+    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++)
     {
@@ -3394,24 +5843,10 @@ 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];
 
@@ -3423,32 +5858,11 @@ void Explode(int ex, int ey, int phase, int mode)
          RemoveMovingField(x, y);
       }
 
-#if 1
-
-#if 0
-      if (IS_EXPLOSION_PROOF(element))
-       continue;
-#else
       /* indestructible elements can only explode in center (but not flames) */
-#if 1
       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
                                           mode == EX_TYPE_BORDER)) ||
          element == EL_FLAMES)
        continue;
-#else
-      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
-         element == EL_FLAMES)
-       continue;
-#endif
-#endif
-
-#else
-      if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
-           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
-         element == EL_FLAMES)
-       continue;
-#endif
 
       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
         behaviour, for example when touching a yamyam that explodes to rocks
@@ -3465,50 +5879,22 @@ 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 ||
@@ -3519,70 +5905,35 @@ 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;
 
@@ -3590,49 +5941,11 @@ 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;
     }
@@ -3641,11 +5954,6 @@ 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;
   }
 
@@ -3655,18 +5963,10 @@ 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);
 
@@ -3674,9 +5974,15 @@ void Explode(int ex, int ey, int phase, int mode)
 
   /* activate this even in non-DEBUG version until cause for crash in
      getGraphicAnimationFrame() (see below) is found and eliminated */
+
 #endif
 #if 1
 
+#if 1
+  /* this can happen if the player leaves an explosion just in time */
+  if (GfxElement[x][y] == EL_UNDEFINED)
+    GfxElement[x][y] = EL_EMPTY;
+#else
   if (GfxElement[x][y] == EL_UNDEFINED)
   {
     printf("\n\n");
@@ -3688,133 +5994,48 @@ void Explode(int ex, int ey, int phase, int mode)
   }
 #endif
 
-#if 1
-
-  border_element = Store2[x][y];
-#if 1
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
-    border_element = StorePlayer[x][y];
-#else
-  if (IS_PLAYER(x, y))
-    border_element = StorePlayer[x][y];
-#endif
-
-#if 0
-  printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
-        element_info[border_element].token_name, Store2[x][y]);
-#endif
-
-#if 0
-  printf("::: phase == %d\n", phase);
 #endif
 
+  border_element = Store2[x][y];
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+    border_element = StorePlayer[x][y];
+
   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;
@@ -3822,12 +6043,18 @@ 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]))
@@ -3835,32 +6062,22 @@ 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
-    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
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[x][y] = 0;
 #endif
-#endif
-    DrawLevelField(x, y);
+
+    InitField_WithBug2(x, y, FALSE);
+
+    TEST_DrawLevelField(x, y);
 
     TestIfElementTouchesCustomElement(x, y);
 
     if (GFX_CRUMBLED(element))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+      TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
 
     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
       StorePlayer[x][y] = 0;
@@ -3868,43 +6085,13 @@ 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_DrawLevelFieldCrumbledSand(x, y);
 
     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
     {
@@ -3965,63 +6152,41 @@ 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);
-  }
-
-#if 0
-#if 1
-  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+    element = Feld[x][y] = player->initial_element;
 #else
-  if (game.emulation == EMU_SUPAPLEX)
-    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
-  else
-    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
+    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
+                           player->element_nr);
 #endif
 
-#if 0
-  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_EMPTY;
-#endif
+    if (level.use_explosion_element[player->index_nr])
+    {
+      int explosion_element = level.explosion_element[player->index_nr];
 
-  switch(element)
+      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)
   {
     case EL_BUG:
     case EL_SPACESHIP:
@@ -4033,8 +6198,8 @@ 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:
@@ -4042,47 +6207,43 @@ 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_DC_LANDMINE:
+#if 0
+    case EL_EM_EXIT_OPEN:
+    case EL_EM_STEEL_EXIT_OPEN:
+#endif
+      explosion_type = EX_TYPE_CENTER;
       break;
+
     case EL_PENGUIN:
     case EL_LAMP:
     case EL_LAMP_ACTIVE:
-#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;
   }
 
+  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))))
@@ -4094,30 +6255,6 @@ 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()
@@ -4147,34 +6284,38 @@ 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;
        }
       }
     }
@@ -4207,9 +6348,9 @@ 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];
@@ -4231,53 +6372,57 @@ 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);
       }
     }
   }
@@ -4289,38 +6434,58 @@ 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];
+    int element = Feld[xx][yy];
 
-      if (element == EL_SWITCHGATE_SWITCH_UP ||
-         element == EL_SWITCHGATE_SWITCH_DOWN)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
-      }
-      else if (element == EL_SWITCHGATE_OPEN ||
-              element == EL_SWITCHGATE_OPENING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
-       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-#else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
-      }
-      else if (element == EL_SWITCHGATE_CLOSED ||
-              element == EL_SWITCHGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
-       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+#if !USE_BOTH_SWITCHGATE_SWITCHES
+    if (element == EL_SWITCHGATE_SWITCH_UP ||
+       element == EL_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
+            element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+      TEST_DrawLevelField(xx, yy);
+    }
 #else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
+    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);
+    }
 #endif
-      }
+    else if (element == EL_SWITCHGATE_OPEN ||
+            element == EL_SWITCHGATE_OPENING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+
+      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);
     }
   }
 }
@@ -4341,54 +6506,163 @@ static int getInvisibleFromInvisibleActiveElement(int element)
          element);
 }
 
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
-  int x, y;
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_LIGHT_SWITCH &&
+       game.light_time_left > 0)
+    {
+      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);
+
+      TEST_DrawLevelField(x, y);
+
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_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);
+
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_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);
 
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
     {
-      int element = Feld[x][y];
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(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);
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+  }
+}
 
-       /* 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);
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+  int x, y;
 
-       DrawLevelField(x, y);
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-       /* re-crumble neighbour fields, if needed */
-       if (element == EL_INVISIBLE_SAND)
-         DrawLevelFieldCrumbledSandNeighbours(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);
     }
   }
 }
@@ -4410,31 +6684,33 @@ 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);
     }
+    */
+
   }
 
+#if 1
+  Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+               EL_DC_TIMEGATE_SWITCH_ACTIVE);
+#else
   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
+#endif
 }
 
 void Impact(int x, int y)
@@ -4445,10 +6721,6 @@ void Impact(int x, int y)
   int element = Feld[x][y];
   int smashed = EL_STEELWALL;
 
-#if 0
-  printf("IMPACT!\n");
-#endif
-
   if (!last_line)      /* check if element below was hit */
   {
     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
@@ -4458,15 +6730,33 @@ 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);
 
@@ -4485,7 +6775,7 @@ 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))
@@ -4493,7 +6783,8 @@ 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);
 
@@ -4511,7 +6802,7 @@ 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
@@ -4526,34 +6817,40 @@ 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;
       }
     }
@@ -4584,13 +6881,6 @@ 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) ||
@@ -4633,7 +6923,9 @@ 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);
        }
@@ -4650,18 +6942,10 @@ void Impact(int x, int y)
 
          CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
 
-#if 1
-         /* !!! TEST ONLY !!! */
-         CheckElementChangeBySide(x, y + 1, smashed, element,
-                                  CE_SWITCHED, CH_SIDE_TOP);
-         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
-                                           CE_SWITCH_OF_X, CH_SIDE_TOP);
-#else
-         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
-                                           CE_SWITCH_OF_X, CH_SIDE_TOP);
          CheckElementChangeBySide(x, y + 1, smashed, element,
                                   CE_SWITCHED, CH_SIDE_TOP);
-#endif
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+                                           CH_SIDE_TOP);
        }
       }
       else
@@ -4674,12 +6958,15 @@ void Impact(int x, int y)
   /* play sound of magic wall / mill */
   if (!last_line &&
       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
   {
     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
 
     return;
   }
@@ -4693,7 +6980,7 @@ inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
-    int x, y;
+    int dx, dy;
   } move_xy[] =
   {
     {  0,  0 },
@@ -4728,10 +7015,10 @@ 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;
@@ -4753,26 +7040,6 @@ 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);
@@ -4799,7 +7066,6 @@ 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);
@@ -4905,18 +7171,12 @@ 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;
   }
@@ -4928,11 +7188,6 @@ 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)
@@ -4944,28 +7199,11 @@ 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;
   }
@@ -4998,27 +7236,40 @@ 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;
+#if USE_NEW_SPRING_BUMPER
+    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;
+    }
 #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;
+      MovDir[x][y] = MV_NONE;
 #endif
 
     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;
 
@@ -5048,13 +7299,9 @@ 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;
@@ -5076,7 +7323,10 @@ 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;
@@ -5085,7 +7335,7 @@ 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)
@@ -5123,21 +7373,21 @@ 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;
 
@@ -5166,6 +7416,144 @@ inline static void TurnRoundExt(int x, int y)
        return;
       }
     }
+    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 ||
@@ -5179,10 +7567,8 @@ inline static void TurnRoundExt(int x, int 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 */
+    if (element_info[element].move_stepsize == 0)      /* "not moving" */
       return;
-#endif
 
     if (move_pattern == MV_TURNING_LEFT)
       MovDir[x][y] = left_dir;
@@ -5224,6 +7610,11 @@ 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))
@@ -5277,7 +7668,7 @@ 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)
@@ -5294,15 +7685,13 @@ 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);
@@ -5325,7 +7714,7 @@ 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;
   }
@@ -5353,7 +7742,7 @@ 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;
 
@@ -5397,13 +7786,7 @@ 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
-    }
   }
 }
 
@@ -5411,26 +7794,17 @@ 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)
@@ -5456,67 +7830,164 @@ 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;
+
+  if (CAN_FALL(element) && y < lev_fieldy - 1)
+  {
+    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
+      if (JustBeingPushed(x, y))
+       return;
+
+    if (element == EL_QUICKSAND_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_QUICKSAND_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
 #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;
+       Store[x][y] = EL_ROCK;
 #endif
 
-  if (CAN_FALL(element) && y < lev_fieldy - 1)
-  {
-    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
-       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
-      if (JustBeingPushed(x, y))
-       return;
+       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;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-    if (element == EL_QUICKSAND_FULL)
+       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_EMPTYING;
-       Store[x][y] = EL_ROCK;
-#if 1
-       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+       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_EMPTYING);
+       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_EMPTY;
+       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;
-#if 1
+
        PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
-       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
@@ -5527,11 +7998,19 @@ 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)
     {
@@ -5569,7 +8048,7 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
 
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
+       Store[x][y] = EL_CHANGED_BD(Store[x][y]);
       }
       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
@@ -5585,27 +8064,55 @@ 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);
 
@@ -5613,16 +8120,15 @@ 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) &&
+    else if (
+#if USE_FIX_IMPACT_COLLISION
+            (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+             CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
+#else
+            (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
              CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
-
-#if USE_IMPACT_BUGFIX
+#endif
             (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
              CAN_FALL(element) && WasJustFalling[x][y] &&
              (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
@@ -5630,27 +8136,6 @@ void StartMoving(int x, int y)
             (game.engine_version < VERSION_IDENT(2,2,0,7) &&
              CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
              (Feld[x][y + 1] == EL_BLOCKED)))
-#else
-            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
-             CAN_SMASH(element) && WasJustFalling[x][y] &&
-             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
-
-            (game.engine_version < VERSION_IDENT(2,2,0,7) &&
-             CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
-             (Feld[x][y + 1] == EL_BLOCKED)))
-#endif
-
-#else
-#if 1
-    else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
-            CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            WasJustMoving[x][y] && !Pushed[x][y + 1])
-#else
-    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            WasJustMoving[x][y])
-#endif
-#endif
-
     {
       /* this is needed for a special case not covered by calling "Impact()"
         from "ContinueMoving()": if an element moves to a tile directly below
@@ -5662,23 +8147,14 @@ 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;
@@ -5697,23 +8173,10 @@ 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) ||
@@ -5723,11 +8186,26 @@ 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 USE_NEW_ALL_SLIPPERY
+      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
       {
-       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+       if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+         can_fall_left = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_LEFT)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+         can_fall_left = FALSE;
 
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = FALSE;
+      }
+#else
+      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+      {
        if (slippery_type == SLIPPERY_ONLY_LEFT)
          can_fall_right = FALSE;
        else if (slippery_type == SLIPPERY_ONLY_RIGHT)
@@ -5740,7 +8218,10 @@ void StartMoving(int x, int y)
        can_fall_any  = (can_fall_left || can_fall_right);
        can_fall_both = (can_fall_left && can_fall_right);
       }
+#endif
 
+#if USE_NEW_ALL_SLIPPERY
+#else
 #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) &&
@@ -5750,8 +8231,19 @@ void StartMoving(int x, int y)
        can_fall_both = FALSE;
       }
 #endif
+#endif
 
-#if 1
+#if USE_NEW_ALL_SLIPPERY
+      if (can_fall_both)
+      {
+       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;
+      }
+#else
       if (can_fall_both)
       {
        if (game.emulation == EMU_BOULDERDASH ||
@@ -5766,13 +8258,6 @@ void StartMoving(int x, int y)
 
       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;
@@ -5792,17 +8277,13 @@ 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;
       }
@@ -5815,7 +8296,7 @@ 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)
+  if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
 #else
   if (CAN_MOVE(element) && !started_moving)
 #endif
@@ -5825,7 +8306,7 @@ void StartMoving(int x, int y)
 
 #if 0
 #if DEBUG
-    if (MovDir[x][y] == MV_NO_MOVING)
+    if (MovDir[x][y] == MV_NONE)
     {
       printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
             x, y, element, element_info[element].token_name);
@@ -5836,80 +8317,20 @@ void StartMoving(int x, int y)
 
     Moving2Blocked(x, y, &newx, &newy);
 
-#if 1
     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
       return;
-#else
-    if ((element == EL_SATELLITE ||
-        element == EL_BALLOON ||
-        element == EL_SPRING)
-       && JustBeingPushed(x, y))
-      return;
-#endif
 
-#if 1
-
-#if 1
     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
        CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
-#else
-    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
-       WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
-       (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
-#endif
     {
-#if 0
-      printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
-            element, element_info[element].token_name,
-            WasJustMoving[x][y],
-            HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
-            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
-            HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X),
-            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X));
-#endif
-
-#if 1
       WasJustMoving[x][y] = 0;
-#endif
-
       CheckCollision[x][y] = 0;
 
       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
 
-#if 0
-      if (Feld[x][y] != element)       /* element has changed */
-      {
-       element = Feld[x][y];
-       move_pattern = element_info[element].move_pattern;
-
-       if (!CAN_MOVE(element))
-         return;
-      }
-#else
       if (Feld[x][y] != element)       /* element has changed */
        return;
-#endif
-    }
-#endif
-
-#if 0
-#if 0
-    if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
-      Feld[x][y + 1] = EL_EMPTY;       /* was set to EL_BLOCKED above */
-#else
-    if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
-    {
-      Moving2Blocked(x, y, &newx, &newy);
-      if (Feld[newx][newy] == EL_BLOCKED)
-       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
     }
-#endif
-#endif
-
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
 
     if (!MovDelay[x][y])       /* start new movement phase */
     {
@@ -5928,17 +8349,12 @@ 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);
       }
     }
 
@@ -5946,42 +8362,11 @@ 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)
@@ -5998,16 +8383,12 @@ 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);
 
@@ -6041,19 +8422,13 @@ void StartMoving(int x, int y)
              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_DrawLevelFieldCrumbledSand(xx, yy);
              DrawGraphic(sx, sy, flame_graphic, frame);
            }
          }
@@ -6061,7 +8436,7 @@ void StartMoving(int x, int y)
          {
            if (Feld[xx][yy] == EL_FLAMES)
              Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
+           TEST_DrawLevelField(xx, yy);
          }
        }
       }
@@ -6072,13 +8447,6 @@ 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 */
@@ -6089,53 +8457,29 @@ 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 &&
-            (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
+    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)))
     {
       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)))
@@ -6144,16 +8488,16 @@ 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))
       {
@@ -6162,7 +8506,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
 
        return;
       }
@@ -6176,7 +8520,7 @@ 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);
@@ -6186,37 +8530,111 @@ 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 (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;
+
+         /* android is moving diagonally */
+
+         CreateField(x, y, EL_DIAGONAL_SHRINKING);
+
+         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;
+
+         graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+                                  GfxDir[x][y]);
+
+         DrawLevelGraphicAnimation(x, y, graphic);
+         PlayLevelSoundAction(x, y, ACTION_SHRINKING);
+
+         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
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         TEST_DrawLevelField(newx, newy);
+
+         PlayLevelSoundAction(x, y, ACTION_DIGGING);
+       }
+      }
+      else if (!IS_FREE(newx, newy))
+      {
 #if 0
- &&
-            !IS_FREE(newx, newy)
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
 #endif
 
-)
+       return;
+      }
+    }
+    else if (IS_CUSTOM_ELEMENT(element) &&
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
     {
+#if 1
+      if (!DigFieldByCE(newx, newy, element))
+       return;
+#else
       int new_element = Feld[newx][newy];
 
-#if 0
-      printf("::: '%s' digs '%s' [%d]\n",
-            element_info[element].token_name,
-            element_info[Feld[newx][newy]].token_name,
-            StorePlayer[newx][newy]);
-#endif
-
       if (!IS_FREE(newx, newy))
       {
        int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
@@ -6243,7 +8661,7 @@ void StartMoving(int x, int y)
        else
        {
          RemoveField(newx, newy);
-         DrawLevelField(newx, newy);
+         TEST_DrawLevelField(newx, newy);
        }
 
        /* if digged element was about to explode, prevent the explosion */
@@ -6252,29 +8670,23 @@ void StartMoving(int x, int y)
        PlayLevelSoundAction(x, y, action);
       }
 
-#if 1
-#if 1
       Store[newx][newy] = EL_EMPTY;
+
+#if 1
+      /* this makes it possible to leave the removed element again */
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = new_element;
+#else
       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
       {
-#if USE_CHANGE_TO_TRIGGERED
        int move_leave_element = element_info[element].move_leave_element;
 
+       /* this makes it possible to leave the removed element again */
        Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
                             new_element : move_leave_element);
-#else
-       Store[newx][newy] = element_info[element].move_leave_element;
-#endif
       }
-#else
-      Store[newx][newy] = EL_EMPTY;
-      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
-         element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
-       Store[newx][newy] = element_info[element].move_leave_element;
 #endif
-#else
-      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
-       element_info[element].can_leave_element = TRUE;
+
 #endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
@@ -6283,9 +8695,6 @@ 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))
@@ -6293,7 +8702,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         TEST_DrawLevelField(x, y);
 
        return;
       }
@@ -6314,15 +8723,13 @@ 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);
 
@@ -6360,7 +8767,7 @@ 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);
@@ -6379,16 +8786,19 @@ void StartMoving(int x, int y)
 #if 0
       /* !!! test !!! */
       if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+      {
+       RemoveMovingField(newx, newy);
+      }
 #else
       if (IS_MOVING(newx, newy))
-#endif
       {
        RemoveMovingField(newx, newy);
       }
+#endif
       else
       {
        Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
+       TEST_DrawLevelField(newx, newy);
       }
 
       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
@@ -6411,7 +8821,7 @@ 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 */
 
@@ -6420,7 +8830,7 @@ 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);
       }
     }
@@ -6438,19 +8848,13 @@ void StartMoving(int x, int y)
       TurnRound(x, y);
 
 #if 0
+      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
       if (move_pattern & MV_ANY_DIRECTION &&
          move_pattern == MovDir[x][y])
       {
        int blocking_element =
          (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
 
-#if 0
-       printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
-              element_info[element].token_name,
-              element_info[blocking_element].token_name,
-              x, y, newx, newy);
-#endif
-
        CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
                                 MovDir[x][y]);
 
@@ -6458,31 +8862,11 @@ void StartMoving(int x, int y)
       }
 #endif
 
-#if 1
       if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
        DrawLevelElementAnimation(x, y, element);
-#else
-      if (element == EL_BUG ||
-         element == EL_SPACESHIP ||
-         element == EL_SP_SNIKSNAK)
-       DrawLevelField(x, y);
-      else if (element == EL_MOLE)
-       DrawLevelField(x, y);
-      else if (element == EL_BD_BUTTERFLY ||
-              element == EL_BD_FIREFLY)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_SATELLITE)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
 
       if (DONT_TOUCH(element))
-       TestIfBadThingTouchesHero(x, y);
-
-#if 0
-      PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
+       TestIfBadThingTouchesPlayer(x, y);
 
       return;
     }
@@ -6496,46 +8880,39 @@ void StartMoving(int x, int y)
     ContinueMoving(x, y);
 }
 
-void dummy()
-{
-}
-
 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);
+#if 0
+    int ee = Feld[x][y];
+    int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
+
+    printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
+          x, y, ABS(MovPos[x][y]),
+          ee, gg, ff,
+          GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
+#endif
+
+    TEST_DrawLevelField(x, y);
 
     return;    /* element is still moving */
   }
@@ -6546,17 +8923,15 @@ 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_DrawLevelFieldCrumbledSandNeighbours(x, y);
   }
   else if (element == EL_QUICKSAND_FILLING)
   {
@@ -6568,6 +8943,16 @@ 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);
@@ -6581,6 +8966,10 @@ 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];
+
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
   }
   else if (element == EL_BD_MAGIC_WALL_FILLING)
   {
@@ -6595,6 +8984,28 @@ 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];
+
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
+  }
+  else if (element == EL_DC_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
   }
   else if (element == EL_AMOEBA_DROPPING)
   {
@@ -6611,48 +9022,36 @@ 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];
   }
 
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+
   ChangeDelay[x][y] = 0;
   ChangePage[x][y] = -1;
-  Changed[x][y] = FALSE;
+  ChangeCount[x][y] = 0;
   ChangeEvent[x][y] = -1;
 
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[x][y] = 0;
+#endif
+
   /* copy animation control values to new field */
   GfxFrame[newx][newy]  = GfxFrame[x][y];
   GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
@@ -6661,26 +9060,31 @@ 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))
+      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
 #endif
   {
     int move_leave_element = ei->move_leave_element;
 
-#if USE_CHANGE_TO_TRIGGERED
+#if 1
+#if 1
+    /* 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);
+#else
+    /* this makes it possible to leave the removed element again */
+    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+      move_leave_element = stored;
+#endif
+#else
+    /* this makes it possible to leave the removed element again */
     if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
         ei->move_leave_element == EL_TRIGGER_ELEMENT)
       move_leave_element = stored;
@@ -6688,79 +9092,30 @@ void ContinueMoving(int x, int y)
 
     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_DrawLevelFieldCrumbledSandNeighbours(x, y);
 
     if (ELEM_IS_PLAYER(move_leave_element))
       RelocatePlayer(x, y, move_leave_element);
   }
-#endif
-
-#if 0
-  /* some elements can leave other elements behind after moving */
-  if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
-      ei->move_leave_element != EL_EMPTY &&
-      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
-       ei->can_leave_element_last))
-  {
-    Feld[x][y] = ei->move_leave_element;
-    InitField(x, y, FALSE);
-
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
-
-  ei->can_leave_element_last = ei->can_leave_element;
-  ei->can_leave_element = FALSE;
-#endif
 
-#if 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 */
 
@@ -6770,39 +9125,33 @@ 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 USE_FIX_IMPACT_COLLISION
+    if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+      CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
+#endif
   }
 
   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))
@@ -6811,12 +9160,10 @@ 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 &&
-      !last_line && 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 &&
@@ -6824,134 +9171,55 @@ void ContinueMoving(int x, int y)
                     (!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 &&
-      (last_line || !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_PLAYER_PUSHES_X,
-                                       player->index_bit, dig_side);
-  }
-#endif
-
-#if 1
-  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
-#endif
-
-#if 0
-  if (ChangePage[newx][newy] != -1)                    /* delayed change */
-    ChangeElement(newx, newy, ChangePage[newx][newy]);
-#endif
+    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+                              player->index_bit, push_side);
+    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+                                       player->index_bit, push_side);
+  }
 
-#if 1
+  if (element == EL_EMC_ANDROID && pushed_by_player)   /* make another move */
+    MovDelay[newx][newy] = 1;
 
-  TestIfElementHitsCustomElement(newx, newy, direction);
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
 
-#else
+  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
 
-  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+#if 0
+  if (ChangePage[newx][newy] != -1)            /* delayed change */
   {
-    int hitting_element = Feld[newx][newy];
+    int page = ChangePage[newx][newy];
+    struct ElementChangeInfo *change = &ei->change_page[page];
 
-    /* !!! fix side (direction) orientation here and elsewhere !!! */
-    CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
-                            direction);
+    ChangePage[newx][newy] = -1;
 
-#if 0
-    if (IN_LEV_FIELD(nextx, nexty))
+    if (change->can_change)
     {
-      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)
+      if (ChangeElement(newx, newy, element, page))
       {
-       int i;
-
-       CheckElementChangeBySide(nextx, nexty, touched_element,
-                                CE_HIT_BY_SOMETHING, opposite_direction);
-
-       if (IS_CUSTOM_ELEMENT(hitting_element) &&
-           HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
-       {
-         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
-         {
-           struct ElementChangeInfo *change =
-             &element_info[hitting_element].change_page[i];
-
-           if (change->can_change &&
-               change->has_event[CE_HITTING_X] &&
-               change->trigger_side & touched_side &&
-               change->trigger_element == touched_element)
-           {
-             CheckElementChangeByPage(newx, newy, hitting_element,
-                                      touched_element, CE_HITTING_X, i);
-             break;
-           }
-         }
-       }
-
-       if (IS_CUSTOM_ELEMENT(touched_element) &&
-           HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
-       {
-         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
-         {
-           struct ElementChangeInfo *change =
-             &element_info[touched_element].change_page[i];
-
-           if (change->can_change &&
-               change->has_event[CE_HIT_BY_X] &&
-               change->trigger_side & hitting_side &&
-               change->trigger_element == hitting_element)
-           {
-             CheckElementChangeByPage(nextx, nexty, touched_element,
-                                      hitting_element, CE_HIT_BY_X,i);
-             break;
-           }
-         }
-       }
+        if (change->post_change_function)
+          change->post_change_function(newx, newy);
       }
     }
-#endif
+
+    if (change->has_action)
+      ExecuteCustomElementAction(newx, newy, element, page);
   }
 #endif
 
+  TestIfElementHitsCustomElement(newx, newy, direction);
   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)
@@ -7020,13 +9288,10 @@ 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;
       }
     }
   }
@@ -7049,17 +9314,15 @@ 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));
@@ -7109,21 +9372,18 @@ 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;
     }
   }
 
@@ -7144,14 +9404,7 @@ 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;
     }
   }
@@ -7171,7 +9424,7 @@ void AmoebeWaechst(int x, int y)
     {
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
     }
   }
 }
@@ -7203,7 +9456,7 @@ 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) */
@@ -7218,6 +9471,7 @@ 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 },
@@ -7226,10 +9480,10 @@ 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;
   }
 
@@ -7246,7 +9500,7 @@ 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];
@@ -7255,23 +9509,14 @@ 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;
@@ -7290,39 +9535,25 @@ 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 */
@@ -7365,20 +9596,17 @@ 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
   {
@@ -7389,16 +9617,17 @@ 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))
@@ -7441,43 +9670,29 @@ 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)
@@ -7498,22 +9713,62 @@ 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;
+}
+
+static void RunTimegateWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
+
+static void InitMagicBallDelay(int x, int y)
+{
+#if 1
+  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
 #else
-  /* another brainless, "type style" bug ... :-( */
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
 #endif
 }
 
-static void RunTimegateWheel(int x, int y)
+static void ActivateMagicBall(int bx, int by)
 {
-  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+  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)
@@ -7539,6 +9794,75 @@ void CheckExit(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
+void CheckExitEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EM_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
+
+void CheckExitSteel(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSteelEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
+  }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
+
 void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
@@ -7564,26 +9888,20 @@ static void CloseAllOpenTimegates()
 {
   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_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
     {
-      int element = Feld[x][y];
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
 
-      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
-      }
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
     }
   }
 }
 
-void EdelsteinFunkeln(int x, int y)
+void DrawTwinkleOnField(int x, int y)
 {
   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
     return;
@@ -7592,15 +9910,12 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (MovDelay[x][y] == 0)     /* next animation frame */
-    MovDelay[x][y] = 11 * !SimpleRND(500);
+    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)
@@ -7609,18 +9924,6 @@ 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);
-      }
     }
   }
 }
@@ -7649,33 +9952,141 @@ 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);
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+      TEST_DrawLevelField(x, y);
+    }
+  }
+}
+
+void MauerAbleger(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
+
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
+
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
+
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
+
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
+  {
+    if (oben_frei)
+    {
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
+  }
+
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL ||
+      element == EL_BD_EXPANDABLE_WALL)
+  {
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
+    }
+
+    if (rechts_frei)
+    {
+      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
     }
   }
+
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+    TEST_DrawLevelField(ax, ay);
+
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
+
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+       element == EL_EXPANDABLE_WALL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_WALL_VERTICAL))
+    Feld[ax][ay] = EL_WALL;
+
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
-void MauerAbleger(int ax, int ay)
+void MauerAblegerStahl(int ax, int ay)
 {
   int element = Feld[ax][ay];
   int graphic = el2img(element);
@@ -7707,61 +10118,57 @@ void MauerAbleger(int ax, int ay)
   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
     rechts_frei = TRUE;
 
-  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
-      element == EL_EXPANDABLE_WALL_ANY)
+  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
   {
     if (oben_frei)
     {
-      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+      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_WALL_GROWING_UP, 0);
+                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+      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_WALL_GROWING_DOWN, 0);
+                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-      element == EL_EXPANDABLE_WALL_ANY ||
-      element == EL_EXPANDABLE_WALL)
+  if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
   {
     if (links_frei)
     {
-      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      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_WALL_GROWING_LEFT, 0);
+                   IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      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_WALL_GROWING_RIGHT, 0);
+                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
-
   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
     oben_massiv = TRUE;
   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
@@ -7772,18 +10179,13 @@ void MauerAbleger(int ax, int ay)
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
-       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-       element == EL_EXPANDABLE_WALL) &&
+       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
       ((links_massiv && rechts_massiv) ||
-       element == EL_EXPANDABLE_WALL_VERTICAL))
-    Feld[ax][ay] = EL_WALL;
+       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+    Feld[ax][ay] = EL_STEELWALL;
 
   if (new_wall)
-#if 1
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
-    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
 }
 
 void CheckForDragon(int x, int y)
@@ -7826,7 +10228,7 @@ 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;
@@ -7862,9 +10264,10 @@ 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);
 
@@ -7889,7 +10292,7 @@ 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_DrawLevelFieldCrumbledSand(x, y);
 }
 
 static int getSpecialActionElement(int element, int number, int base_element)
@@ -7899,14 +10302,15 @@ static int getSpecialActionElement(int element, int number, int base_element)
          EL_EMPTY);
 }
 
-static int getModifiedActionNumber(int value_old, int value_min, int value_max,
-                                  int operator, int operand)
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+                                  int value_min, int value_max)
 {
-  int value_new = (operator == CA_MODE_ADD      ? value_old + operand :
+  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_SET      ? operand :
+                  operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
                   value_old);
 
   return (value_new < value_min ? value_min :
@@ -7914,101 +10318,297 @@ static int getModifiedActionNumber(int value_old, int value_min, int value_max,
          value_new);
 }
 
-static void ExecuteCustomElementAction(int element, int page)
+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;
 
-  /* ---------- determine action paramater values ---------- */
+  /* ---------- determine action paramater values -------------------------- */
 
-  int action_arg_element =
+  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);
+
+#if 0
+  if (action_arg_element_raw == EL_GROUP_START)
+    printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
+#endif
+
+  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 :
+#if USE_NEW_CUSTOM_VALUE
+     action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
+#else
+     action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
+#endif
+     action_type == CA_SET_CE_SCORE ? 0 :
+     0);
 
   int action_arg_number =
     (action_arg <= CA_ARG_MAX ? action_arg :
-     action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
-     action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
+     action_arg >= CA_ARG_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 :
+#if USE_NEW_CUSTOM_VALUE
+     action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+#else
+     action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
+#endif
      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
-     action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count :
-     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
+     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);
 
-  /* (for explicit player choice, set invalid value to "no player") */
-  int action_arg_player_bits =
-    (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_PLAYER_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
-     action_arg_element >= EL_PLAYER_1 &&
-     action_arg_element <= EL_PLAYER_4 ?
-     (1 << (action_arg_element - EL_PLAYER_1)) :
+  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);
 
-  /* (for implicit player choice, set invalid value to "all players") */
+  int action_arg_number_new =
+    getModifiedActionNumber(action_arg_number_old,
+                           action_mode, action_arg_number,
+                           action_arg_number_min, action_arg_number_max);
+
+#if 1
+  int trigger_player_bits =
+    (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+     change->actual_trigger_player_bits : change->trigger_player);
+#else
   int trigger_player_bits =
     (change->actual_trigger_player >= EL_PLAYER_1 &&
      change->actual_trigger_player <= EL_PLAYER_4 ?
      (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
      PLAYER_BITS_ANY);
+#endif
+
+  int action_arg_player_bits =
+    (action_arg >= CA_ARG_PLAYER_1 &&
+     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  ---------- */
+  /* ---------- execute action  -------------------------------------------- */
 
-  switch(action_type)
+  switch (action_type)
   {
     case CA_NO_ACTION:
     {
       return;
     }
 
-    case CA_EXIT_PLAYER:
+    /* ---------- level actions  ------------------------------------------- */
+
+    case CA_RESTART_LEVEL:
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+      game.restart_level = TRUE;
 
       break;
     }
 
-    case CA_KILL_PLAYER:
+    case CA_SHOW_ENVELOPE:
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         KillHero(&stored_player[i]);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
+
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
       break;
     }
 
-    case CA_RESTART_LEVEL:
+    case CA_SET_LEVEL_TIME:
     {
-      game.restart_level = TRUE;
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
+
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
+#endif
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
 
       break;
     }
 
-    case CA_SHOW_ENVELOPE:
+    case CA_SET_LEVEL_SCORE:
     {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_ENVELOPE_1);
+      local_player->score = action_arg_number_new;
 
-      if (IS_ENVELOPE(element))
-       local_player->show_envelope = element;
+#if 1
+      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Score(local_player->score);
+#endif
+
+      break;
+    }
+
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
+
+#if 1
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
+#endif
+
+      break;
+    }
+
+#if !USE_PLAYER_GRAVITY
+    case CA_SET_LEVEL_GRAVITY:
+    {
+      game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
+                     action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
+                     action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
+                     game.gravity);
+      break;
+    }
+#endif
+
+    case CA_SET_LEVEL_WIND:
+    {
+      game.wind_direction = action_arg_direction;
+
+      break;
+    }
+
+    case CA_SET_LEVEL_RANDOM_SEED:
+    {
+#if 1
+      /* ensure that setting a new random seed while playing is predictable */
+      InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
+#else
+      InitRND(action_arg_number_new);
+#endif
+
+#if 0
+      printf("::: %d -> %d\n", action_arg_number_new, RND(10));
+#endif
+
+#if 0
+      {
+       int i;
+
+       printf("::: ");
+       for (i = 0; i < 9; i++)
+         printf("%d, ", RND(2));
+       printf("\n");
+      }
+#endif
+
+      break;
+    }
+
+    /* ---------- player actions  ------------------------------------------ */
+
+    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;
+
+      break;
+    }
+
+    case CA_EXIT_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         PlayerWins(&stored_player[i]);
+
+      break;
+    }
+
+    case CA_KILL_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
 
       break;
     }
 
-    case CA_ADD_KEY:
+    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);
 
@@ -8018,11 +10618,9 @@ static void ExecuteCustomElementAction(int element, int page)
        {
          if (trigger_player_bits & (1 << i))
          {
-           stored_player[i].key[KEY_NR(element)] = TRUE;
-
-           DrawGameValue_Keys(stored_player[i].key);
+           stored_player[i].key[KEY_NR(element)] = key_state;
 
-           redraw_mask |= REDRAW_DOOR_1;
+           DrawGameDoorValues();
          }
        }
       }
@@ -8030,22 +10628,68 @@ static void ExecuteCustomElementAction(int element, int page)
       break;
     }
 
-    case CA_DEL_KEY:
+    case CA_SET_PLAYER_SPEED:
     {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_KEY_1);
+#if 0
+      printf("::: trigger_player_bits == %d\n", trigger_player_bits);
+#endif
 
-      if (IS_KEY(element))
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
-       for (i = 0; i < MAX_PLAYERS; i++)
+       if (trigger_player_bits & (1 << i))
        {
-         if (trigger_player_bits & (1 << i))
+         int move_stepsize = TILEX / stored_player[i].move_delay_value;
+
+         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)
          {
-           stored_player[i].key[KEY_NR(element)] = FALSE;
+           action_arg_number = level.initial_player_stepsize[i];
+         }
+
+         move_stepsize =
+           getModifiedActionNumber(move_stepsize,
+                                   action_mode,
+                                   action_arg_number,
+                                   action_arg_number_min,
+                                   action_arg_number_max);
+
+         SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+       }
+      }
 
-           DrawGameValue_Keys(stored_player[i].key);
+      break;
+    }
 
-           redraw_mask |= REDRAW_DOOR_1;
+    case CA_SET_PLAYER_SHIELD:
+    {
+      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;
          }
        }
       }
@@ -8053,43 +10697,151 @@ static void ExecuteCustomElementAction(int element, int page)
       break;
     }
 
-    case CA_SET_PLAYER_SPEED:
+#if USE_PLAYER_GRAVITY
+    case CA_SET_PLAYER_GRAVITY:
     {
       for (i = 0; i < MAX_PLAYERS; i++)
       {
        if (trigger_player_bits & (1 << i))
        {
-         if (action_arg == CA_ARG_NUMBER_RESET)
-           stored_player[i].move_delay_value = game.initial_move_delay_value;
-         else if (action_arg == CA_ARG_NUMBER_NORMAL)
-           stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
-         else if (action_arg == CA_ARG_NUMBER_MIN)
-           stored_player[i].move_delay_value = 16;
-         else if (action_arg == CA_ARG_NUMBER_MAX)
-           stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
-         else
+         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);
+       }
+      }
+
+      break;
+    }
+#endif
+
+    case CA_SET_PLAYER_ARTWORK:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int artwork_element = action_arg_element;
+
+         if (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element =
+             (level.use_artwork_element[i] ? level.artwork_element[i] :
+              stored_player[i].element_nr);
+
+#if USE_GFX_RESET_PLAYER_ARTWORK
+         if (stored_player[i].artwork_element != artwork_element)
+           stored_player[i].Frame = 0;
+#endif
+
+         stored_player[i].artwork_element = artwork_element;
+
+         SetPlayerWaiting(&stored_player[i], FALSE);
+
+         /* 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);
+       }
+      }
+
+      break;
+    }
+
+    case CA_SET_PLAYER_INVENTORY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int j, k;
+
+       if (trigger_player_bits & (1 << i))
+       {
+         int inventory_element = action_arg_element;
+
+         if (action_arg == CA_ARG_ELEMENT_TARGET ||
+             action_arg == CA_ARG_ELEMENT_TRIGGER ||
+             action_arg == CA_ARG_ELEMENT_ACTION)
          {
-#if 0
-           if (action_mode == CA_MODE_ADD)
+           int element = inventory_element;
+           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;
+         }
+         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;
+
+           for (k = 0, j = 0; j < player->inventory_size; j++)
            {
-             action_mode = CA_MODE_DIVIDE;
-             action_arg_number = (1 << action_arg_number);
+             if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+                                       action_arg_element_raw))
+               player->inventory_element[k++] = player->inventory_element[j];
            }
-           else if (action_mode == CA_MODE_SUBTRACT)
+
+           player->inventory_size = k;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+         {
+           if (player->inventory_size > 0)
            {
-             action_mode = CA_MODE_MULTIPLY;
-             action_arg_number = (1 << action_arg_number);
-           }
+             for (j = 0; j < player->inventory_size - 1; j++)
+               player->inventory_element[j] = player->inventory_element[j + 1];
 
-           int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
-                       action_mode == CA_MODE_DIVIDE   ? CA_MODE_MULTIPLY :
-                       action_mode);
+             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;
 
-           stored_player[i].move_delay_value =
-             getModifiedActionNumber(stored_player[i].move_delay_value,
-                                     1, 16,
-                                     action_mode, action_arg_number);
-#endif
+           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;
+             }
+           }
          }
        }
       }
@@ -8097,93 +10849,111 @@ static void ExecuteCustomElementAction(int element, int page)
       break;
     }
 
-    case CA_SET_GEMS:
-    {
-      local_player->gems_still_needed =
-       getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
-                               action_mode, action_arg_number);
+    /* ---------- CE actions  ---------------------------------------------- */
 
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
+    case CA_SET_CE_VALUE:
+    {
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_value = CustomValue[x][y];
 
-      break;
-    }
+      CustomValue[x][y] = action_arg_number_new;
 
-    case CA_SET_TIME:
-    {
-      if (level.time > 0)      /* only modify limited time value */
+      if (CustomValue[x][y] != last_ce_value)
       {
-       TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
-                                          action_mode, action_arg_number);
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
 
-       DrawGameValue_Time(TimeLeft);
+       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);
+       }
       }
-
-      break;
-    }
-
-    case CA_SET_SCORE:
-    {
-      local_player->score =
-       getModifiedActionNumber(local_player->score, 0, 99999,
-                               action_mode, action_arg_number);
-
-      DrawGameValue_Score(local_player->score);
+#endif
 
       break;
     }
 
     case CA_SET_CE_SCORE:
     {
-      printf("::: CA_SET_CE_SCORE -- not yet implemented\n");
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_score = ei->collect_score;
 
-      break;
-    }
+      ei->collect_score = action_arg_number_new;
 
-    case CA_SET_CE_COUNT:
-    {
-      printf("::: CA_SET_CE_COUNT -- not yet implemented\n");
+      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);
 
-      break;
-    }
+       if (ei->collect_score == 0)
+       {
+         int xx, yy;
 
-    case CA_SET_DYNABOMB_NUMBER:
-    {
-      printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
+         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);
+         }
+       }
+      }
+#endif
 
       break;
     }
 
-    case CA_SET_DYNABOMB_SIZE:
+    case CA_SET_CE_ARTWORK:
     {
-      printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
-
-      break;
-    }
+      int artwork_element = action_arg_element;
+      boolean reset_frame = FALSE;
+      int xx, yy;
 
-    case CA_SET_DYNABOMB_POWER:
-    {
-      printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
+      if (action_arg == CA_ARG_ELEMENT_RESET)
+       artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+                          element);
 
-      break;
-    }
+      if (ei->gfx_element != artwork_element)
+       reset_frame = TRUE;
 
-    case CA_TOGGLE_PLAYER_GRAVITY:
-    {
-      game.gravity = !game.gravity;
+      ei->gfx_element = artwork_element;
 
-      break;
-    }
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == element)
+       {
+         if (reset_frame)
+         {
+           ResetGfxAnimation(xx, yy);
+           ResetRandomAnimationValue(xx, yy);
+         }
 
-    case CA_ENABLE_PLAYER_GRAVITY:
-    {
-      game.gravity = TRUE;
+         TEST_DrawLevelField(xx, yy);
+       }
+      }
 
       break;
     }
 
-    case CA_DISABLE_PLAYER_GRAVITY:
+    /* ---------- engine actions  ------------------------------------------ */
+
+    case CA_SET_ENGINE_SCAN_MODE:
     {
-      game.gravity = FALSE;
+      InitPlayfieldScanMode(action_arg);
 
       break;
     }
@@ -8193,104 +10963,140 @@ static void ExecuteCustomElementAction(int element, int page)
   }
 }
 
-static void ChangeElementNowExt(struct ElementChangeInfo *change,
-                               int x, int y, int target_element)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
+  int old_element = Feld[x][y];
+  int new_element = GetElementFromGroupElement(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));
+#if USE_NEW_CUSTOM_VALUE
+  int last_ce_value = CustomValue[x][y];
 #endif
+  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 &&
+#if USE_CODE_THAT_BREAKS_SNAKE_BITE
+                                    /* this breaks SnakeBite when a snake is
+                                       halfway through a door that closes */
+                                    /* NOW FIXED AT LEVEL INIT IN files.c */
+                                    new_element != EL_SOKOBAN_FIELD_PLAYER &&
+#endif
+                                    IS_WALKABLE(old_element));
 
-  /* check if element under player changes from accessible to unaccessible
+#if 0
+  /* check if element under the 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))
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
   {
-#if 0
-    printf("::: BOOOM! [%d, '%s']\n", target_element,
-          element_info[target_element].token_name);
-#endif
-
     Bang(x, y);
+
     return;
   }
-
-#if 1
-  if (!add_player)
 #endif
+
+  if (!add_player_onto_element)
   {
-#if 1
     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       RemoveMovingField(x, y);
     else
       RemoveField(x, y);
 
-    Feld[x][y] = target_element;
-#else
-    RemoveField(x, y);
-    Feld[x][y] = target_element;
-#endif
+    Feld[x][y] = new_element;
 
+#if !USE_GFX_RESET_GFX_ANIMATION
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
+#endif
 
-    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+    if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
       MovDir[x][y] = previous_move_direction;
 
-#if 1
-    InitField_WithBug1(x, y, FALSE);
-#else
-    InitField(x, y, FALSE);
-    if (CAN_MOVE(Feld[x][y]))
-      InitMovDir(x, y);
+#if USE_NEW_CUSTOM_VALUE
+    if (element_info[new_element].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
 #endif
 
-    DrawLevelField(x, y);
+    InitField_WithBug1(x, y, FALSE);
 
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
+    new_element = Feld[x][y];  /* element may have changed */
 
-#if 0
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+#if USE_GFX_RESET_GFX_ANIMATION
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 #endif
 
-#if 0
-  TestIfBadThingTouchesHero(x, y);
-  TestIfPlayerTouchesCustomElement(x, y);
-  TestIfElementTouchesCustomElement(x, y);
-#endif
+    TEST_DrawLevelField(x, y);
 
-  /* "Changed[][]" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+    if (GFX_CRUMBLED(new_element))
+      TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
 
 #if 1
-  Changed[x][y] = TRUE;                /* ignore all further changes in this frame */
+  /* 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 USE_FIX_KILLED_BY_NON_WALKABLE
+  if (IS_PLAYER(x, y) && !player_explosion_protected &&
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+  {
+    Bang(x, y);
+
+    return;
+  }
 #else
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+  {
+    Bang(x, y);
+
+    return;
+  }
+#endif
 #endif
 
-#if 1
-  TestIfBadThingTouchesHero(x, y);
+  /* "ChangeCount" not set yet to allow "entered by player" change one time */
+  if (new_element_is_player)
+    RelocatePlayer(x, y, new_element);
+
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
+
+  TestIfBadThingTouchesPlayer(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
-#endif
+}
 
-#if 0
-  if (change->has_action)
-    ExecuteCustomElementAction(...);
+static void CreateField(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, FALSE);
+}
+
+static void CreateElementFromChange(int x, int y, int element)
+{
+  element = GET_VALID_RUNTIME_ELEMENT(element);
+
+#if USE_STOP_CHANGED_ELEMENTS
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  {
+    int old_element = Feld[x][y];
+
+    /* 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;
+  }
 #endif
+
+  CreateFieldExt(x, y, element, TRUE);
 }
 
-static boolean ChangeElementNow(int x, int y, int element, int page)
+static boolean ChangeElement(int x, int y, int element, int page)
 {
-  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  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];
 
@@ -8302,29 +11108,18 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   {
     /* reset actual trigger element, trigger player and action element */
     change->actual_trigger_element = EL_EMPTY;
-    change->actual_trigger_player = EL_PLAYER_1;
+    change->actual_trigger_player = 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;
   }
 
-#if 1
-  /* do not change any elements that have already changed in this frame */
-  if (Changed[x][y])
-    return FALSE;
-#else
-  /* do not change already changed elements with same change event */
-  if (Changed[x][y] & ChangeEvent[x][y])
+  /* do not change elements more than a specified maximum number of changes */
+  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
     return FALSE;
-#endif
-
-#if 1
-  Changed[x][y] = TRUE;                /* ignore all further changes in this frame */
-#else
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
-#endif
 
-#if 0
-  /* !!! indirect change before direct change !!! */
-  CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page);
-#endif
+  ChangeCount[x][y]++;         /* count number of changes in the same frame */
 
   if (change->explode)
   {
@@ -8349,7 +11144,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
       boolean is_destructible;
       int ex = x + xx - 1;
       int ey = y + yy - 1;
-      int content_element = change->target_content[xx][yy];
+      int content_element = change->target_content.e[xx][yy];
       int e;
 
       can_replace[xx][yy] = TRUE;
@@ -8372,39 +11167,13 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
        continue;
       }
 
-#if 0
-      if (Changed[ex][ey])     /* do not change already changed elements */
-      {
-       can_replace[xx][yy] = FALSE;
-       complete_replace = FALSE;
-
-       continue;
-      }
-#endif
-
       e = Feld[ex][ey];
 
       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
        e = MovingOrBlocked2Element(ex, ey);
 
-#if 1
-
-#if 0
-      is_empty = (IS_FREE(ex, ey) ||
-                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
-                 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
-                  !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
-#else
-
-#if 0
-      is_empty = (IS_FREE(ex, ey) ||
-                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
-#else
       is_empty = (IS_FREE(ex, ey) ||
                  (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
-#endif
-
-#endif
 
       is_walkable     = (is_empty || IS_WALKABLE(e));
       is_diggable     = (is_empty || IS_DIGGABLE(e));
@@ -8423,23 +11192,6 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
       if (!can_replace[xx][yy])
        complete_replace = FALSE;
-#else
-      empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
-                                              IS_WALKABLE(content_element)));
-#if 1
-      half_destructible = (empty_for_element || IS_DIGGABLE(e));
-#else
-      half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
-#endif
-
-      if ((change->replace_when <= CP_WHEN_EMPTY  && !empty_for_element) ||
-         (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
-         (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
-      {
-       can_replace[xx][yy] = FALSE;
-       complete_replace = FALSE;
-      }
-#endif
     }
 
     if (!change->only_if_complete || complete_replace)
@@ -8464,10 +11216,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
          ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-         content_element = change->target_content[xx][yy];
-         target_element = GET_TARGET_ELEMENT(content_element, change);
+         content_element = change->target_content.e[xx][yy];
+         target_element = GET_TARGET_ELEMENT(element, content_element, change,
+                                             ce_value, ce_score);
 
-         ChangeElementNowExt(change, ex, ey, target_element);
+         CreateElementFromChange(ex, ey, target_element);
 
          something_has_changed = TRUE;
 
@@ -8478,27 +11231,153 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
       }
 
       if (something_has_changed)
+      {
        PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+      }
     }
   }
   else
   {
-    target_element = GET_TARGET_ELEMENT(change->target_element, change);
+    target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+                                       ce_value, ce_score);
+
+    if (element == EL_DIAGONAL_GROWING ||
+       element == EL_DIAGONAL_SHRINKING)
+    {
+      target_element = Store[x][y];
+
+      Store[x][y] = EL_EMPTY;
+    }
 
-    ChangeElementNowExt(change, x, y, target_element);
+    CreateElementFromChange(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
   }
 
-#if 1
   /* this uses direct change before indirect change */
   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+
+  return TRUE;
+}
+
+#if USE_NEW_DELAYED_ACTION
+
+static void HandleElementChange(int x, int y, int page)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  boolean handle_action_before_change = FALSE;
+
+#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
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE_OR_HAS_ACTION(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
+#endif
+
+    return;
+  }
+
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+  {
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+
+    if (change->can_change)
+    {
+#if 1
+      /* !!! not clear why graphic animation should be reset at all here !!! */
+      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+#if USE_GFX_RESET_WHEN_NOT_MOVING
+      /* when a custom element is about to change (for example by change delay),
+        do not reset graphic animation when the custom element is moving */
+      if (!IS_MOVING(x, y))
+#endif
+      {
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
+      }
+#endif
+
+      if (change->pre_change_function)
+       change->pre_change_function(x, y);
+    }
+  }
+
+  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);
+
+      if (change->change_function)
+       change->change_function(x, y);
+    }
+  }
+  else                                 /* finish element change */
+  {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
+
+      change = &ei->change_page[page];
+    }
+
+    if (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 */
+
+      return;
+    }
+
+#if 1
+    /* 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 (change->has_action && handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
 #endif
 
-  return TRUE;
+    if (change->can_change)
+    {
+      if (ChangeElement(x, y, element, page))
+      {
+       if (change->post_change_function)
+         change->post_change_function(x, y);
+      }
+    }
+
+    if (change->has_action && !handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
+  }
 }
 
-static void ChangeElement(int x, int y, int page)
+#else
+
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
@@ -8508,9 +11387,9 @@ static void ChangeElement(int x, int y, int page)
   if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
     printf("\n\n");
-    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
           x, y, element, element_info[element].token_name);
-    printf("ChangeElement(): This should never happen!\n");
+    printf("HandleElementChange(): This should never happen!\n");
     printf("\n\n");
   }
 #endif
@@ -8528,12 +11407,7 @@ static void ChangeElement(int x, int y, int page)
 
   if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-#if 1
     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
-#else
-    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
-                        RND(change->delay_random * change->delay_frames)) + 1;
-#endif
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -8564,11 +11438,7 @@ static void ChangeElement(int x, int y, int page)
       change = &ei->change_page[page];
     }
 
-#if 0
-    if (IS_MOVING(x, y) && !change->explode)
-#else
     if (IS_MOVING(x, y))               /* never change a running system ;-) */
-#endif
     {
       ChangeDelay[x][y] = 1;           /* try change after next move step */
       ChangePage[x][y] = page;         /* remember page to use for change */
@@ -8576,12 +11446,7 @@ static void ChangeElement(int x, int y, int page)
       return;
     }
 
-#if 0
-    if (change->has_action)
-      ExecuteCustomElementAction(element, page);
-#endif
-
-    if (ChangeElementNow(x, y, element, page))
+    if (ChangeElement(x, y, element, page))
     {
       if (change->post_change_function)
        change->post_change_function(x, y);
@@ -8589,34 +11454,43 @@ static void ChangeElement(int x, int y, int page)
   }
 }
 
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+#endif
+
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
                                              int trigger_element,
                                              int trigger_event,
                                              int trigger_player,
                                              int trigger_side,
                                              int trigger_page)
 {
-  int i, j, x, y;
+  boolean change_done_any = FALSE;
   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+  int i;
 
   if (!(trigger_events[trigger_element][trigger_event]))
     return FALSE;
 
+#if 0
+  printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+        trigger_event, recursion_loop_depth, recursion_loop_detected,
+        recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
+
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
-
-    boolean change_found = FALSE;
-    boolean change_element = FALSE;
-    int page = 0;
+    boolean change_done = FALSE;
+    int p;
 
     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
        !HAS_ANY_CHANGE_EVENT(element, trigger_event))
       continue;
 
-    for (j = 0; j < element_info[element].num_change_pages; j++)
+    for (p = 0; p < element_info[element].num_change_pages; p++)
     {
-      struct ElementChangeInfo *change = &element_info[element].change_page[j];
+      struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
       if (change->can_change_or_has_action &&
          change->has_event[trigger_event] &&
@@ -8625,175 +11499,113 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
          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 0
-       if (!(change->has_event[trigger_event]))
-         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
-                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+       printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+              element, EL_NAME(element), p);
 #endif
 
-#if 1
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-
-       if (change->can_change && !change_found)
+       if ((change->can_change && !change_done) || change->has_action)
        {
-         change_found = TRUE;
+         int x, y;
 
-         for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+         SCAN_PLAYFIELD(x, y)
          {
            if (Feld[x][y] == element)
            {
-             ChangeDelay[x][y] = 1;
-             ChangeEvent[x][y] = trigger_event;
-             ChangeElement(x, y, j);
-           }
-         }
-       }
-
-       if (change->has_action)
-         ExecuteCustomElementAction(element, j);
-#else
-       change_element = TRUE;
-       page = j;
+             if (change->can_change && !change_done)
+             {
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+               /* 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 */
 
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-
-       break;
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
 #endif
-      }
-    }
-
-#if 0
-    if (!change_element)
-      continue;
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-    {
 #if 0
-      if (x == lx && y == ly)  /* do not change trigger element itself */
-       continue;
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+                      element, EL_NAME(element), p);
 #endif
 
-      if (Feld[x][y] == element)
-      {
-       ChangeDelay[x][y] = 1;
-       ChangeEvent[x][y] = trigger_event;
-       ChangeElement(x, y, page);
-      }
-    }
-#endif
-  }
+               ChangeDelay[x][y] = 1;
+               ChangeEvent[x][y] = trigger_event;
 
-  return TRUE;
-}
+               HandleElementChange(x, y, p);
+             }
+#if USE_NEW_DELAYED_ACTION
+             else if (change->has_action)
+             {
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+               /* 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 */
 
-static boolean CheckElementChangeExt(int x, int y,
-                                    int element,
-                                    int trigger_element,
-                                    int trigger_event,
-                                    int trigger_player,
-                                    int trigger_side,
-                                    int trigger_page)
-{
-  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-    return FALSE;
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+#endif
 
-  if (Feld[x][y] == EL_BLOCKED)
-  {
-    Blocked2Moving(x, y, &x, &y);
-    element = Feld[x][y];
-  }
 
-#if 1
-  if (Feld[x][y] != element)   /* check if element has already changed */
-  {
 #if 0
-    printf("::: %d ('%s') != %d ('%s') [%d]\n",
-          Feld[x][y], element_info[Feld[x][y]].token_name,
-          element, element_info[element].token_name,
-          trigger_event);
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+                      element, EL_NAME(element), p);
 #endif
 
-    return FALSE;
-  }
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
+#else
+             if (change->has_action)
+             {
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
 #endif
+           }
+         }
 
-#if 1
-  if (trigger_page < 0)
-  {
-    boolean change_element = FALSE;
-    int i;
-
-    for (i = 0; i < element_info[element].num_change_pages; i++)
-    {
-      struct ElementChangeInfo *change = &element_info[element].change_page[i];
-
-      boolean check_trigger_element =
-       (trigger_event == CE_TOUCHING_X ||
-        trigger_event == CE_HITTING_X ||
-        trigger_event == CE_HIT_BY_X);
+         if (change->can_change)
+         {
+           change_done = TRUE;
+           change_done_any = TRUE;
 
-      if (change->can_change &&
-         change->has_event[trigger_event] &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player
-#if 1
-         &&
-         (!check_trigger_element ||
-          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+#if 0
+           printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+                  element, EL_NAME(element), p);
 #endif
-         )
-      {
-       change_element = TRUE;
-       trigger_page = i;
-
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
 
-       break;
+         }
+       }
       }
     }
-
-    if (!change_element)
-      return FALSE;
-  }
-  else
-  {
-    struct ElementInfo *ei = &element_info[element];
-    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
-
-    change->actual_trigger_element = trigger_element;
-    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
   }
 
-#else
-
-  /* !!! this check misses pages with same event, but different side !!! */
-
-  if (trigger_page < 0)
-    trigger_page = element_info[element].event_page_nr[trigger_event];
-
-  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
-    return FALSE;
-#endif
-
-  ChangeDelay[x][y] = 1;
-  ChangeEvent[x][y] = trigger_event;
-  ChangeElement(x, y, trigger_page);
+  RECURSION_LOOP_DETECTION_END();
 
-  return TRUE;
+  return change_done_any;
 }
 
-static boolean CheckElementChangeExtTEST(int x, int y,
+static boolean CheckElementChangeExt(int x, int y,
                                     int element,
                                     int trigger_element,
                                     int trigger_event,
                                     int trigger_player,
-                                    int trigger_side,
-                                    int trigger_page)
+                                    int trigger_side)
 {
-  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+  boolean change_done = FALSE;
+  int p;
+
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
     return FALSE;
 
   if (Feld[x][y] == EL_BLOCKED)
@@ -8802,97 +11614,139 @@ static boolean CheckElementChangeExtTEST(int x, int y,
     element = Feld[x][y];
   }
 
-#if 1
-  if (Feld[x][y] != element)   /* check if element has already changed */
-  {
 #if 0
-    printf("::: %d ('%s') != %d ('%s') [%d]\n",
-          Feld[x][y], element_info[Feld[x][y]].token_name,
-          element, element_info[element].token_name,
-          trigger_event);
-#endif
+  /* check if element has already changed */
+  if (Feld[x][y] != element)
+    return FALSE;
+#else
+  /* 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) ||
 
+      (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+       (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+       ChangePage[x][y] != -1)))
     return FALSE;
-  }
 #endif
 
-#if 1
-  if (trigger_page < 0)
-  {
-    boolean change_element = FALSE;
-    int i;
-
-    for (i = 0; i < element_info[element].num_change_pages; i++)
-    {
-      struct ElementChangeInfo *change = &element_info[element].change_page[i];
-
-      if (change->can_change &&
-         change->has_event[trigger_event] &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player &&
-         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
-      {
-       change_element = TRUE;
-       trigger_page = i;
+#if 0
+  printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+        trigger_event, recursion_loop_depth, recursion_loop_detected,
+        recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
 
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
 
-       break;
-      }
-    }
+#if 0
+  printf("::: X: trigger_player_bits == %d\n", trigger_player);
+#endif
 
-    if (!change_element)
-      return FALSE;
-  }
-  else
+  for (p = 0; p < element_info[element].num_change_pages; p++)
   {
-    struct ElementInfo *ei = &element_info[element];
-    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+    struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-    change->actual_trigger_element = trigger_element;
-    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
-  }
+    /* 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 ||
+#if 1
+       /* this one was forgotten until 3.2.3 */
+       trigger_event == CE_DIGGING_X);
+#endif
 
-#else
+    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)))
+    {
+      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);
+
+      /* 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 }
+         };
+
+       int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+       int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
+
+       change->actual_trigger_ce_value = CustomValue[xx][yy];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+      }
 
-  /* !!! this check misses pages with same event, but different side !!! */
+      if (change->can_change && !change_done)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = trigger_event;
 
-  if (trigger_page < 0)
-    trigger_page = element_info[element].event_page_nr[trigger_event];
+       HandleElementChange(x, y, p);
 
-  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
-    return FALSE;
+       change_done = TRUE;
+      }
+#if USE_NEW_DELAYED_ACTION
+      else if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
+#else
+      if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
 #endif
+    }
+  }
 
-  ChangeDelay[x][y] = 1;
-  ChangeEvent[x][y] = trigger_event;
-  ChangeElement(x, y, trigger_page);
+  RECURSION_LOOP_DETECTION_END();
 
-  return TRUE;
+  return change_done;
 }
 
 static void PlayPlayerSound(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
-  int element = player->element_nr;
+  int sound_element = player->artwork_element;
   int last_action = player->last_action_waiting;
   int action = player->action_waiting;
 
   if (player->is_waiting)
   {
     if (action != last_action)
-      PlayLevelSoundElementAction(jx, jy, element, action);
+      PlayLevelSoundElementAction(jx, jy, sound_element, action);
     else
-      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
   }
   else
   {
     if (action != last_action)
-      StopSound(element_info[element].sound[last_action]);
+      StopSound(element_info[sound_element].sound[last_action]);
 
     if (last_action == ACTION_SLEEPING)
-      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
   }
 }
 
@@ -8910,6 +11764,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   boolean last_waiting = player->is_waiting;
   int move_dir = player->MovDir;
 
+  player->dir_waiting = move_dir;
   player->last_action_waiting = player->action_waiting;
 
   if (is_waiting)
@@ -8921,13 +11776,13 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
       player->frame_counter_bored =
        FrameCounter +
        game.player_boring_delay_fixed +
-       SimpleRND(game.player_boring_delay_random);
+       GetSimpleRandom(game.player_boring_delay_random);
       player->frame_counter_sleeping =
        FrameCounter +
        game.player_sleeping_delay_fixed +
-       SimpleRND(game.player_sleeping_delay_random);
+       GetSimpleRandom(game.player_sleeping_delay_random);
 
-      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
     }
 
     if (game.player_sleeping_delay_fixed +
@@ -8945,6 +11800,24 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
                              player->is_bored ? ACTION_BORING :
                              ACTION_WAITING);
 
+    if (player->is_sleeping && player->use_murphy)
+    {
+      /* special case for sleeping Murphy when leaning against non-free tile */
+
+      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;
+
+      player->dir_waiting = move_dir;
+    }
+
     if (player->is_sleeping)
     {
       if (player->num_special_action_sleeping > 0)
@@ -8959,14 +11832,14 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
             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);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+           GetSimpleRandom(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);
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
          player->special_action_sleeping = special_action;
        }
@@ -8989,16 +11862,16 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
        if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
        {
          int special_action =
-           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+           ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
          int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+           GetSimpleRandom(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);
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
          player->special_action_bored = special_action;
        }
@@ -9027,6 +11900,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
+    player->dir_waiting = player->MovDir;
     player->action_waiting = ACTION_DEFAULT;
 
     player->special_action_bored = ACTION_DEFAULT;
@@ -9034,13 +11908,8 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   }
 }
 
-#if 1
 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 {
-#if 0
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-#endif
   boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
@@ -9048,37 +11917,14 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
   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 0
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
-#endif
-
-#if 0
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
+  int dx       = (left ? -1 : right ? 1 : 0);
+  int dy       = (up   ? -1 : down  ? 1 : 0);
 
   if (!player->active || tape.pausing)
     return 0;
 
-#if 0
-  printf("::: [%d %d %d %d] [%d %d]\n",
-        left, right, up, down, button1, button2);
-#endif
-
   if (player_action)
   {
-#if 0
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
-#endif
-
-#if 0
-    /* !!! TEST !!! */
-    if (player->MovPos == 0)
-      CheckGravityMovement(player);
-#endif
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -9100,18 +11946,10 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     SetPlayerWaiting(player, FALSE);
 
-#if 1
     return player_action;
-#else
-    stored_player_action[player->index_nr] = player_action;
-#endif
   }
   else
   {
-#if 0
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-#endif
-
     /* no actions for this player (no input at player's configured device) */
 
     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
@@ -9125,96 +11963,108 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
       player->is_moving = FALSE;
 
     player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
 
     return 0;
   }
-
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-  }
-#endif
 }
 
-#else
-
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static void CheckLevelTime()
 {
-  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);
+  int i;
 
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
 
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+      AllPlayersGone = TRUE;
 
-  if (!player->active || tape.pausing)
-    return;
+      level.native_em_level->lev->home = -1;
+    }
 
-  if (player_action)
+    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;
+  }
+
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+    TimeFrames = 0;
+    TapeTime++;
 
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      if (button2)
-       dropped = DropElement(player);
+      struct PlayerInfo *player = &stored_player[i];
 
-      moved = MovePlayer(player, dx, dy);
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
+
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
+      }
     }
 
-    if (tape.single_step && tape.recording && !tape.pausing)
+    if (!local_player->LevelSolved && !level.use_step_counter)
     {
-      if (button1 || (dropped && !moved))
+      TimePlayed++;
+
+      if (TimeLeft > 0)
       {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
-      }
-    }
+       TimeLeft--;
 
-    stored_player_action[player->index_nr] = player_action;
-  }
-  else
-  {
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
+#endif
 
-    /* no actions for this player (no input at player's configured device) */
+       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]);
+       }
+      }
+#if 1
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+       DisplayGameControlValues();
+      }
+#else
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
+#endif
 
-    if (player->MovPos == 0)
-      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+      level.native_em_level->lev->time =
+       (level.time == 0 ? TimePlayed : TimeLeft);
+    }
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
 
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-  }
-}
+#if 1
+  UpdateAndDisplayGameControlValues();
+#else
+  UpdateGameDoorValues();
+  DrawGameDoorValues();
 #endif
+}
 
 void AdvanceFrameAndPlayerCounters(int player_nr)
 {
@@ -9228,46 +12078,121 @@ void AdvanceFrameAndPlayerCounters(int player_nr)
   for (i = 0; i < MAX_PLAYERS; 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 move_delay_value = stored_player[i].move_delay_value;
+    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
 
     if (!advance_player_counters)      /* not all players may be affected */
       continue;
 
+#if USE_NEW_PLAYER_ANIM
+    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);
+
+      if (count % delay == 0)
+       move_frames = 1;
+    }
+#endif
+
     stored_player[i].Frame += move_frames;
 
     if (stored_player[i].MovPos != 0)
       stored_player[i].StepFrame += move_frames;
 
-#if USE_NEW_MOVE_DELAY
     if (stored_player[i].move_delay > 0)
       stored_player[i].move_delay--;
-#endif
 
-#if USE_NEW_PUSH_DELAY
     /* due to bugs in previous versions, counter must count up, not down */
     if (stored_player[i].push_delay != -1)
       stored_player[i].push_delay++;
-#endif
 
     if (stored_player[i].drop_delay > 0)
       stored_player[i].drop_delay--;
+
+    if (stored_player[i].is_dropping_pressed)
+      stored_player[i].drop_pressed_delay++;
+  }
+}
+
+void StartGameActions(boolean init_network_game, boolean record_tape,
+                     long random_seed)
+{
+  unsigned long new_random_seed = InitRND(random_seed);
+
+  if (record_tape)
+    TapeStartRecording(new_random_seed);
+
+#if defined(NETWORK_AVALIABLE)
+  if (init_network_game)
+  {
+    SendToServer_StartPlaying();
+
+    return;
   }
+#endif
+
+  InitGame();
 }
 
 void GameActions()
 {
   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
+  int i;
+
+  /* detect endless loops, caused by custom element programming */
+  if (recursion_loop_detected && recursion_loop_depth == 0)
+  {
+    char *message = getStringCat3("Internal Error ! Element ",
+                                 EL_NAME(recursion_loop_element),
+                                 " caused endless loop ! Quit the game ?");
+
+    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);
 
-  if (game_status != GAME_MODE_PLAYING)
+    return;
+  }
+
+  if (game.restart_level)
+    StartGameActions(options.network, setup.autorecord, level.random_seed);
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
+
+      AllPlayersGone = TRUE;
+
+      level.native_em_level->lev->home = -1;
+    }
+
+    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;
+  }
+
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+    GameWon();
+
+  if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+    TapeStop();
+
+  if (game_status != GAME_MODE_PLAYING)                /* status might have changed */
     return;
 
   game_frame_delay_value =
@@ -9282,56 +12207,54 @@ void GameActions()
 
   if (network_playing && !network_player_action_received)
   {
-    /*
-#ifdef DEBUG
-    printf("DEBUG: try to get network player actions in time\n");
-#endif
-    */
+    /* try to get network player actions in time */
 
 #if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
 #endif
 
+    /* game was quit by network peer */
     if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
-    {
-      /*
-#ifdef DEBUG
-      printf("DEBUG: failed to get network player actions in time\n");
-#endif
-      */
-      return;
-    }
+      return;          /* failed to get network player actions in time */
+
+    /* do not yet reset "network_player_action_received" (for tape.pausing) */
   }
 
   if (tape.pausing)
     return;
 
-#if 0
-  printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
+  /* 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);
 
 #if 1
-  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
-  if (recorded_player_action == NULL && tape.pausing)
+  /* TapePlayAction() may return NULL when toggling to "pause before death" */
+  if (tape.pausing)
     return;
 #endif
 
-#if 0
-  printf("::: %d\n", stored_player[0].action);
-#endif
+  if (tape.set_centered_player)
+  {
+    game.centered_player_nr_next = tape.centered_player_nr_next;
+    game.set_centered_player = TRUE;
+  }
 
-#if 0
-  if (recorded_player_action != NULL)
-    for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].action = recorded_player_action[i];
-#endif
+#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    summarized_player_action |= stored_player[i].mapped_action;
 
+    if (!network_playing)
+      stored_player[i].effective_action = stored_player[i].mapped_action;
+  }
+#else
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     summarized_player_action |= stored_player[i].action;
@@ -9339,6 +12262,7 @@ void GameActions()
     if (!network_playing)
       stored_player[i].effective_action = stored_player[i].action;
   }
+#endif
 
 #if defined(NETWORK_AVALIABLE)
   if (network_playing)
@@ -9348,26 +12272,159 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-#if 1
+  if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action =
+       (i == game.centered_player_nr ? summarized_player_action : 0);
+  }
+
+#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action =
+       recorded_player_action[map_player_action[i]];
+#else
   if (recorded_player_action != NULL)
     for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].effective_action = recorded_player_action[i];
+      stored_player[i].effective_action =
+       recorded_player_action[i];
 #endif
 
-#if 1
   for (i = 0; i < MAX_PLAYERS; i++)
   {
+#if 0 /* USE_NEW_PLAYER_ASSIGNMENTS */
+    tape_action[i] = stored_player[i].action;
+#else
     tape_action[i] = stored_player[i].effective_action;
+#endif
 
+    /* (this can only happen in the R'n'D game engine) */
     if (tape.recording && tape_action[i] && !tape.player_participates[i])
       tape.player_participates[i] = TRUE;    /* player just appeared from CE */
   }
 
-  /* only save actions from input devices, but not programmed actions */
+  /* only record actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+  {
+#if 0
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].mapped_action = stored_player[map_player_action[i]].action;
+
+#else
+
+#if 1
+    byte unmapped_action[MAX_PLAYERS];
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      unmapped_action[i] = stored_player[i].effective_action;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = unmapped_action[map_player_action[i]];
+#endif
+
+#if 0
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf("::: %d: %d [%d]\n", i, stored_player[i].effective_action,
+            map_player_action[i]);
+#endif
+#endif
+  }
+#else
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].mapped_action = stored_player[i].action;
+#endif
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    GameActions_EM_Main();
+  }
+  else
+  {
+    GameActions_RND();
+  }
+}
+
+void GameActions_EM_Main()
+{
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
+
+  GameActions_EM(effective_action, warp_mode);
+
+  CheckLevelTime();
+
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+}
+
+void GameActions_RND()
+{
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
+
+  InitPlayfieldScanModeVars();
+
+#if USE_ONE_MORE_CHANGE_PER_FRAME
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  {
+    SCAN_PLAYFIELD(x, y)
+    {
+      ChangeCount[x][y] = 0;
+      ChangeEvent[x][y] = -1;
+    }
+  }
 #endif
 
+  if (game.set_centered_player)
+  {
+    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
+
+    /* 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;
+    }
+
+    /* 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 (game.set_centered_player &&
+      ScreenMovPos == 0)       /* screen currently aligned at tile position */
+  {
+    int sx, sy;
+
+    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;
+    }
+
+    game.centered_player_nr = game.centered_player_nr_next;
+    game.set_centered_player = FALSE;
+
+    DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+    DrawGameDoorValues();
+  }
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
@@ -9383,73 +12440,17 @@ void GameActions()
       CheckGravityMovement(&stored_player[i]);
 #endif
 
-#if 1
     /* overwrite programmed action with tape action */
     if (stored_player[i].programmed_action)
       actual_player_action = stored_player[i].programmed_action;
-#endif
-
-#if 0
-    if (stored_player[i].programmed_action)
-      printf("::: %d\n", stored_player[i].programmed_action);
-#endif
-
-    if (recorded_player_action)
-    {
-#if 0
-      if (stored_player[i].programmed_action &&
-         stored_player[i].programmed_action != recorded_player_action[i])
-       printf("::: %d: %d <-> %d\n", i,
-              stored_player[i].programmed_action, recorded_player_action[i]);
-#endif
-
-#if 0
-      actual_player_action = recorded_player_action[i];
-#endif
-    }
-
-#if 0
-    /* overwrite tape action with programmed action */
-    if (stored_player[i].programmed_action)
-      actual_player_action = stored_player[i].programmed_action;
-#endif
-
-#if 0
-    if (i == 0)
-      printf("::: action: %d: %x [%d]\n",
-            stored_player[i].MovPos, actual_player_action, FrameCounter);
-#endif
 
-#if 1
     PlayerActions(&stored_player[i], actual_player_action);
-#else
-    tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
-
-    if (tape.recording && tape_action[i] && !tape.player_participates[i])
-      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
-#endif
 
     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
-#if 0
-  if (tape.recording)
-    TapeRecordAction(tape_action);
-#endif
-
-  network_player_action_received = FALSE;
-
   ScrollScreen(NULL, SCROLL_GO_ON);
 
-#if 0
-  FrameCounter++;
-  TimeFrames++;
-
-  for (i = 0; i < MAX_PLAYERS; i++)
-    stored_player[i].Frame++;
-#endif
-
-#if 1
   /* for backwards compatibility, the following code emulates a fixed bug that
      occured when pushing elements (causing elements that just made their last
      pushing step to already (if possible) make their first falling step in the
@@ -9458,11 +12459,7 @@ void GameActions()
      used also in newer levels, but in this case the buggy pushing code is only
      affecting the "spring" element and no other elements */
 
-#if 1
   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
-#else
-  if (game.engine_version < VERSION_IDENT(2,2,0,7))
-#endif
   {
     for (i = 0; i < MAX_PLAYERS; i++)
     {
@@ -9470,34 +12467,29 @@ void GameActions()
       int x = player->jx;
       int y = player->jy;
 
-#if 1
       if (player->active && player->is_pushing && player->is_moving &&
          IS_MOVING(x, y) &&
          (game.engine_version < VERSION_IDENT(2,2,0,7) ||
           Feld[x][y] == EL_SPRING))
-#else
-      if (player->active && player->is_pushing && player->is_moving &&
-         IS_MOVING(x, y))
-#endif
       {
        ContinueMoving(x, y);
 
        /* continue moving after pushing (this is actually a bug) */
        if (!IS_MOVING(x, y))
-       {
          Stop[x][y] = FALSE;
-       }
       }
     }
   }
+
+#if 0
+  debug_print_timestamp(0, "start main loop profiling");
 #endif
 
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+  SCAN_PLAYFIELD(x, y)
   {
-    Changed[x][y] = FALSE;
+    ChangeCount[x][y] = 0;
     ChangeEvent[x][y] = -1;
 
-#if USE_NEW_BLOCK_STYLE
     /* this must be handled before main playfield loop */
     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
     {
@@ -9505,6 +12497,19 @@ void GameActions()
       if (MovDelay[x][y] <= 0)
        RemoveField(x, y);
     }
+
+#if USE_NEW_SNAP_DELAY
+    if (Feld[x][y] == EL_ELEMENT_SNAPPING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+      {
+       RemoveField(x, y);
+       TEST_DrawLevelField(x, y);
+
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+      }
+    }
 #endif
 
 #if DEBUG
@@ -9524,18 +12529,18 @@ void GameActions()
       WasJustFalling[x][y]--;
     if (CheckCollision[x][y] > 0)
       CheckCollision[x][y]--;
+    if (CheckImpact[x][y] > 0)
+      CheckImpact[x][y]--;
 
     GfxFrame[x][y]++;
 
-#if 1
     /* reset finished pushing action (not done in ContinueMoving() to allow
-       continous pushing animation for elements with zero push delay) */
+       continuous pushing animation for elements with zero push delay) */
     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
     {
       ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
     }
-#endif
 
 #if DEBUG
     if (IS_BLOCKED(x, y))
@@ -9554,36 +12559,77 @@ void GameActions()
 #endif
   }
 
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#if 0
+  debug_print_timestamp(0, "- time for pre-main loop:");
+#endif
+
+#if 0  // -------------------- !!! TEST ONLY !!! --------------------
+  SCAN_PLAYFIELD(x, y)
   {
     element = Feld[x][y];
-#if 1
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#else
-    graphic = el2img(element);
-#endif
 
-#if 0
-    if (element == -1)
+#if 1
     {
-      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
-
-      element = graphic = 0;
+#if 1
+      int element2 = element;
+      int graphic2 = graphic;
+#else
+      int element2 = Feld[x][y];
+      int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
+#endif
+      int last_gfx_frame = GfxFrame[x][y];
+
+      if (graphic_info[graphic2].anim_global_sync)
+       GfxFrame[x][y] = FrameCounter;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
+       GfxFrame[x][y] = CustomValue[x][y];
+      else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
+       GfxFrame[x][y] = element_info[element2].collect_score;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
+       GfxFrame[x][y] = ChangeDelay[x][y];
+
+      if (redraw && GfxFrame[x][y] != last_gfx_frame)
+       DrawLevelGraphicAnimation(x, y, graphic2);
     }
+#else
+    ResetGfxFrame(x, y, TRUE);
 #endif
 
-    if (graphic_info[graphic].anim_global_sync)
-      GfxFrame[x][y] = FrameCounter;
-
+#if 1
     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
        IS_NEXT_FRAME(GfxFrame[x][y], graphic))
       ResetRandomAnimationValue(x, y);
+#endif
 
+#if 1
     SetRandomAnimationValue(x, y);
+#endif
 
 #if 1
     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
 #endif
+  }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
+
+#if 0
+  debug_print_timestamp(0, "- time for TEST loop:     -->");
+#endif
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element = Feld[x][y];
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+    ResetGfxFrame(x, y, TRUE);
+
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+
+    SetRandomAnimationValue(x, y);
+
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
 
     if (IS_INACTIVE(element))
     {
@@ -9593,70 +12639,184 @@ void GameActions()
       continue;
     }
 
-#if 1
     /* this may take place after moving, so 'element' may have changed */
-#if 0
-    if (IS_CHANGING(x, y))
-#else
     if (IS_CHANGING(x, y) &&
        (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
-#endif
     {
-#if 0
-      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
-                   element_info[element].event_page_nr[CE_DELAY]);
+      int page = element_info[element].event_page_nr[CE_DELAY];
+
+#if 1
+      HandleElementChange(x, y, page);
 #else
-      ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+      if (CAN_CHANGE(element))
+       HandleElementChange(x, y, page);
+
+      if (HAS_ACTION(element))
+       ExecuteCustomElementAction(x, y, element, page);
 #endif
 
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
-#endif
+
+#if 0  // ---------------------------------------------------------------------
 
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
-#if 1
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
-      if (element == EL_MOLE)
-       printf("::: %d, %d, %d [%d]\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
-              GfxAction[x][y]);
-#endif
-#if 0
-      if (element == EL_YAMYAM)
-       printf("::: %d, %d, %d\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
 
       if (IS_ANIMATED(graphic) &&
          !IS_MOVING(x, y) &&
          !Stop[x][y])
-      {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 0
-       if (element == EL_BUG)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
+      if (IS_GEM(element) || element == EL_SP_INFOTRON)
+       TEST_DrawTwinkleOnField(x, y);
+    }
+    else if (IS_MOVING(x, y))
+      ContinueMoving(x, y);
+    else
+    {
+      switch (element)
+      {
+        case EL_ACID:
+        case EL_EXIT_OPEN:
+        case EL_EM_EXIT_OPEN:
+        case EL_SP_EXIT_OPEN:
+        case EL_STEEL_EXIT_OPEN:
+        case EL_EM_STEEL_EXIT_OPEN:
+        case EL_SP_TERMINAL:
+        case EL_SP_TERMINAL_ACTIVE:
+        case EL_EXTRA_TIME:
+        case EL_SHIELD_NORMAL:
+        case EL_SHIELD_DEADLY:
+         if (IS_ANIMATED(graphic))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
 
-#if 0
-       if (element == EL_MOLE)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+        case EL_DYNAMITE_ACTIVE:
+        case EL_EM_DYNAMITE_ACTIVE:
+        case EL_DYNABOMB_PLAYER_1_ACTIVE:
+        case EL_DYNABOMB_PLAYER_2_ACTIVE:
+        case EL_DYNABOMB_PLAYER_3_ACTIVE:
+        case EL_DYNABOMB_PLAYER_4_ACTIVE:
+        case EL_SP_DISK_RED_ACTIVE:
+         CheckDynamite(x, y);
+         break;
+
+        case EL_AMOEBA_GROWING:
+         AmoebeWaechst(x, y);
+         break;
+
+        case EL_AMOEBA_SHRINKING:
+         AmoebaDisappearing(x, y);
+         break;
+
+#if !USE_NEW_AMOEBA_CODE
+        case EL_AMOEBA_WET:
+        case EL_AMOEBA_DRY:
+        case EL_AMOEBA_FULL:
+        case EL_BD_AMOEBA:
+        case EL_EMC_DRIPPER:
+         AmoebeAbleger(x, y);
+         break;
 #endif
+
+        case EL_GAME_OF_LIFE:
+        case EL_BIOMAZE:
+         Life(x, y);
+         break;
+
+        case EL_EXIT_CLOSED:
+         CheckExit(x, y);
+         break;
+
+        case EL_EM_EXIT_CLOSED:
+         CheckExitEM(x, y);
+         break;
+
+        case EL_STEEL_EXIT_CLOSED:
+         CheckExitSteel(x, y);
+         break;
+
+        case EL_EM_STEEL_EXIT_CLOSED:
+         CheckExitSteelEM(x, y);
+         break;
+
+        case EL_SP_EXIT_CLOSED:
+         CheckExitSP(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL_GROWING:
+        case EL_EXPANDABLE_STEELWALL_GROWING:
+         MauerWaechst(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL:
+        case EL_EXPANDABLE_WALL_HORIZONTAL:
+        case EL_EXPANDABLE_WALL_VERTICAL:
+        case EL_EXPANDABLE_WALL_ANY:
+        case EL_BD_EXPANDABLE_WALL:
+         MauerAbleger(x, y);
+         break;
+
+        case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+        case EL_EXPANDABLE_STEELWALL_VERTICAL:
+        case EL_EXPANDABLE_STEELWALL_ANY:
+         MauerAblegerStahl(x, y);
+         break;
+
+        case EL_FLAMES:
+         CheckForDragon(x, y);
+         break;
+
+        case EL_EXPLOSION:
+         break;
+
+        case EL_ELEMENT_SNAPPING:
+        case EL_DIAGONAL_SHRINKING:
+        case EL_DIAGONAL_GROWING:
+       {
+         graphic =
+           el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+       }
+
+        default:
+         if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
       }
+    }
+
+#else  // ---------------------------------------------------------------------
+
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+    {
+      StartMoving(x, y);
+
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
-       EdelsteinFunkeln(x, y);
+       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 ||
@@ -9668,10 +12828,6 @@ void GameActions()
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
       CheckDynamite(x, y);
-#if 0
-    else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
-#endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
@@ -9686,31 +12842,43 @@ void GameActions()
       Life(x, y);
     else if (element == EL_EXIT_CLOSED)
       CheckExit(x, y);
+    else if (element == EL_EM_EXIT_CLOSED)
+      CheckExitEM(x, y);
+    else if (element == EL_STEEL_EXIT_CLOSED)
+      CheckExitSteel(x, y);
+    else if (element == EL_EM_STEEL_EXIT_CLOSED)
+      CheckExitSteelEM(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
       CheckExitSP(x, y);
-    else if (element == EL_EXPANDABLE_WALL_GROWING)
+    else if (element == EL_EXPANDABLE_WALL_GROWING ||
+            element == EL_EXPANDABLE_STEELWALL_GROWING)
       MauerWaechst(x, y);
     else if (element == EL_EXPANDABLE_WALL ||
             element == EL_EXPANDABLE_WALL_HORIZONTAL ||
             element == EL_EXPANDABLE_WALL_VERTICAL ||
-            element == EL_EXPANDABLE_WALL_ANY)
+            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);
-#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 (element == EL_ELEMENT_SNAPPING ||
+            element == EL_DIAGONAL_SHRINKING ||
+            element == EL_DIAGONAL_GROWING)
+    {
+      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    }
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 0
-    /* this may take place after moving, so 'element' may have changed */
-    if (IS_AUTO_CHANGING(Feld[x][y]))
-      ChangeElement(x, y);
-#endif
+#endif // ---------------------------------------------------------------------
 
     if (IS_BELT_ACTIVE(element))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
@@ -9725,7 +12893,10 @@ void GameActions()
           element == EL_MAGIC_WALL_EMPTYING ||
           element == EL_BD_MAGIC_WALL_FULL ||
           element == EL_BD_MAGIC_WALL_ACTIVE ||
-          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+          element == EL_BD_MAGIC_WALL_EMPTYING ||
+          element == EL_DC_MAGIC_WALL_FULL ||
+          element == EL_DC_MAGIC_WALL_ACTIVE ||
+          element == EL_DC_MAGIC_WALL_EMPTYING) &&
          ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
        magic_wall_x = x;
@@ -9734,30 +12905,27 @@ void GameActions()
     }
   }
 
+#if 0
+  debug_print_timestamp(0, "- time for MAIN loop:     -->");
+#endif
+
 #if USE_NEW_AMOEBA_CODE
   /* new experimental amoeba growth stuff */
-#if 1
   if (!(FrameCounter % 8))
-#endif
   {
     static unsigned long random = 1684108901;
 
     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
-#if 0
-      x = (random >> 10) % lev_fieldx;
-      y = (random >> 20) % lev_fieldy;
-#else
       x = RND(lev_fieldx);
       y = RND(lev_fieldy);
-#endif
       element = Feld[x][y];
 
-#if 1
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
           element == EL_QUICKSAND_EMPTY ||
+          element == EL_QUICKSAND_FAST_EMPTY ||
           element == EL_ACID_SPLASH_LEFT ||
           element == EL_ACID_SPLASH_RIGHT))
       {
@@ -9767,22 +12935,6 @@ void GameActions()
            (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
          Feld[x][y] = EL_AMOEBA_DROP;
       }
-#else
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (!IS_PLAYER(x,y) &&
-         (element == EL_EMPTY ||
-          element == EL_SAND ||
-          element == EL_QUICKSAND_EMPTY ||
-          element == EL_ACID_SPLASH_LEFT ||
-          element == EL_ACID_SPLASH_RIGHT))
-      {
-       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
-         Feld[x][y] = EL_AMOEBA_DROP;
-      }
-#endif
 
       random = random * 129 + 1;
     }
@@ -9795,7 +12947,7 @@ void GameActions()
   {
     game.explosions_delayed = FALSE;
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    SCAN_PLAYFIELD(x, y)
     {
       element = Feld[x][y];
 
@@ -9820,6 +12972,10 @@ void GameActions()
          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);
     }
@@ -9827,9 +12983,10 @@ void GameActions()
     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++)
+       SCAN_PLAYFIELD(x, y)
        {
          element = Feld[x][y];
 
@@ -9837,13 +12994,19 @@ void GameActions()
              element == EL_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_MAGIC_WALL_DEAD;
-           DrawLevelField(x, y);
+           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;
-           DrawLevelField(x, y);
+           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);
          }
        }
 
@@ -9868,6 +13031,22 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
+  if (game.lenses_time_left > 0)
+  {
+    game.lenses_time_left--;
+
+    if (game.lenses_time_left == 0)
+      RedrawAllInvisibleElementsForLenses();
+  }
+
+  if (game.magnify_time_left > 0)
+  {
+    game.magnify_time_left--;
+
+    if (game.magnify_time_left == 0)
+      RedrawAllInvisibleElementsForMagnifier();
+  }
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
@@ -9881,48 +13060,37 @@ void GameActions()
     }
   }
 
-  if (TimeFrames >= FRAMES_PER_SECOND)
+#if USE_DELAYED_GFX_REDRAW
+  SCAN_PLAYFIELD(x, y)
   {
-    TimeFrames = 0;
-    TapeTime++;
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      if (SHIELD_ON(player))
-      {
-       player->shield_normal_time_left--;
-
-       if (player->shield_deadly_time_left > 0)
-         player->shield_deadly_time_left--;
-      }
-    }
-
-    if (!level.use_step_counter)
+#if 1
+    if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
+#else
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
+       GfxRedraw[x][y] != GFX_REDRAW_NONE)
+#endif
     {
-      TimePlayed++;
+      /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+        !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
 
-      if (TimeLeft > 0)
-      {
-       TimeLeft--;
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+       DrawLevelField(x, y);
 
-       if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+       DrawLevelFieldCrumbledSand(x, y);
 
-       DrawGameValue_Time(TimeLeft);
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
 
-       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 (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+       DrawTwinkleOnField(x, y);
     }
 
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+    GfxRedraw[x][y] = GFX_REDRAW_NONE;
   }
+#endif
+
+  CheckLevelTime();
 
   DrawAllPlayers();
   PlayAllPlayersSound();
@@ -9946,57 +13114,23 @@ void GameActions()
     redraw_mask |= REDRAW_FPS;
   }
 
-#if 0
-  if (stored_player[0].jx != stored_player[0].last_jx ||
-      stored_player[0].jy != stored_player[0].last_jy)
-    printf("::: %d, %d, %d, %d, %d\n",
-          stored_player[0].MovDir,
-          stored_player[0].MovPos,
-          stored_player[0].GfxPos,
-          stored_player[0].Frame,
-          stored_player[0].StepFrame);
-#endif
-
-#if USE_NEW_MOVE_DELAY
   AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
-#else
-  FrameCounter++;
-  TimeFrames++;
-
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    int move_frames =
-      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
-
-    stored_player[i].Frame += move_frames;
 
-    if (stored_player[i].MovPos != 0)
-      stored_player[i].StepFrame += move_frames;
-
-#if USE_NEW_MOVE_DELAY
-    if (stored_player[i].move_delay > 0)
-      stored_player[i].move_delay--;
-#endif
-
-    if (stored_player[i].drop_delay > 0)
-      stored_player[i].drop_delay--;
-  }
-#endif
-
-#if 1
   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
   {
     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
 
     local_player->show_envelope = 0;
   }
+
+#if 0
+  debug_print_timestamp(0, "stop main loop profiling ");
+  printf("----------------------------------------------------------\n");
 #endif
 
-#if USE_NEW_RANDOMIZE
   /* use random number generator in every frame to make it less predictable */
   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
     RND(1);
-#endif
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
@@ -10035,30 +13169,92 @@ static boolean AllPlayersInVisibleScreen()
       return FALSE;
   }
 
-  return TRUE;
-}
+  return TRUE;
+}
+
+void ScrollLevel(int dx, int dy)
+{
+#if 0
+  /* (directly solved in BlitBitmap() now) */
+  static Bitmap *bitmap_db_field2 = NULL;
+  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+  int x, y;
+#else
+  int x, y;
+#endif
+
+#if 0
+  /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
+  /* only horizontal XOR vertical scroll direction allowed */
+  if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
+    return;
+#endif
+
+#if 0
+  /* (directly solved in BlitBitmap() now) */
+  if (bitmap_db_field2 == NULL)
+    bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
+
+  /* needed when blitting directly to same bitmap -- should not be needed with
+     recent SDL libraries, but apparently does not work in 1.2.11 directly */
+  BlitBitmap(drawto_field, bitmap_db_field2,
+            FX + TILEX * (dx == -1) - softscroll_offset,
+            FY + TILEY * (dy == -1) - softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset);
+  BlitBitmap(bitmap_db_field2, drawto_field,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset);
+
+#else
+
+#if 0
+  /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
+  int xsize = (BX2 - BX1 + 1);
+  int ysize = (BY2 - BY1 + 1);
+  int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
+  int end   = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
+  int step  = (start < end ? +1 : -1);
+
+  for (i = start; i != end; i += step)
+  {
+    BlitBitmap(drawto_field, drawto_field,
+              FX + TILEX * (dx != 0 ? i + step : 0),
+              FY + TILEY * (dy != 0 ? i + step : 0),
+              TILEX * (dx != 0 ? 1 : xsize),
+              TILEY * (dy != 0 ? 1 : ysize),
+              FX + TILEX * (dx != 0 ? i : 0),
+              FY + TILEY * (dy != 0 ? i : 0));
+  }
+
+#else
 
-void ScrollLevel(int dx, int dy)
-{
   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
-  int x, y;
 
   BlitBitmap(drawto_field, drawto_field,
             FX + TILEX * (dx == -1) - softscroll_offset,
             FY + TILEY * (dy == -1) - softscroll_offset,
-            SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
-            SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
             FX + TILEX * (dx == 1) - softscroll_offset,
             FY + TILEY * (dy == 1) - softscroll_offset);
+#endif
+#endif
 
-  if (dx)
+  if (dx != 0)
   {
     x = (dx == 1 ? BX1 : BX2);
     for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
 
-  if (dy)
+  if (dy != 0)
   {
     y = (dy == 1 ? BY1 : BY2);
     for (x = BX1; x <= BX2; x++)
@@ -10068,51 +13264,12 @@ void ScrollLevel(int dx, int dy)
   redraw_mask |= REDRAW_FIELD;
 }
 
-#if 0
-static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
-{
-  int nextx = x + dx, nexty = y + dy;
-  int element = Feld[x][y];
-
-  if ((dx == -1 &&
-       element != EL_SP_PORT_LEFT &&
-       element != EL_SP_GRAVITY_PORT_LEFT &&
-       element != EL_SP_PORT_HORIZONTAL &&
-       element != EL_SP_PORT_ANY) ||
-      (dx == +1 &&
-       element != EL_SP_PORT_RIGHT &&
-       element != EL_SP_GRAVITY_PORT_RIGHT &&
-       element != EL_SP_PORT_HORIZONTAL &&
-       element != EL_SP_PORT_ANY) ||
-      (dy == -1 &&
-       element != EL_SP_PORT_UP &&
-       element != EL_SP_GRAVITY_PORT_UP &&
-       element != EL_SP_PORT_VERTICAL &&
-       element != EL_SP_PORT_ANY) ||
-      (dy == +1 &&
-       element != EL_SP_PORT_DOWN &&
-       element != EL_SP_GRAVITY_PORT_DOWN &&
-       element != EL_SP_PORT_VERTICAL &&
-       element != EL_SP_PORT_ANY) ||
-      !IN_LEV_FIELD(nextx, nexty) ||
-      !IS_FREE(nextx, nexty))
-    return FALSE;
-
-  return TRUE;
-}
-#endif
-
 static boolean canFallDown(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
 
   return (IN_LEV_FIELD(jx, jy + 1) &&
          (IS_FREE(jx, jy + 1) ||
-#if USE_NEW_BLOCK_STYLE
-#if USE_GRAVITY_BUGFIX_OLD
-          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]));
@@ -10141,168 +13298,47 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
   int newx = x + dx;
   int newy = y + dy;
-#if 0
-  int nextx = newx + dx;
-  int nexty = newy + dy;
-#endif
 
-#if 1
-  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
-         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
-#if 0
-         (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
-#endif
-         (IS_DIGGABLE(Feld[newx][newy]) ||
-          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
-          canPassField(newx, newy, move_dir)));
-#else
-#if 1
   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
          IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
          (IS_DIGGABLE(Feld[newx][newy]) ||
           IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
           canPassField(newx, newy, move_dir)));
-#else
-#if 1
-  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
-         (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
-          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
-          canPassField(newx, newy, move_dir)));
-#else
-  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
-         (IS_DIGGABLE(Feld[newx][newy]) ||
-          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
-          (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
-           !CAN_MOVE(Feld[newx][newy]) &&
-           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
-           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
-           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
-#endif
-#endif
-#endif
 }
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
+#if USE_PLAYER_GRAVITY
+  if (player->gravity && !player->programmed_action)
+#else
   if (game.gravity && !player->programmed_action)
+#endif
   {
-#if 1
     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
-#else
-    int move_dir_horizontal = player->action & MV_HORIZONTAL;
-    int move_dir_vertical   = player->action & MV_VERTICAL;
-#endif
-
-#if 1
-    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
-#else
-    boolean player_is_snapping = player->action & JOY_BUTTON_1;
-#endif
-
+    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)));
-
-#if 0
-    int move_dir =
-      (player->last_move_dir & MV_HORIZONTAL ?
-       (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
-       (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-#endif
-
-#if 0
-    int opposite_dir = MV_DIR_OPPOSITE(move_dir);
-    int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
-    int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
-    int new_jx = jx + dx, new_jy = jy + dy;
-    int nextx = new_jx + dx, nexty = new_jy + dy;
-#endif
-
-#if 1
-
-#if 1
     boolean player_can_fall_down = canFallDown(player);
-#else
-    boolean player_can_fall_down =
-      (IN_LEV_FIELD(jx, jy + 1) &&
-       (IS_FREE(jx, jy + 1) ||
-       (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
-#endif
-
-#else
-    boolean player_can_fall_down =
-      (IN_LEV_FIELD(jx, jy + 1) &&
-       (IS_FREE(jx, jy + 1)));
-#endif
-
-#if 0
-    boolean player_is_moving_to_valid_field =
-      (
-#if 1
-       !player_is_snapping &&
-#endif
-
-#if 1
-       IN_LEV_FIELD(new_jx, new_jy) &&
-       (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
-       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
-        element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
-        IN_LEV_FIELD(nextx, nexty) &&
-        element_info[Feld[nextx][nexty]].access_direction & move_dir))
-#else
-       IN_LEV_FIELD(new_jx, new_jy) &&
-       (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       Feld[new_jx][new_jy] == EL_SAND ||
-       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
-        canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
-    /* !!! extend EL_SAND to anything diggable !!! */
-#endif
-       );
-#endif
-
-#if 0
-    boolean player_is_standing_on_valid_field =
-      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
-       (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
-#endif
-
-#if 0
-    printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
-          player_can_fall_down,
-          player_is_standing_on_valid_field,
-          player_is_moving_to_valid_field,
-          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
-          player->effective_action,
-          player->can_fall_into_acid);
-#endif
 
     if (player_can_fall_down &&
-#if 0
-       !player_is_standing_on_valid_field &&
-#endif
        !player_is_moving_to_valid_field)
-    {
-#if 0
-      printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
-            jx, jy, FrameCounter);
-#endif
-
       player->programmed_action = MV_DOWN;
-    }
   }
 }
 
 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 {
-#if 1
   return CheckGravityMovement(player);
-#endif
 
+#if USE_PLAYER_GRAVITY
+  if (player->gravity && !player->programmed_action)
+#else
   if (game.gravity && !player->programmed_action)
+#endif
   {
     int jx = player->jx, jy = player->jy;
     boolean field_under_player_is_free =
@@ -10327,48 +13363,51 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
-#if 0
-  static int trigger_sides[4][2] =
-  {
-    /* enter side        leave side */
-    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* moving left  */
-    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* moving right */
-    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     },      /* moving up    */
-    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  }       /* moving down  */
-  };
-  int move_direction = (dx == -1 ? MV_LEFT :
-                       dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
-  int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-  int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
+#if !USE_FIXED_DONT_RUN_INTO
   int element;
+#endif
   int can_move;
+  boolean player_can_move = !player->cannot_move;
 
   if (!player->active || (!dx && !dy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
   player->MovDir = (dx < 0 ? MV_LEFT :
                    dx > 0 ? MV_RIGHT :
                    dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+                   dy > 0 ? MV_DOWN :  MV_NONE);
 
   if (!IN_LEV_FIELD(new_jx, new_jy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
-  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
-    return MF_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 0
-  element = MovingOrBlocked2Element(new_jx, new_jy);
+#if 1
+  if (!options.network && game.centered_player_nr == -1 &&
+      !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
 #else
-  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
 #endif
 
-  if (DONT_RUN_INTO(element))
+#if !USE_FIXED_DONT_RUN_INTO
+  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+
+  /* (moved to DigField()) */
+  if (player_can_move && DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
@@ -10377,21 +13416,22 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
-      BuryHero(player);
+      BuryPlayer(player);
     }
     else
-      TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
+      TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
 
-    return MF_MOVING;
+    return MP_MOVING;
   }
+#endif
 
   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
-  if (can_move != MF_MOVING)
+  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 MF_NO_ACTION;       /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
+    return MP_NO_ACTION;       /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
 
   StorePlayer[jx][jy] = 0;
   player->last_jx = jx;
@@ -10400,46 +13440,37 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   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++;
 
-#if 0
-  player->drop_delay = 0;
-#endif
-
   PlayerVisit[jx][jy] = FrameCounter;
 
-  ScrollPlayer(player, SCROLL_INIT);
-
-#if 0
-  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-  {
-    CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X,
-                                     leave_side);
-    CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
-  }
+#if USE_UFAST_PLAYER_EXIT_BUGFIX
+  player->is_moving = TRUE;
+#endif
 
-  if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
-  {
-    CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
-                                     CE_PLAYER_ENTERS_X, enter_side);
-    CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
-                            CE_ENTERED_BY_PLAYER, enter_side);
-  }
+#if 1
+  /* should better be called in MovePlayer(), but this breaks some tapes */
+  ScrollPlayer(player, SCROLL_INIT);
 #endif
 
-  return MF_MOVING;
+  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 = MF_NO_ACTION;
+  int moved = MP_NO_ACTION;
 
-#if 1
   if (!player->active)
     return FALSE;
 
@@ -10456,54 +13487,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     return FALSE;
   }
-#else
-  if (!player->active || (!dx && !dy))
-    return FALSE;
-#endif
-
-#if 0
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !tape.playing)
-    return FALSE;
-#else
-
-#if 1
-
-#if 0
-  printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
-        player->move_delay + player->move_delay_value);
-#endif
 
-#if USE_NEW_MOVE_DELAY
   if (player->move_delay > 0)
-#else
-  if (!FrameReached(&player->move_delay, player->move_delay_value))
-#endif
-  {
-#if 0
-    printf("::: can NOT move\n");
-#endif
-
-    return FALSE;
-  }
-#else
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
     return FALSE;
-#endif
-
-#endif
 
-#if 0
-  printf("::: COULD move now\n");
-#endif
-
-#if USE_NEW_MOVE_DELAY
   player->move_delay = -1;             /* set to "uninitialized" value */
-#endif
 
   /* store if player is automatically moved to next field */
-  player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+  player->is_auto_moving = (player->programmed_action != MV_NONE);
 
   /* remove the last programmed player action */
   player->programmed_action = 0;
@@ -10528,11 +13519,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
 
-#if USE_NEW_MOVE_DELAY
       AdvanceFrameAndPlayerCounters(player->index_nr);
-#else
-      FrameCounter++;
-#endif
 
       DrawAllPlayers();
       BackToFront();
@@ -10541,6 +13528,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     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)))
@@ -10552,14 +13541,31 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
   }
 
+#if USE_FIXED_BORDER_RUNNING_GFX
+  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;
+  }
+#endif
+
   jx = player->jx;
   jy = player->jy;
 
-  if (moved & MF_MOVING && !ScreenMovPos &&
+#if 1
+  if (moved & MP_MOVING && !ScreenMovPos &&
+      (player->index_nr == game.centered_player_nr ||
+       game.centered_player_nr == -1))
+#else
+  if (moved & MP_MOVING && !ScreenMovPos &&
       (player == local_player || !options.network))
+#endif
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
-    int offset = (setup.scroll_delay ? 3 : 0);
+    int offset = game.scroll_delay_value;
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
     {
@@ -10611,12 +13617,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
     {
+#if 1
+      if (!options.network && game.centered_player_nr == -1 &&
+         !AllPlayersInVisibleScreen())
+      {
+       scroll_x = old_scroll_x;
+       scroll_y = old_scroll_y;
+      }
+      else
+#else
       if (!options.network && !AllPlayersInVisibleScreen())
       {
        scroll_x = old_scroll_x;
        scroll_y = old_scroll_y;
       }
       else
+#endif
       {
        ScrollScreen(player, SCROLL_INIT);
        ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
@@ -10624,127 +13640,56 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     }
   }
 
-#if 0
-#if 1
-  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
-  if (!(moved & MF_MOVING) && !player->is_pushing)
-    player->Frame = 0;
-#endif
-#endif
-
   player->StepFrame = 0;
 
-  if (moved & MF_MOVING)
+  if (moved & MP_MOVING)
   {
-#if 0
-    printf("::: REALLY moves now\n");
-#endif
-
     if (old_jx != jx && old_jy == jy)
       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
-    else if (old_jx == jx && old_jy != jy)
-      player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
-
-    DrawLevelField(jx, jy);    /* for "crumbled sand" */
-
-    player->last_move_dir = player->MovDir;
-    player->is_moving = TRUE;
-#if 1
-    player->is_snapping = FALSE;
-#endif
-
-#if 1
-    player->is_switching = FALSE;
-#endif
-
-    player->is_dropping = FALSE;
-
-
-#if 0
-    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
-
-#if 1
-    if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
-    {
-      int move_direction = player->MovDir;
-#if 1
-      int enter_side = MV_DIR_OPPOSITE(move_direction);
-      int leave_side = move_direction;
-#else
-      static int trigger_sides[4][2] =
-      {
-       /* enter side           leave side */
-       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
-       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
-       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
-       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
-      };
-      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
-      int old_element = Feld[old_jx][old_jy];
-      int new_element = Feld[jx][jy];
-
-#if 1
-      /* !!! TEST ONLY !!! */
-      if (IS_CUSTOM_ELEMENT(old_element))
-       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
-                                  CE_LEFT_BY_PLAYER,
-                                  player->index_bit, leave_side);
-
-      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
-                                         CE_PLAYER_LEAVES_X,
-                                         player->index_bit, leave_side);
-
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
-
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_PLAYER_ENTERS_X,
-                                         player->index_bit, enter_side);
-#endif
+    else if (old_jx == jx && old_jy != jy)
+      player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    }
-#endif
+    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->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!!!) */
+    /* 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 */
-#endif
   }
 
-#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))
   {
-    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesBadThing(jx, jy);
     TestIfPlayerTouchesCustomElement(jx, jy);
   }
 
   if (!player->active)
-    RemoveHero(player);
+    RemovePlayer(player);
 
   return moved;
 }
@@ -10755,28 +13700,22 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
   int last_jx = player->last_jx, last_jy = player->last_jy;
   int move_stepsize = TILEX / player->move_delay_value;
 
-  if (!player->active || !player->MovPos)
+#if USE_NEW_PLAYER_SPEED
+  if (!player->active)
+    return;
+
+  if (player->MovPos == 0 && mode == SCROLL_GO_ON)     /* player not moving */
+    return;
+#else
+  if (!player->active || player->MovPos == 0)
     return;
+#endif
 
   if (mode == SCROLL_INIT)
   {
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
-#if 0
-    printf("::: %06d: %d,%d: %d (%d) [%d]\n",
-          FrameCounter,
-          last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
-          player->block_delay);
-#endif
-
-#if USE_NEW_BLOCK_STYLE
-
-#if 0
-    if (player->block_delay <= 0)
-      printf("::: ALERT! block_delay == %d\n", player->block_delay);
-#endif
-
     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
        Feld[last_jx][last_jy] == EL_EMPTY)
     {
@@ -10788,8 +13727,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       {
        last_field_block_delay += player->move_delay_value;
 
-#if USE_GRAVITY_BUGFIX_NEW
        /* when blocking enabled, prevent moving up despite gravity */
+#if USE_PLAYER_GRAVITY
+       if (player->gravity && player->MovDir == MV_UP)
+         block_delay_adjustment = -1;
+#else
        if (game.gravity && player->MovDir == MV_UP)
          block_delay_adjustment = -1;
 #endif
@@ -10798,74 +13740,41 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       /* add block delay adjustment (also possible when not blocking) */
       last_field_block_delay += block_delay_adjustment;
 
-#if 0
-#if USE_BLOCK_DELAY_BUGFIX
-      /* when blocking enabled, correct block delay for fast movement */
-      if (player->block_last_field &&
-         player->move_delay_value < MOVE_DELAY_NORMAL_SPEED)
-       last_field_block_delay =
-         player->move_delay_value + player->block_delay_adjustment;
-#endif
-#endif
-
-#if 0
-#if USE_GRAVITY_BUGFIX_NEW
-      /* when blocking enabled, correct block delay for gravity movement */
-      if (player->block_last_field &&
-         game.gravity && player->MovDir == MV_UP)
-       last_field_block_delay = player->move_delay_value - 1;
-#endif
-#endif
-
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
     }
-#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
 
+#if USE_NEW_PLAYER_SPEED
+    if (player->MovPos != 0)   /* player has not yet reached destination */
+      return;
+#else
     return;
+#endif
   }
   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_PLAYER_SPEED
+  if (player->MovPos != 0)
+  {
+    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);
+    /* before DrawPlayer() to draw correct player graphic for this case */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+  }
 #else
-    Feld[last_jx][last_jy] = EL_EMPTY;
-#endif
-#endif
+  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 0
-  DrawPlayer(player);  /* needed here only to cleanup last field */
 #endif
 
   if (player->MovPos == 0)     /* player reached destination field */
   {
-#if 1
     if (player->move_delay_reset_counter > 0)
     {
       player->move_delay_reset_counter--;
@@ -10879,73 +13788,41 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->move_delay = 0;
       }
     }
-#else
-    if (IS_PASSABLE(Feld[last_jx][last_jy]))
-    {
-      /* continue with normal speed after quickly moving through gate */
-      HALVE_PLAYER_SPEED(player);
-
-      /* be able to make the next move without delay */
-      player->move_delay = 0;
-    }
-#endif
-
-#if USE_NEW_BLOCK_STYLE
-#else
-    if (player->block_last_field &&
-       Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-#if 1
-      RemoveField(last_jx, last_jy);
-#else
-      Feld[last_jx][last_jy] = EL_EMPTY;
-#endif
-#endif
 
     player->last_jx = jx;
     player->last_jy = jy;
 
     if (Feld[jx][jy] == EL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+#if 1
+       Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+#endif
+       Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+#if 1
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+#endif
        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);
+      RemovePlayer(player);
 
       if (local_player->friends_still_needed == 0 ||
          IS_SP_ELEMENT(Feld[jx][jy]))
-       player->LevelSolved = player->GameOver = TRUE;
+       PlayerWins(player);
     }
 
-#if 1
-    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
     /* this breaks one level: "machine", level 000 */
-#if 0
-    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
     {
       int move_direction = player->MovDir;
-#if 1
       int enter_side = MV_DIR_OPPOSITE(move_direction);
       int leave_side = move_direction;
-#else
-      static int trigger_sides[4][2] =
-      {
-       /* enter side           leave side */
-       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
-       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
-       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
-       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
-      };
-      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
       int old_jx = last_jx;
       int old_jy = last_jy;
       int old_element = Feld[old_jx][old_jy];
       int new_element = Feld[jx][jy];
 
-#if 1
-      /* !!! TEST ONLY !!! */
       if (IS_CUSTOM_ELEMENT(old_element))
        CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                                   CE_LEFT_BY_PLAYER,
@@ -10962,29 +13839,31 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_PLAYER_ENTERS_X,
                                          player->index_bit, enter_side);
-#endif
 
-    }
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+                                       CE_MOVE_OF_X, move_direction);
+#else
+      CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+                                       CE_MOVE_OF_X, move_direction);
 #endif
+    }
 
     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
     {
-      TestIfHeroTouchesBadThing(jx, jy);
+      TestIfPlayerTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
-#if 1
-#if 1
+
       /* needed because pushed element has not yet reached its destination,
         so it would trigger a change event at its previous field location */
       if (!player->is_pushing)
-#endif
        TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
-#endif
 
       if (!player->active)
-       RemoveHero(player);
+       RemovePlayer(player);
     }
 
-    if (level.use_step_counter)
+    if (!local_player->LevelSolved && level.use_step_counter)
     {
       int i;
 
@@ -10995,16 +13874,31 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        TimeLeft--;
 
        if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
+       DisplayGameControlValues();
+#else
        DrawGameValue_Time(TimeLeft);
+#endif
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
-           KillHero(&stored_player[i]);
+           KillPlayer(&stored_player[i]);
+      }
+#if 1
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       DisplayGameControlValues();
       }
+#else
       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
+#endif
     }
 
     if (tape.single_step && tape.recording && !tape.pausing &&
@@ -11038,7 +13932,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
     redraw_mask |= REDRAW_FIELD;
   }
   else
-    ScreenMovDir = MV_NO_MOVING;
+    ScreenMovDir = MV_NONE;
 }
 
 void TestIfPlayerTouchesCustomElement(int x, int y)
@@ -11079,7 +13973,7 @@ 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);
 
@@ -11092,22 +13986,26 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       else
        continue;               /* center and border element do not touch */
 
-#if 1
-      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, border_side);
       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, border_side);
-#else
-      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
-                                         CE_PLAYER_TOUCHES_X,
-                                         player->index_bit, border_side);
-      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
-                                player->index_bit, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      {
+       /* 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);
+      }
 #endif
     }
-    else if (IS_PLAYER(xx, yy))
+    else if (IS_PLAYER(xx, yy))                /* player found at border element */
     {
       struct PlayerInfo *player = PLAYERINFO(xx, yy);
 
@@ -11117,19 +14015,23 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
          continue;             /* center and border element do not touch */
       }
 
-#if 1
-      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, center_side);
       CheckTriggeredElementChangeByPlayer(x, y, center_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, center_side);
-#else
-      CheckTriggeredElementChangeByPlayer(x, y, center_element,
-                                         CE_PLAYER_TOUCHES_X,
-                                         player->index_bit, center_side);
-      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
-                                player->index_bit, center_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      {
+       /* 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);
+      }
 #endif
 
       break;
@@ -11137,6 +14039,8 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
   }
 }
 
+#if USE_ELEMENT_TOUCHING_BUGFIX
+
 void TestIfElementTouchesCustomElement(int x, int y)
 {
   static int xy[4][2] =
@@ -11162,19 +14066,18 @@ 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;
 
@@ -11187,7 +14090,35 @@ void TestIfElementTouchesCustomElement(int x, int y)
     else
       continue;                        /* center and border element do not touch */
 
-#if TEST_NEW_STUFF
+    border_element_old[i] = 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];
+
+    if (border_element == -1)
+      continue;
+
+    /* check for change of border element */
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
+
+    /* (center element cannot be player, so we dont have to check this here) */
+  }
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    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 (border_element == -1)
+      continue;
 
     /* check for change of center element (but change it only once) */
     if (!change_center_element)
@@ -11195,99 +14126,86 @@ void TestIfElementTouchesCustomElement(int x, int y)
        CheckElementChangeBySide(x, y, center_element, border_element,
                                 CE_TOUCHING_X, border_side);
 
-    /* -> CheckElementChangeExtTEST */
-
-#else
-
-    /* check for change of center element (but change it only once) */
-    if (IS_CUSTOM_ELEMENT(center_element) &&
-       HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
-       !change_center_element)
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+    if (IS_PLAYER(xx, yy))
     {
-      for (j = 0; j < element_info[center_element].num_change_pages; j++)
-      {
-       struct ElementChangeInfo *change =
-         &element_info[center_element].change_page[j];
-
-       if (change->can_change &&
-           change->has_event[CE_TOUCHING_X] &&
-           change->trigger_side & border_side &&
-#if 1
-           IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
-#else
-           change->trigger_element == border_element
-#endif
-           )
-       {
-         change_center_element = TRUE;
-         center_element_change_page = j;
-         border_trigger_element = border_element;
-
-         break;
-       }
-      }
+      /* 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, border_side);
     }
-
 #endif
+  }
+}
 
-#if TEST_NEW_STUFF
-
-    /* check for change of border element */
-    CheckElementChangeBySide(xx, yy, border_element, center_element,
-                            CE_TOUCHING_X, center_side);
-
-#else
-
-    /* check for change of border element */
-    if (IS_CUSTOM_ELEMENT(border_element) &&
-       HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
-    {
-      for (j = 0; j < element_info[border_element].num_change_pages; j++)
-      {
-       struct ElementChangeInfo *change =
-         &element_info[border_element].change_page[j];
-
-       if (change->can_change &&
-           change->has_event[CE_TOUCHING_X] &&
-           change->trigger_side & center_side &&
-#if 1
-           IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
 #else
-           change->trigger_element == center_element
-#endif
-           )
-       {
-#if 0
-         printf("::: border_element %d, %d\n", x, y);
-#endif
 
-         CheckElementChangeByPage(xx, yy, border_element, center_element,
-                                  CE_TOUCHING_X, j);
-         break;
-       }
-      }
-    }
+void TestIfElementTouchesCustomElement_OLD(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    /* center side     border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
+  };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
+  boolean change_center_element = FALSE;
+  int center_element = Feld[x][y];     /* should always be non-moving! */
+  int i;
 
-#endif
+  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;
 
-  }
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
 
-#if !TEST_NEW_STUFF
+    if (game.engine_version < VERSION_IDENT(3,0,7,0))
+      border_element = Feld[xx][yy];   /* may be moving! */
+    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+      border_element = Feld[xx][yy];
+    else if (MovDir[xx][yy] & touch_dir[i])    /* elements are touching */
+      border_element = MovingOrBlocked2Element(xx, yy);
+    else
+      continue;                        /* center and border element do not touch */
 
-  if (change_center_element)
-  {
-#if 0
-    printf("::: center_element %d, %d\n", x, y);
-#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);
 
-    CheckElementChangeByPage(x, y, center_element, border_trigger_element,
-                            CE_TOUCHING_X, center_element_change_page);
+    /* check for change of border element */
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
   }
+}
 
 #endif
 
-}
-
 void TestIfElementHitsCustomElement(int x, int y, int direction)
 {
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
@@ -11295,136 +14213,54 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
   int touched_element;
-#if 0
-  boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
-                       !IS_FREE(hitx, hity) &&
-                       (!IS_MOVING(hitx, hity) ||
-                        MovDir[hitx][hity] != direction ||
-                        ABS(MovPos[hitx][hity]) <= TILEY / 2));
-#endif
 
   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
     return;
 
-#if 0
-  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
-    return;
-#endif
-
   touched_element = (IN_LEV_FIELD(hitx, hity) ?
                     MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
 
-#if !USE_HITTING_SOMETHING_BUGFIX
-  /* "hitting something" is also true when hitting the playfield border */
-  CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                          CE_HITTING_SOMETHING, direction);
-#endif
-
   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;
-
-#if !USE_HIT_BY_SOMETHING_BUGFIX
-      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
-                              CE_HIT_BY_SOMETHING, opposite_direction);
-#endif
-
-#if TEST_NEW_STUFF
-
       CheckElementChangeBySide(x, y, hitting_element, touched_element,
                               CE_HITTING_X, touched_side);
 
-#else
-
-      if (IS_CUSTOM_ELEMENT(hitting_element) &&
-         HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
-      {
-       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[hitting_element].change_page[i];
-
-         if (change->can_change &&
-             change->has_event[CE_HITTING_X] &&
-             change->trigger_side & touched_side &&
-         
-#if 1
-             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
-             change->trigger_element == touched_element
-#endif
-             )
-         {
-           CheckElementChangeByPage(x, y, hitting_element, touched_element,
-                                    CE_HITTING_X, i);
-           break;
-         }
-       }
-      }
-
-#endif
-
-#if TEST_NEW_STUFF
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_X, hitting_side);
 
-      CheckElementChangeBySide(hitx, hity, touched_element,
-                              hitting_element, CE_HIT_BY_X, hitting_side);
-#else
+      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_HIT_BY_X))
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      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];
-
-         if (change->can_change &&
-             change->has_event[CE_HIT_BY_X] &&
-             change->trigger_side & hitting_side &&
-#if 1
-             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
-             change->trigger_element == hitting_element
-#endif
-             )
-         {
-           CheckElementChangeByPage(hitx, hity, touched_element,
-                                    hitting_element, CE_HIT_BY_X, i);
-           break;
-         }
-       }
+       /* 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;
+
+       CheckElementChangeBySide(x, y, hitting_element, player_element,
+                                CE_HITTING_X, touched_side);
       }
-
-#endif
-
-#if USE_HIT_BY_SOMETHING_BUGFIX
-      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
-                              CE_HIT_BY_SOMETHING, opposite_direction);
 #endif
     }
   }
 
-#if USE_HITTING_SOMETHING_BUGFIX
   /* "hitting something" is also true when hitting the playfield border */
   CheckElementChangeBySide(x, y, hitting_element, touched_element,
                           CE_HITTING_SOMETHING, direction);
-#endif
 }
 
 #if 0
@@ -11480,73 +14316,11 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_SMASHED_BY_SOMETHING, opposite_direction);
 
-#if TEST_NEW_STUFF
-
       CheckElementChangeBySide(x, y, hitting_element, touched_element,
                               CE_OTHER_IS_SMASHING, touched_side);
-#else
-
-      if (IS_CUSTOM_ELEMENT(hitting_element) &&
-         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
-      {
-       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[hitting_element].change_page[i];
-
-         if (change->can_change &&
-             change->has_event[CE_OTHER_IS_SMASHING] &&
-             change->trigger_side & touched_side &&
-         
-#if 1
-             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
-             change->trigger_element == touched_element
-#endif
-             )
-         {
-           CheckElementChangeByPage(x, y, hitting_element, touched_element,
-                                    CE_OTHER_IS_SMASHING, i);
-           break;
-         }
-       }
-      }
-
-#endif
-
-#if TEST_NEW_STUFF
 
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_OTHER_GETS_SMASHED, hitting_side);
-#else
-
-      if (IS_CUSTOM_ELEMENT(touched_element) &&
-         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
-      {
-       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[touched_element].change_page[i];
-
-         if (change->can_change &&
-             change->has_event[CE_OTHER_GETS_SMASHED] &&
-             change->trigger_side & hitting_side &&
-#if 1
-             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
-             change->trigger_element == hitting_element
-#endif
-             )
-         {
-           CheckElementChangeByPage(hitx, hity, touched_element,
-                                    hitting_element, CE_OTHER_GETS_SMASHED,i);
-           break;
-         }
-       }
-      }
-
-#endif
-
     }
   }
 }
@@ -11555,6 +14329,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
 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] =
   {
@@ -11582,13 +14357,9 @@ 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
@@ -11610,18 +14381,11 @@ 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);
@@ -11663,11 +14427,12 @@ 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];
 
@@ -11693,12 +14458,14 @@ 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;
       }
     }
@@ -11710,52 +14477,102 @@ 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)
@@ -11792,13 +14609,35 @@ 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;
 
@@ -11806,41 +14645,60 @@ 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 USE_PLAYER_REANIMATION
+#if 1
+  if (player->reanimated)      /* killed player may have been reanimated */
+    player->killed = player->reanimated = FALSE;
+  else
+    BuryPlayer(player);
+#else
+  if (player->killed)          /* player may have been reanimated */
+    BuryPlayer(player);
+#endif
+#else
+  BuryPlayer(player);
+#endif
 }
 
-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;
@@ -11851,6 +14709,9 @@ void RemoveHero(struct PlayerInfo *player)
   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;
@@ -11862,6 +14723,27 @@ void RemoveHero(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+#if USE_NEW_SNAP_DELAY
+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;
+}
+#endif
+
 /*
   =============================================================================
   checkDiagonalPushing()
@@ -11899,37 +14781,30 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player,
   =============================================================================
 */
 
-int DigField(struct PlayerInfo *player,
-            int oldx, int oldy, int x, int y,
-            int real_dx, int real_dy, int mode)
+static int DigField(struct PlayerInfo *player,
+                   int oldx, int oldy, int x, int y,
+                   int real_dx, int real_dy, int mode)
 {
-#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;
+  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 :
+  int move_direction = (dx == -1 ? MV_LEFT  :
                        dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+                       dy == -1 ? MV_UP    :
+                       dy == +1 ? MV_DOWN  : MV_NONE);
   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];
+#if USE_FIXED_DONT_RUN_INTO
+  int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
+#else
   int element;
+#endif
+  int collect_count;
 
   if (is_player)               /* function can also be called by EL_PENGUIN */
   {
@@ -11945,906 +14820,798 @@ int DigField(struct PlayerInfo *player,
     if (mode == DF_NO_PUSH)    /* player just stopped pushing */
     {
       player->is_switching = FALSE;
-#if USE_NEW_PUSH_DELAY
       player->push_delay = -1;
-#else
-      player->push_delay = 0;
-#endif
 
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
     }
   }
 
+#if !USE_FIXED_DONT_RUN_INTO
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MF_NO_ACTION;
-
-#if 0
-
-#if 0
-  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
-  if (IS_TUBE(Feld[jx][jy]) ||
-      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
-#endif
-  {
-    int i = 0;
-    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
-    int tube_leave_directions[][2] =
-    {
-      { EL_TUBE_ANY,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
-      { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL_RIGHT,                          MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL_UP,         MV_LEFT | MV_RIGHT | MV_UP           },
-      { EL_TUBE_HORIZONTAL_DOWN,       MV_LEFT | MV_RIGHT |         MV_DOWN },
-      { EL_TUBE_LEFT_UP,               MV_LEFT |            MV_UP           },
-      { EL_TUBE_LEFT_DOWN,             MV_LEFT |                    MV_DOWN },
-      { EL_TUBE_RIGHT_UP,                        MV_RIGHT | MV_UP           },
-      { EL_TUBE_RIGHT_DOWN,                      MV_RIGHT |         MV_DOWN },
-      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
-    };
-
-    while (tube_leave_directions[i][0] != tube_element)
-    {
-      i++;
-      if (tube_leave_directions[i][0] == -1)   /* should not happen */
-       break;
-    }
-
-    if (!(tube_leave_directions[i][1] & move_direction))
-      return MF_NO_ACTION;     /* tube has no opening in this direction */
-  }
-
-#else
+    return MP_NO_ACTION;
+#endif
 
   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
-#if USE_BACK_WALKABLE_BUGFIX
 
   /* in case of element dropped at player position, check background */
   else if (Back[jx][jy] != EL_EMPTY &&
           game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
-#endif
-
-#endif
 
   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
-    return MF_NO_ACTION;       /* field has no opening in this direction */
+    return MP_NO_ACTION;       /* field has no opening in this direction */
 
   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
-    return MF_NO_ACTION;       /* field has no opening in this direction */
-
-  element = Feld[x][y];
+    return MP_NO_ACTION;       /* field has no opening in this direction */
 
-  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
-    return MF_NO_ACTION;
+#if USE_FIXED_DONT_RUN_INTO
+  if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
+  {
+    SplashAcid(x, y);
 
-  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0,0))
-    return MF_NO_ACTION;
+    Feld[jx][jy] = player->artwork_element;
+    InitMovingField(jx, jy, MV_DOWN);
+    Store[jx][jy] = EL_ACID;
+    ContinueMoving(jx, jy);
+    BuryPlayer(player);
 
-#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 */
+    return MP_DONT_RUN_INTO;
+  }
 #endif
 
-#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 */
+#if USE_FIXED_DONT_RUN_INTO
+  if (player_can_move && DONT_RUN_INTO(element))
+  {
+    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+
+    return MP_DONT_RUN_INTO;
+  }
 #endif
 
-  switch (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;
+#if USE_FIXED_DONT_RUN_INTO
+  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+    return MP_NO_ACTION;
 #endif
 
-      if (element == EL_SP_GRAVITY_PORT_LEFT ||
-         element == EL_SP_GRAVITY_PORT_RIGHT ||
-         element == EL_SP_GRAVITY_PORT_UP ||
-         element == EL_SP_GRAVITY_PORT_DOWN)
-       game.gravity = !game.gravity;
+#if !USE_FIXED_DONT_RUN_INTO
+  element = Feld[x][y];
+#endif
 
-      /* 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 */
+  collect_count = element_info[element].collect_count_initial;
 
-       DOUBLE_PLAYER_SPEED(player);
-      }
-#else
-      player->move_delay_reset_counter = 2;
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MP_NO_ACTION;
 
-      DOUBLE_PLAYER_SPEED(player);
-#endif
+  if (game.engine_version < VERSION_IDENT(2,2,0,0))
+    player_can_move = player_can_move_or_snap;
 
-#if 0
-      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
-#endif
+  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);
 
-      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
-      break;
-#endif
+    if (element == EL_DC_LANDMINE)
+      Bang(x, y);
 
-#if 0
-    case EL_TUBE_ANY:
-    case EL_TUBE_VERTICAL:
-    case EL_TUBE_HORIZONTAL:
-    case EL_TUBE_VERTICAL_LEFT:
-    case EL_TUBE_VERTICAL_RIGHT:
-    case EL_TUBE_HORIZONTAL_UP:
-    case EL_TUBE_HORIZONTAL_DOWN:
-    case EL_TUBE_LEFT_UP:
-    case EL_TUBE_LEFT_DOWN:
-    case EL_TUBE_RIGHT_UP:
-    case EL_TUBE_RIGHT_DOWN:
-      {
-       int i = 0;
-       int tube_enter_directions[][2] =
-       {
-         { EL_TUBE_ANY,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
-         { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
-         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
-         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
-         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
-         { -1,                         MV_NO_MOVING                         }
-       };
-
-       while (tube_enter_directions[i][0] != element)
-       {
-         i++;
-         if (tube_enter_directions[i][0] == -1)        /* should not happen */
-           break;
-       }
+    if (Feld[x][y] != element)         /* field changed by snapping */
+      return MP_ACTION;
 
-       if (!(tube_enter_directions[i][1] & move_direction))
-         return MF_NO_ACTION;  /* tube has no opening in this direction */
+    return MP_NO_ACTION;
+  }
 
-       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
-      }
-      break;
+#if USE_PLAYER_GRAVITY
+  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 */
+#else
+  if (game.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 */
 #endif
 
-    default:
+  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 ||
 #if 1
-      if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
-#else
-      if (IS_WALKABLE(element))
+            element == EL_EM_EXIT_OPENING ||
 #endif
-      {
-       int sound_element = SND_ELEMENT(element);
-       int sound_action = ACTION_WALKING;
-
-#if 0
-       if (!ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
+            element == EL_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_EXIT_OPEN ||
+#if 1
+            element == EL_EM_STEEL_EXIT_OPENING ||
 #endif
+            element == EL_SP_EXIT_OPEN ||
+            element == EL_SP_EXIT_OPENING)
+    {
+      sound_action = ACTION_PASSING;   /* player is passing exit */
+    }
+    else if (element == EL_EMPTY)
+    {
+      sound_action = ACTION_MOVING;            /* nothing to walk on */
+    }
 
-#if 0
-       if (element == EL_EMPTY_SPACE &&
-           game.gravity && !player->is_auto_moving &&
-           canFallDown(player) && move_direction != MV_DOWN)
-         return MF_NO_ACTION;  /* player cannot walk here due to gravity */
-#endif
+    /* play sound from background or player, whatever is available */
+    if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+      PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+    else
+      PlayLevelSoundElementAction(x, y, player->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 (IS_RND_GATE(element))
-       {
-         if (!player->key[RND_GATE_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_RND_GATE_GRAY(element))
-       {
-         if (!player->key[RND_GATE_GRAY_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (element == EL_EXIT_OPEN ||
-                element == EL_SP_EXIT_OPEN ||
-                element == EL_SP_EXIT_OPENING)
-       {
-         sound_action = ACTION_PASSING;        /* player is passing exit */
-       }
-       else if (element == EL_EMPTY)
-       {
-         sound_action = ACTION_MOVING;         /* nothing to walk on */
-       }
+    if (CAN_MOVE(element))     /* only fixed elements can be passed! */
+      return MP_NO_ACTION;
 
-       /* 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);
+    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;
 
-       break;
-      }
-#if 1
-      else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+      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)
+#if USE_PLAYER_GRAVITY
+       player->gravity = !player->gravity;
 #else
-      else if (IS_PASSABLE(element))
+       game.gravity = !game.gravity;
 #endif
-      {
-#if 0
-       if (!canPassField(x, y, move_direction))
-         return MF_NO_ACTION;
+      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)
+#if USE_PLAYER_GRAVITY
+       player->gravity = TRUE;
 #else
-
-#if 0
-#if 1
-       if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
-           !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
-           (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
-         return MF_NO_ACTION;
+       game.gravity = TRUE;
+#endif
+      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)
+#if USE_PLAYER_GRAVITY
+       player->gravity = FALSE;
 #else
-       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-         return MF_NO_ACTION;
-#endif
+       game.gravity = FALSE;
 #endif
+    }
 
-#if 1
-       if (!ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#else
-       if (IS_CUSTOM_ELEMENT(element) &&
-           !ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#endif
+    /* automatically move to the next field with double speed */
+    player->programmed_action = move_direction;
 
-#if 1
-       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
-         return MF_NO_ACTION;
-#endif
+    if (player->move_delay_reset_counter == 0)
+    {
+      player->move_delay_reset_counter = 2;    /* two double speed steps */
 
-#endif
+      DOUBLE_PLAYER_SPEED(player);
+    }
 
-       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;
-       }
+    PlayLevelSoundAction(x, y, ACTION_PASSING);
+  }
+  else if (player_can_move_or_snap && IS_DIGGABLE(element))
+  {
+    RemoveField(x, y);
 
-       /* automatically move to the next field with double speed */
-       player->programmed_action = move_direction;
-#if 1
-       if (player->move_delay_reset_counter == 0)
-       {
-         player->move_delay_reset_counter = 2; /* two double speed steps */
+    if (mode != DF_SNAP)
+    {
+      GfxElement[x][y] = GFX_ELEMENT(element);
+      player->is_digging = TRUE;
+    }
 
-         DOUBLE_PLAYER_SPEED(player);
-       }
-#else
-       player->move_delay_reset_counter = 2;
+    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                       player->index_bit, dig_side);
 
-       DOUBLE_PLAYER_SPEED(player);
+    if (mode == DF_SNAP)
+    {
+#if USE_NEW_SNAP_DELAY
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#else
+      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
 #endif
 
-       PlayLevelSoundAction(x, y, ACTION_PASSING);
+      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;
+    }
 
-       break;
-      }
-      else if (IS_DIGGABLE(element))
-      {
-       RemoveField(x, y);
+    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;
 
-       if (mode != DF_SNAP)
-       {
 #if 1
-         GfxElement[x][y] = GFX_ELEMENT(element);
+      game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+      DisplayGameControlValues();
 #else
-         GfxElement[x][y] =
-           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+      DrawGameValue_Time(TimeLeft);
 #endif
-         player->is_digging = TRUE;
-       }
+    }
+    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;
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      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;
 
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
-                                           player->index_bit, dig_side);
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DC_KEY_WHITE)
+    {
+      player->num_white_keys++;
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+      /* 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;
 
-       break;
-      }
-      else if (IS_COLLECTIBLE(element))
-      {
-       RemoveField(x, y);
+      RedrawAllInvisibleElementsForLenses();
+    }
+    else if (element == EL_EMC_MAGNIFIER)
+    {
+      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
 
-       if (is_player && mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_collecting = TRUE;
-       }
+      RedrawAllInvisibleElementsForMagnifier();
+    }
+    else if (IS_DROPPABLE(element) ||
+            IS_THROWABLE(element))     /* can be collected and dropped */
+    {
+      int i;
 
-       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 (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;
 
-         DrawGameValue_Dynamite(local_player->inventory_size);
-       }
-       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
-       {
-         player->dynabomb_count++;
-         player->dynabombs_left++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_SIZE)
-       {
-         player->dynabomb_size++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_POWER)
-       {
-         player->dynabomb_xl = TRUE;
-       }
-       else if (IS_KEY(element))
-       {
-         player->key[KEY_NR(element)] = TRUE;
-
-         DrawGameValue_Keys(player->key);
+      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;
 
-         redraw_mask |= REDRAW_DOOR_1;
-       }
-       else if (IS_ENVELOPE(element))
-       {
 #if 1
-         player->show_envelope = element;
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
 #else
-         ShowEnvelope(element - EL_ENVELOPE_1);
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
 #endif
-       }
-       else if (IS_DROPPABLE(element) ||
-                IS_THROWABLE(element)) /* can be collected and dropped */
-       {
-         int i;
-
-         if (element_info[element].collect_count == 0)
-           player->inventory_infinite_element = element;
-         else
-           for (i = 0; i < element_info[element].collect_count; i++)
-             if (player->inventory_size < MAX_INVENTORY_SIZE)
-               player->inventory_element[player->inventory_size++] = element;
+    }
 
-         DrawGameValue_Dynamite(local_player->inventory_size);
-       }
-       else if (element_info[element].collect_count > 0)
-       {
-         local_player->gems_still_needed -=
-           element_info[element].collect_count;
-         if (local_player->gems_still_needed < 0)
-           local_player->gems_still_needed = 0;
+    RaiseScoreElement(element);
+    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-         DrawGameValue_Emeralds(local_player->gems_still_needed);
-       }
+    if (is_player)
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
+                                         player->index_bit, dig_side);
 
-       RaiseScoreElement(element);
-       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+    if (mode == DF_SNAP)
+    {
+#if USE_NEW_SNAP_DELAY
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#else
+      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
+#endif
 
-       if (is_player)
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_PLAYER_COLLECTS_X,
-                                             player->index_bit, dig_side);
+      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;
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+    if (CAN_FALL(element) && dy)
+      return MP_NO_ACTION;
 
-       break;
-      }
-      else if (IS_PUSHABLE(element))
-      {
-       if (mode == DF_SNAP && element != EL_BD_ROCK)
-         return MF_NO_ACTION;
+    if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+       !(element == EL_SPRING && level.use_spring_bug))
+      return MP_NO_ACTION;
 
-       if (CAN_FALL(element) && dy)
-         return MF_NO_ACTION;
+    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;
 
-       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;
+    /* 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 1
-       if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
-           ((move_direction & MV_VERTICAL &&
-             ((element_info[element].move_pattern & MV_LEFT &&
-               IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
-              (element_info[element].move_pattern & MV_RIGHT &&
-               IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
-            (move_direction & MV_HORIZONTAL &&
-             ((element_info[element].move_pattern & MV_UP &&
-               IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
-              (element_info[element].move_pattern & MV_DOWN &&
-               IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
-         return MF_NO_ACTION;
-#endif
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+    {
+      if (player->push_delay_value == -1 || !player_was_pushing)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    }
+    else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+    {
+      if (player->push_delay_value == -1)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    }
+    else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+    {
+      if (!player->is_pushing)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    }
 
-#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
+    player->is_pushing = TRUE;
+    player->is_active = TRUE;
 
-#if 1
+    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 1
-       if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-       {
-         if (player->push_delay_value == -1 || !player_was_pushing)
-           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       }
-       else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-       {
-         if (player->push_delay_value == -1)
-           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       }
-#else
-       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-       {
-         if (player->push_delay_value == -1 || !player_was_pushing)
-           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       }
-#endif
-       else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
-       {
-         if (!player->is_pushing)
-           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       }
+    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+      return MP_NO_ACTION;
 
-       /*
-       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
-            !player_is_pushing))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       */
-#else
-       if (!player->is_pushing &&
-           game.engine_version >= VERSION_IDENT(2,2,0,7))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#endif
+    if (player->push_delay == -1)      /* new pushing; restart delay */
+      player->push_delay = 0;
 
-#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
+    if (player->push_delay < player->push_delay_value &&
+       !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+       element != EL_SPRING && element != EL_BALLOON)
+    {
+      /* 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;
 
-       player->is_pushing = TRUE;
+      return MP_NO_ACTION;
+    }
 
-       if (!(IN_LEV_FIELD(nextx, nexty) &&
-             (IS_FREE(nextx, nexty) ||
-              (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
-               IS_SB_ELEMENT(element)))))
-         return MF_NO_ACTION;
+    if (IS_CUSTOM_ELEMENT(element) &&
+       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+    {
+      if (!DigFieldByCE(nextx, nexty, element))
+       return MP_NO_ACTION;
+    }
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+    if (IS_SB_ELEMENT(element))
+    {
+      if (element == EL_SOKOBAN_FIELD_FULL)
+      {
+       Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed++;
+      }
 
-#if USE_NEW_PUSH_DELAY
+      if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+      {
+       Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed--;
+      }
 
-#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
+      Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-       if (player->push_delay == -1)   /* new pushing; restart delay */
-         player->push_delay = 0;
-#else
-       if (player->push_delay == 0)    /* new pushing; restart delay */
-         player->push_delay = FrameCounter;
-#endif
+      if (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 USE_NEW_PUSH_DELAY
-#if 0
-       if ( (player->push_delay > 0) != (!xxx_fr) )
-         printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
-                player->push_delay,
-                xxx_pdv2, player->push_delay2, player->push_delay_value,
-                FrameCounter, FrameCounter / 50);
-#endif
+      if (local_player->sokobanfields_still_needed == 0 &&
+         game.emulation == EMU_SOKOBAN)
+      {
+       PlayerWins(player);
 
-#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
+       PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+      }
+    }
+    else
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-#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
+    InitMovingField(x, y, move_direction);
+    GfxAction[x][y] = ACTION_PUSHING;
 
-         return MF_NO_ACTION;
-       }
+    if (mode == DF_SNAP)
+      ContinueMoving(x, y);
+    else
+      MovPos[x][y] = (dx != 0 ? dx : dy);
 
-#if 0
-       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+    Pushed[x][y] = TRUE;
+    Pushed[nextx][nexty] = TRUE;
 
-       if (IS_SB_ELEMENT(element))
-       {
-         if (element == EL_SOKOBAN_FIELD_FULL)
-         {
-           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed++;
-         }
+    if (game.engine_version < VERSION_IDENT(2,2,0,7))
+      player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    else
+      player->push_delay_value = -1;   /* get new value later */
 
-         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
-         {
-           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed--;
-         }
+    /* 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 (PLAYER_SWITCHING(player, x, y))
+    {
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                         player->index_bit, dig_side);
 
-         Feld[x][y] = EL_SOKOBAN_OBJECT;
+      return MP_ACTION;
+    }
 
-         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);
+    player->is_switching = TRUE;
+    player->switch_x = x;
+    player->switch_y = y;
 
-         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);
+    PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-       InitMovingField(x, y, move_direction);
-       GfxAction[x][y] = ACTION_PUSHING;
+    if (element == EL_ROBOT_WHEEL)
+    {
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+      ZX = x;
+      ZY = y;
 
-       if (mode == DF_SNAP)
-         ContinueMoving(x, y);
-       else
-         MovPos[x][y] = (dx != 0 ? dx : dy);
+      game.robot_wheel_active = TRUE;
 
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][nexty] = TRUE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_SP_TERMINAL)
+    {
+      int xx, yy;
 
-       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 */
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       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 ||
+            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--;
 
-#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_PLAYER_PUSHES_X,
-                                             player->index_bit, dig_side);
-       }
+      ResetGfxAnimation(x, y);
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_TIME_ORB_FULL)
+    {
+      Feld[x][y] = EL_TIME_ORB_EMPTY;
 
-#else
+      if (level.time > 0 || level.use_time_orb_bug)
+      {
+       TimeLeft += level.time_orb_time;
 
 #if 1
-       /* check for element change _after_ element has been pushed! */
-#else
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-#if 1
-       /* !!! TEST ONLY !!! */
-       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
-                                           player->index_bit, dig_side);
+       DisplayGameControlValues();
 #else
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
-                                           player->index_bit, dig_side);
-       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-#endif
+       DrawGameValue_Time(TimeLeft);
 #endif
+      }
 
-#endif
+      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;
 
-       break;
-      }
-      else if (IS_SWITCHABLE(element))
+      game.ball_state = !game.ball_state;
+
+      SCAN_PLAYFIELD(xx, yy)
       {
-       if (PLAYER_SWITCHING(player, x, y))
-       {
-         CheckTriggeredElementChangeByPlayer(x,y, element,
-                                             CE_PLAYER_PRESSES_X,
-                                             player->index_bit, dig_side);
+       int e = Feld[xx][yy];
 
-         return MF_ACTION;
+       if (game.ball_state)
+       {
+         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 (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);
        }
+      }
+    }
 
-       player->is_switching = TRUE;
-       player->switch_x = x;
-       player->switch_y = y;
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                       player->index_bit, dig_side);
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                       player->index_bit, dig_side);
 
-       if (element == EL_ROBOT_WHEEL)
-       {
-         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-         ZX = x;
-         ZY = y;
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_SP_TERMINAL)
-       {
-         int xx, yy;
+    return MP_ACTION;
+  }
+  else
+  {
+    if (!PLAYER_SWITCHING(player, x, y))
+    {
+      player->is_switching = TRUE;
+      player->switch_x = x;
+      player->switch_y = y;
+
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                         player->index_bit, dig_side);
+
+      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);
+    }
 
-         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);
+    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);
 
-#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--;
+    return MP_NO_ACTION;
+  }
 
-         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);
+  player->push_delay = -1;
 
-         ResetGfxAnimation(x, y);
-         DrawLevelField(x, y);
+  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;
+    }
+  }
 
-#if 0
-         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
-       }
+  return MP_MOVING;
+}
 
-       CheckTriggeredElementChangeByPlayer(x, y, element,
-                                           CE_SWITCH_OF_X,
-                                           player->index_bit, dig_side);
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+  int element = Feld[x][y];
 
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                           player->index_bit, dig_side);
+  if (!IS_FREE(x, y))
+  {
+    int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+                 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+                 ACTION_BREAKING);
 
-       return MF_ACTION;
-      }
-      else
-      {
-       if (!PLAYER_SWITCHING(player, x, y))
-       {
-         player->is_switching = TRUE;
-         player->switch_x = x;
-         player->switch_y = y;
+    /* no element can dig solid indestructible elements */
+    if (IS_INDESTRUCTIBLE(element) &&
+       !IS_DIGGABLE(element) &&
+       !IS_COLLECTIBLE(element))
+      return FALSE;
 
-#if 1
-         /* !!! TEST ONLY !!! */
-         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
-                                    player->index_bit, dig_side);
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_SWITCH_OF_X,
-                                             player->index_bit, dig_side);
-#else
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_SWITCH_OF_X,
-                                             player->index_bit, dig_side);
-         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
-                                    player->index_bit, dig_side);
-#endif
-       }
+    if (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
-       /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
-       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                           player->index_bit, dig_side);
-#else
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                           player->index_bit, dig_side);
-       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-#endif
-      }
+    if (IS_MOVING(x, y))
+      RemoveMovingField(x, y);
+    else
+    {
+      RemoveField(x, y);
+      TEST_DrawLevelField(x, y);
+    }
+
+    /* if digged element was about to explode, prevent the explosion */
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-      return MF_NO_ACTION;
+    PlayLevelSoundAction(x, y, action);
   }
 
-#if USE_NEW_PUSH_DELAY
-  player->push_delay = -1;
-#else
-  player->push_delay = 0;
-#endif
+  Store[x][y] = EL_EMPTY;
 
-#if USE_PENGUIN_COLLECT_BUGFIX
-  if (is_player)               /* function can also be called by EL_PENGUIN */
-#endif
+#if 1
+  /* this makes it possible to leave the removed element again */
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+    Store[x][y] = element;
+#else
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
   {
-    if (Feld[x][y] != element)         /* really digged/collected something */
-      player->is_collecting = !player->is_digging;
+    int move_leave_element = element_info[digging_element].move_leave_element;
+
+    /* this makes it possible to leave the removed element again */
+    Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+                  element : move_leave_element);
   }
+#endif
 
-  return MF_MOVING;
+  return TRUE;
 }
 
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+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 :
+  int snap_direction = (dx == -1 ? MV_LEFT  :
                        dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+                       dy == -1 ? MV_UP    :
+                       dy == +1 ? MV_DOWN  : MV_NONE);
+  boolean can_continue_snapping = (level.continuous_snapping &&
+                                  WasJustFalling[x][y] < CHECK_DELAY_FALLING);
 
-#if 0
-  if (player->MovPos != 0)
-    return FALSE;
-#else
   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
-#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -12869,14 +15636,18 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
   }
 
+#if USE_NEW_CONTINUOUS_SNAPPING
+  /* prevent snapping with already pressed snap key when not allowed */
+  if (player->is_snapping && !can_continue_snapping)
+    return FALSE;
+#else
   if (player->is_snapping)
     return FALSE;
+#endif
 
   player->MovDir = snap_direction;
 
-#if 1
   if (player->MovPos == 0)
-#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
@@ -12884,52 +15655,39 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   }
 
   player->is_dropping = FALSE;
+  player->is_dropping_pressed = FALSE;
+  player->drop_pressed_delay = 0;
 
-  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
     return FALSE;
 
   player->is_snapping = TRUE;
+  player->is_active = TRUE;
 
-#if 1
   if (player->MovPos == 0)
-#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
     player->is_collecting = FALSE;
   }
 
-#if 1
   if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
-    DrawLevelField(player->last_jx, player->last_jy);
-#endif
-
-  DrawLevelField(x, y);
+    TEST_DrawLevelField(player->last_jx, player->last_jy);
 
-#if 0
-  BackToFront();
-#endif
+  TEST_DrawLevelField(x, y);
 
   return TRUE;
 }
 
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
 {
   int old_element, new_element;
   int dropx = player->jx, dropy = player->jy;
   int drop_direction = player->MovDir;
-#if 1
   int drop_side = drop_direction;
+#if 1
+  int drop_element = get_next_dropped_element(player);
 #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 ?
@@ -12937,15 +15695,16 @@ boolean DropElement(struct PlayerInfo *player)
                      player->dynabombs_left > 0 ?
                      EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
                      EL_UNDEFINED);
+#endif
+
+  player->is_dropping_pressed = TRUE;
 
-#if USE_DROP_BUGFIX
   /* 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 MF_ACTION;
-#endif
+    return MP_ACTION;
 
   if (IS_THROWABLE(drop_element))
   {
@@ -12964,30 +15723,20 @@ boolean DropElement(struct PlayerInfo *player)
     return FALSE;
 
   /* check if player has anything that can be dropped */
-#if 1
   if (new_element == EL_UNDEFINED)
     return FALSE;
-#else
-  if (player->inventory_size == 0 &&
-      player->inventory_infinite_element == EL_UNDEFINED &&
-      player->dynabombs_left == 0)
+
+  /* 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;
-#endif
 
   /* check if anything can be dropped at the current position */
   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
     return FALSE;
 
   /* collected custom elements can only be dropped on empty fields */
-#if 1
   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
     return FALSE;
-#else
-  if (player->inventory_size > 0 &&
-      IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
-      && old_element != EL_EMPTY)
-    return FALSE;
-#endif
 
   if (old_element != EL_EMPTY)
     Back[dropx][dropy] = old_element;  /* store old element on this field */
@@ -13002,14 +15751,12 @@ boolean DropElement(struct PlayerInfo *player)
     {
       player->inventory_size--;
 
-#if 0
-      new_element = player->inventory_element[player->inventory_size];
-#endif
-
-      DrawGameValue_Dynamite(local_player->inventory_size);
+      DrawGameDoorValues();
 
       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;
     }
@@ -13022,25 +15769,14 @@ boolean DropElement(struct PlayerInfo *player)
 
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
-#if 1
     /* needed if previous element just changed to "empty" in the last frame */
-    Changed[dropx][dropy] = FALSE;             /* allow another change */
-#endif
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
-#if 1
-    /* !!! TEST ONLY !!! */
     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
                               player->index_bit, drop_side);
     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
                                        CE_PLAYER_DROPS_X,
                                        player->index_bit, drop_side);
-#else
-    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
-                                       CE_PLAYER_DROPS_X,
-                                       player->index_bit, drop_side);
-    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
-                              player->index_bit, drop_side);
-#endif
 
     TestIfElementTouchesCustomElement(dropx, dropy);
   }
@@ -13048,10 +15784,6 @@ boolean DropElement(struct PlayerInfo *player)
   {
     player->dynabombs_left--;
 
-#if 0
-    new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
-
     Feld[dropx][dropy] = new_element;
 
     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
@@ -13061,29 +15793,14 @@ boolean DropElement(struct PlayerInfo *player)
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
   }
 
-
-
-#if 1
-
   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
-  {
-#if 1
     InitField_WithBug1(dropx, dropy, FALSE);
-#else
-    InitField(dropx, dropy, FALSE);
-    if (CAN_MOVE(Feld[dropx][dropy]))
-      InitMovDir(dropx, dropy);
-#endif
-  }
 
   new_element = Feld[dropx][dropy];    /* element might have changed */
 
   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
   {
-#if 0
-    int move_stepsize = element_info[new_element].move_stepsize;
-#endif
     int move_direction, nextx, nexty;
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
@@ -13093,60 +15810,24 @@ boolean DropElement(struct PlayerInfo *player)
     nextx = dropx + GET_DX_FROM_DIR(move_direction);
     nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
-#if 1
-    Changed[dropx][dropy] = FALSE;             /* allow another change */
-    CheckCollision[dropx][dropy] = 2;
-#else
-
-    if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
-    {
-#if 0
-      WasJustMoving[dropx][dropy] = 3;
-#else
-#if 1
-      InitMovingField(dropx, dropy, move_direction);
-      ContinueMoving(dropx, dropy);
-#endif
-#endif
-    }
-#if 0
-    /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
-    else
-    {
-      Changed[dropx][dropy] = FALSE;   /* allow another change */
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
-#if 1
-      TestIfElementHitsCustomElement(dropx, dropy, move_direction);
+#if USE_FIX_IMPACT_COLLISION
+    /* do not cause impact style collision by dropping elements that can fall */
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
 #else
-      CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
-                              CE_HITTING_SOMETHING, move_direction);
-#endif
-    }
-#endif
-
-#endif
-
-#if 0
-    player->drop_delay = 2 * TILEX / move_stepsize + 1;
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
 #endif
   }
 
-#if 0
-  player->drop_delay = 8 + 8 + 8;
-#endif
-
-#if 1
-  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
-#endif
-
-#endif
-
+  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
   player->is_dropping = TRUE;
 
-#if USE_DROP_BUGFIX
+  player->drop_pressed_delay = 0;
+  player->is_dropping_pressed = FALSE;
+
   player->drop_x = dropx;
   player->drop_y = dropy;
-#endif
 
   return TRUE;
 }
@@ -13269,14 +15950,12 @@ static void PlayLevelMusic()
     PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
 }
 
-void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+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);
-
-#if 0
-  if (sample == SAMPLE_bug)
-    printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
-#endif
+  int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+  int x = xx - 1 - offset;
+  int y = yy - 1 - offset;
 
   switch (sample)
   {
@@ -13321,7 +16000,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
       break;
 
     case SAMPLE_slurp:
-      PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
+      PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
       break;
 
     case SAMPLE_eater:
@@ -13422,7 +16101,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
       break;
 
     case SAMPLE_time:
-      PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+      PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
       break;
 
     default:
@@ -13431,16 +16110,47 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
   }
 }
 
+#if 0
+void ChangeTime(int value)
+{
+  int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
+
+  *time += value;
+
+  /* EMC game engine uses value from time counter of RND game engine */
+  level.native_em_level->lev->time = *time;
+
+  DrawGameValue_Time(*time);
+}
+
+void RaiseScore(int value)
+{
+  /* EMC game engine and RND game engine have separate score counters */
+  int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+               &level.native_em_level->lev->score : &local_player->score);
+
+  *score += value;
+
+  DrawGameValue_Score(*score);
+}
+#endif
+
 void RaiseScore(int value)
 {
   local_player->score += value;
 
+#if 1
+  game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+  DisplayGameControlValues();
+#else
   DrawGameValue_Score(local_player->score);
+#endif
 }
 
 void RaiseScoreElement(int element)
 {
-  switch(element)
+  switch (element)
   {
     case EL_EMERALD:
     case EL_BD_DIAMOND:
@@ -13483,6 +16193,7 @@ void RaiseScoreElement(int element)
       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:
@@ -13494,7 +16205,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_SHIELD]);
       break;
     case EL_EXTRA_TIME:
-      RaiseScore(level.score[SC_TIME_BONUS]);
+      RaiseScore(level.extra_time_score);
       break;
     case EL_KEY_1:
     case EL_KEY_2:
@@ -13508,6 +16219,7 @@ void RaiseScoreElement(int element)
     case EL_EMC_KEY_6:
     case EL_EMC_KEY_7:
     case EL_EMC_KEY_8:
+    case EL_DC_KEY_WHITE:
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
@@ -13516,40 +16228,379 @@ void RaiseScoreElement(int element)
   }
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 {
-  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 (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
   {
 #if defined(NETWORK_AVALIABLE)
     if (options.network)
-      SendToServer_StopPlaying();
+      SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
     else
 #endif
     {
-      game_status = GAME_MODE_MAIN;
-      DrawMainMenu();
+      if (quick_quit)
+      {
+#if 1
+
+#if 1
+       FadeSkipNextFadeIn();
+#else
+       fading = fading_none;
+#endif
+
+#else
+       OpenDoor(DOOR_CLOSE_1);
+#endif
+
+       game_status = GAME_MODE_MAIN;
+
+#if 1
+       DrawAndFadeInMainMenu(REDRAW_FIELD);
+#else
+       DrawMainMenu();
+#endif
+      }
+      else
+      {
+#if 0
+       FadeOut(REDRAW_FIELD);
+#endif
+
+       game_status = GAME_MODE_MAIN;
+
+       DrawAndFadeInMainMenu(REDRAW_FIELD);
+      }
     }
   }
-  else
+  else         /* continue playing the game */
   {
-
-#if 1
     if (tape.playing && tape.deactivate_display)
       TapeDeactivateDisplayOff(TRUE);
-#endif
 
     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
 
-#if 1
     if (tape.playing && tape.deactivate_display)
       TapeDeactivateDisplayOn();
+  }
+}
+
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
+  boolean skip_request = AllPlayersGone || quick_quit;
+
+  RequestQuitGameExt(skip_request, quick_quit,
+                    "Do you really want to quit the game ?");
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* random generator functions                                                */
+/* ------------------------------------------------------------------------- */
+
+unsigned int InitEngineRandom_RND(long seed)
+{
+  game.num_random_calls = 0;
+
+#if 0
+  unsigned int rnd_seed = InitEngineRandom(seed);
+
+  printf("::: START RND: %d\n", rnd_seed);
+
+  return rnd_seed;
+#else
+
+  return InitEngineRandom(seed);
+
+#endif
+
+}
+
+unsigned int RND(int max)
+{
+  if (max > 0)
+  {
+    game.num_random_calls++;
+
+    return GetEngineRandom(max);
+  }
+
+  return 0;
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* game engine snapshot handling functions                                   */
+/* ------------------------------------------------------------------------- */
+
+#define ARGS_ADDRESS_AND_SIZEOF(x)             (&(x)), (sizeof(x))
+
+struct EngineSnapshotInfo
+{
+  /* runtime values for custom element collect score */
+  int collect_score[NUM_CUSTOM_ELEMENTS];
+
+  /* runtime values for group element choice position */
+  int choice_pos[NUM_GROUP_ELEMENTS];
+
+  /* runtime values for belt position animations */
+  int belt_graphic[4 * NUM_BELT_PARTS];
+  int belt_anim_mode[4 * NUM_BELT_PARTS];
+};
+
+struct EngineSnapshotNodeInfo
+{
+  void *buffer_orig;
+  void *buffer_copy;
+  int size;
+};
+
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static ListNode *engine_snapshot_list = NULL;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
+
+void FreeEngineSnapshot()
+{
+  while (engine_snapshot_list != NULL)
+    deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
+                      checked_free);
+
+  setString(&snapshot_level_identifier, NULL);
+  snapshot_level_nr = -1;
+}
+
+static void SaveEngineSnapshotValues_RND()
+{
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  int i, j;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+  {
+    int element = EL_GROUP_START + i;
+
+    engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
+  }
+
+  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;
+
+      engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
+      engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
+    }
+  }
+}
+
+static void LoadEngineSnapshotValues_RND()
+{
+  unsigned long num_random_calls = game.num_random_calls;
+  int i, j;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+  {
+    int element = EL_GROUP_START + i;
+
+    element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
+  }
+
+  for (i = 0; i < 4; i++)
+  {
+    for (j = 0; j < NUM_BELT_PARTS; j++)
+    {
+      int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
+      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
+
+      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 SaveEngineSnapshotBuffer(void *buffer, int size)
+{
+  struct EngineSnapshotNodeInfo *bi =
+    checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
+
+  bi->buffer_orig = buffer;
+  bi->buffer_copy = checked_malloc(size);
+  bi->size = size;
+
+  memcpy(bi->buffer_copy, buffer, size);
+
+  addNodeToList(&engine_snapshot_list, NULL, bi);
+}
+
+void SaveEngineSnapshot()
+{
+  FreeEngineSnapshot();                /* free previous snapshot, if needed */
+
+  if (level_editor_test_game)  /* do not save snapshots from editor */
+    return;
+
+  /* copy some special values to a structure better suited for the snapshot */
+
+  SaveEngineSnapshotValues_RND();
+  SaveEngineSnapshotValues_EM();
+
+  /* save values stored in special snapshot structure */
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+
+  /* save further RND engine values */
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
+
+  /* save level identification information */
+
+  setString(&snapshot_level_identifier, leveldir_current->identifier);
+  snapshot_level_nr = level_nr;
+
+#if 0
+  ListNode *node = engine_snapshot_list;
+  int num_bytes = 0;
+
+  while (node != NULL)
+  {
+    num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
+
+    node = node->next;
+  }
+
+  printf("::: size of engine snapshot: %d bytes\n", num_bytes);
 #endif
+}
+
+static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
+{
+  memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
+}
 
+void LoadEngineSnapshot()
+{
+  ListNode *node = engine_snapshot_list;
+
+  if (engine_snapshot_list == NULL)
+    return;
+
+  while (node != NULL)
+  {
+    LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
+
+    node = node->next;
   }
+
+  /* restore special values from snapshot structure */
+
+  LoadEngineSnapshotValues_RND();
+  LoadEngineSnapshotValues_EM();
+}
+
+boolean CheckEngineSnapshot()
+{
+  return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+         snapshot_level_nr == level_nr);
 }
 
 
@@ -13572,11 +16623,50 @@ void RequestQuitGame(boolean ask_if_really_quit)
 
 static struct
 {
-  int x, y;
+  int *x, *y;
+  int gd_x, gd_y;
   int gadget_id;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
+#if 1
+  {
+    &game.button.stop.x,       &game.button.stop.y,
+    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_STOP,
+    "stop game"
+  },
+  {
+    &game.button.pause.x,      &game.button.pause.y,
+    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PAUSE,
+    "pause game"
+  },
+  {
+    &game.button.play.x,       &game.button.play.y,
+    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PLAY,
+    "play game"
+  },
+  {
+    &game.button.sound_music.x,        &game.button.sound_music.y,
+    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_MUSIC,
+    "background music on/off"
+  },
+  {
+    &game.button.sound_loops.x,        &game.button.sound_loops.y,
+    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_LOOPS,
+    "sound loops on/off"
+  },
+  {
+    &game.button.sound_simple.x,&game.button.sound_simple.y,
+    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_SIMPLE,
+    "normal sounds on/off"
+  }
+#else
   {
     GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
     GAME_CTRL_ID_STOP,
@@ -13607,6 +16697,7 @@ static struct
     SOUND_CTRL_ID_SIMPLE,
     "normal sounds on/off"
   }
+#endif
 };
 
 void CreateGameButtons()
@@ -13620,12 +16711,15 @@ void CreateGameButtons()
     int button_type;
     boolean checked;
     unsigned long event_mask;
+    int x, y;
     int gd_xoffset, gd_yoffset;
     int gd_x1, gd_x2, gd_y1, gd_y2;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
+    x = DX + *gamebutton_info[i].x;
+    y = DY + *gamebutton_info[i].y;
+    gd_xoffset = gamebutton_info[i].gd_x;
+    gd_yoffset = gamebutton_info[i].gd_y;
     gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
     gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
 
@@ -13653,8 +16747,13 @@ void CreateGameButtons()
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
+#if 1
+                     GDI_X, x,
+                     GDI_Y, y,
+#else
                      GDI_X, DX + gd_xoffset,
                      GDI_Y, DY + gd_yoffset,
+#endif
                      GDI_WIDTH, GAME_BUTTON_XSIZE,
                      GDI_HEIGHT, GAME_BUTTON_YSIZE,
                      GDI_TYPE, button_type,
@@ -13664,6 +16763,7 @@ void CreateGameButtons()
                      GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
                      GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
                      GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+                     GDI_DIRECT_DRAW, FALSE,
                      GDI_EVENT_MASK, event_mask,
                      GDI_CALLBACK_ACTION, HandleGameButtons,
                      GDI_END);
@@ -13699,6 +16799,14 @@ void UnmapGameButtons()
     UnmapGadget(game_gadget[i]);
 }
 
+void RedrawGameButtons()
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    RedrawGadget(game_gadget[i]);
+}
+
 static void HandleGameButtons(struct GadgetInfo *gi)
 {
   int id = gi->custom_id;
@@ -13709,7 +16817,10 @@ static void HandleGameButtons(struct GadgetInfo *gi)
   switch (id)
   {
     case GAME_CTRL_ID_STOP:
-      RequestQuitGame(TRUE);
+      if (tape.playing)
+       TapeStop();
+      else
+       RequestQuitGame(TRUE);
       break;
 
     case GAME_CTRL_ID_PAUSE:
@@ -13736,7 +16847,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
 #endif
        {
          tape.pausing = FALSE;
-         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
        }
       }
       break;